Now that GTKradiant is gpl...

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby divVerent » Mon Mar 06, 2006 8:36 am

pepperboxrevolver wrote:Sorry, you lose. TGA supports 1 bit alpha channel. It's either transparent or it's not. PNG supports shaded alpha channels.


I wonder which ugly hacks dsi_floorlogo.tga is using then ;)

Well, so that even you understand why Nexuiz textures are in TGA and not PNG, let's just try some things out. You don't believe us when we are just telling you, but you will surely believe numbers created for the actual game data.

First of all, the total file size. PNG:19,240,811 bytes. TGA: 98,026,161 bytes. A clear difference.

Next, the size once it's compressed into a PK3 (that is, ZIP) file. PNG:19,084,742 bytes. TGA: 21,300,766 bytes. So we would be saving a total of TWO MEGABYTES if we used PNG instead of TGA.

Okay, two megabytes are more than nothing. But what about the loading time? The time that counts is the time of unzipping the PK3 plus the time of loading the images. I don't have a tool here that just loads an image, but for benchmarking I could use converting them to a raw RGB stream and throwing that stream away.

Time for unzipping the PK3 files: the PNGs take 0.93s, the TGAs take 2.26s. But now comes the really important part: time for loading all those images into gqview and generating thumbnails. This took 4.6 seconds for the TGAs and 6.4 seconds for the PNGs.
Makes a total of 7.3s for PNG and 6.9s for TGA.

Of course, you might get different results on your computer... but generally we just "found out": just don't care if it's PNG or TGA. The difference between them is neglegible. You save a slight amount of space when using PNG, but reading them in takes a slight amount of additional time. What speaks for TGA is that it's easier to read and DP has integrated routines for that which are quite simple - I would even go to the point to say that DP's TGA routines are bug free. In contrast, libpng was more than once subject to security holes, so my guess is that libpng still has critical bugs.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby tZork » Mon Mar 06, 2006 6:34 pm

divVerent wrote:
tZork wrote:Changes done to 1.4 by me includes:
Editing the entity file to fit nexuiz mapping
Setting up the correct paths in various files
Adding a new game so that nexuiz wont have to replace another game, and remove the need for hostin the nexuiz media in the data (baseq3) folder of another (q3) game.
I also added compile setting sugested by experianced nexuiz mappers and incluses the lastest known q3map2.

missing caulk and the other "common" shaderes are most proly a missing / not found common-spog.pk3 file. this should be located in nexuiz/data ot quake3/baseq3 if you use teh "quake method"

Is there a free version of this file or of its contents?

http://www.games43.se/nexuiz/tools/nexuiz-radiant.zip
source of he installer in included.. sry its in vb :oops:
all config files are included but the installer alters them (paths)
The thing that needs editing is the paths in the big messy blocks like
<key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter" value="! &quot;C:/Program/GtkRadiant-1.4/q3map2/q3map2&quot; -v # -game quake3 -fs_basepath &quot;C:/Program/nexuiz-15/&quot; -light -fast -super 2 -filter $"/>

Does this really need a full path to q3map2?
unless its in a path evar, yeh

Well, I'll try that, thanks!

No probs =) good luck!
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Mohij » Mon Apr 24, 2006 7:57 pm

Hi everyone,
Why don't you try to get Nexuiz support natively into GTK-Radiant?
I think they are open for adding support to other games.
The Warsow (http://www.warsow.net) developers will also include support for their game natively into Warsow (http://www.warsow.net/forums/viewtopic. ... ht=radiant)
and their game is much more beta than Nexuiz. So why don't get Nexuiz support directly into GTK-Radiant? That would be much cooler.
Greetings,
Patrick
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Postby esteel » Tue Apr 25, 2006 12:33 pm

This thread has more info on the topic: http://www.forums.alientrap.local/viewtopic.php?t=10
As i STILL (argh) did not find time to get into radiant this might sound stupid, but is it enough to give a few nice words :) and the file mentioned in this thread to the Radiant developers to get official Nexuiz support?
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