NetRadiant 1.5 wont load shaders fully

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NetRadiant 1.5 wont load shaders fully

Postby VolumetricSteve » Sun Jan 10, 2010 11:38 pm

I've been working on a map, done some test compiles, both low and high detailed. (X11/OS X 10.5.8)

I remember from GTKRadiant mapping that some of Id's built in textures have weird shader issues and don't always look the same way in-game as they do in radiant. However, I've found that in NetRadiant, it's not even giving me the choice to use certain textures in my maps, particularly sky textures. I've noticed that NetRadiant seems to just load textures it comes across, like it's only finding .jpgs in quake 3's PAK0.pk3 and assuming those are textures...sometimes.

What I've noticed is, the file I believe that tells NetRadiant what shaders to look for isn't being used.

This file:

/Applications/NetRadiant.app/Contents/MacOS/install/quake3.game/baseq3/default_shaderlist.txt


I've made allllll kinds of changes to it, at first trying to add in the shaders I know quake 3 uses. So I reopen NetRadiant only to find absolutely nothing is different. Then I think it might be possible the file i've been editing has no effect on the functionality of NetRadiant. so in the same file, I just took out half the stuff on the list to see what would happen. Again, NetRadiant loaded fine, and had the exact same number of shaders loaded as it always had. It would appear that file has nothing to do with how NetRadiant looks for quake 3 shaders, but if that's true, how the hell does NetRadiant know what shaders there are?


Also, every time NetRadiant stats it tells me :

"Unable to find default tag file /Applications/NetRadiant.app/Contents/MacOS/install/quake3.game/shadertags.xml. No tag support."


I don't know what tag support is, but I see the word shader in there, and I can't help but wonder if that has something to do with my problem.




Any ideas? thanks.
VolumetricSteve
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Re: NetRadiant 1.5 wont load shaders fully

Postby VolumetricSteve » Wed Jan 13, 2010 11:40 am

Well, thanks me. You figured it out, and here's how :

turns out, the file that was called default_shaderlist.txt is .....apparently there for fun, and doesn't have an immediate impact on anything. Thanks.

the file that actually tells NetRadiant what shaders it can load/use is not actually a part of the program....like...every other part, this one is cleverly hidden in /Applications/ioquake3/baseq3/scripts/shaderlist.txt and as far as I can tell, is only noted in the log files if something unusual happens. So I saw this file and thought "huh, shaders, I like those...while I can't assume this file does what I need, because it would make infinitely more sense to store this data internal to NetRadiant rather than in my baseq3 directory and thus this will probably be a dead end, I should mess with it anyway" Turns out that was the magic file, and looking up the list of shaders in quake 3's PAK0.pk3 file, and updating shaderlist.txt accordingly fixed all of my shader loading problems, now it loads shaders I didn't even know where there.

they don't look right in NetRadiant at all, but once the level is compiled, they come out fine. I'm still working on a way to force NetRadiant to load things.....correctly. It doesn't make sense....

NetRadiant loads the shaders, the shaders then point to textures, jpgs, what have you, the shaders clearly work because they compile into the maps, and they point to the same texture data that's seen by NetRadiant in other places.....so for one reason or another.....NetRadiant just doesn't care that the shaders i'm loading have textures. Until I can reverse engineer it enough to figure out why that is, I'm just using shaders as I go and keeping a list of what shader names look like what textures. Some of the shaders just don't work or don't do anything, so I'm writing those down too.



I imagine there's just an unknown universe, or some deep truth to quake 3 mapping/compiling on a mac, but it's painstakingly hidden and horribly undocumented. In my own tests, I've seen that GTKRadiant 1.4 only works on PPC based macs, 1.5 might have worked but I've never found it as useful as 1.4 at all. I know, at least for me, on my Intel mac, OS X 10.4 and 10.5, neither of those work......they just don't, no errors, no pop up messages, nothing, they simply do not function. So in a sense I've been cornered into using NetRadiant, though I like that it's smaller, faster, not as buggy as GTKRadiant, and hey, it opens! The key advantage being that it at least opens......but it doesn't come with Q3 compatibility built in, which is baffling considering it's a "Stabilized Q3 level editor".

I was told I could just use the q3.game file from GTKRadiant to make it work, that was an outright lie. I had to find someone's specialized NetRadiant-compatible q3.game file to make it save quake 3 maps. Even that just barely worked, I've had to tweak it considerably since I got it.......just........does no one else use NetRadiant on OS X that such huge problems go unnoticed? Is it just me vs. someone's nightly unstable netradiant build? After hours of tweaking, looking through code, the program I have now is ALMOST something that I'd think is release-worthy.....which is ok......if the program is in alpha stages....saddly, not the case here.

I'm almost tempted to make a geocities site that mirrors the official build of NetRadiant, and says "well, here's the final program for OS X, but wait, just kidding, it won't work by default, you have to screw with it for a few days before it's actually useful" and meticulously document the changes i've had to make to it to make it work the way it's supposed to(kinda). Oh well, at least it opens.....a refreshing change. Someday I might just be driven insane enough to make a java-based Radiant.

I hope those notes and thoughts were constructive. - me
VolumetricSteve
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Re: NetRadiant 1.5 wont load shaders fully

Postby lda17h » Wed Jan 13, 2010 2:06 pm

Sadly i cannot help you with your problems, but i think that indeed quite few people actually map on OS X. At least that is my experience from the nexuiz community.

About making your own page and publishing your own build. That's not the way to go. This is open source baby and contributions are always welcome. I would register the issues you have with the alientrap bug tracker system at

http://dev.alientrap.org

And try to get the official builds fixed. Sometimes it makes more sense to create another website and another build of an app if the devs are unresponsive, non-coorperative, but i would not assume that this is the case here.

Sadly the NetRadiant main dev doesn't read too much in the forums, so the bug tracker is probably the best way to get in touch.
He can talk the talk, but can he caulk the caulk?
lda17h
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Re: NetRadiant 1.5 wont load shaders fully

Postby lda17h » Wed Jan 13, 2010 2:12 pm

Actually, looking at the bug tracker there, it seems noone has looked at it for ca. half a year or so :(
He can talk the talk, but can he caulk the caulk?
lda17h
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Re: NetRadiant 1.5 wont load shaders fully

Postby esteel » Sun Jan 17, 2010 1:18 pm

VolumetricSteve wrote:I was told I could just use the q3.game file from GTKRadiant to make it work, that was an outright lie.

I can imagine.. there is a Nexuiz.game comming with NetRadiant.. NetRadiant is a "fixup GTKRadiant Bugs, add some small features and add 'free' gamepacks from good games.." so i really do not get your problem. Just tell NetRadiant to use the Nexuiz.game stuff and be done with it?
On the other hand i'm not a mapper so maybe i'm missing something.

And to that bugtracker thingy. I'm sure divVerent is looking at them, but that does not mean he has to fix every "bug" reported?
esteel
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