NetRadiant = Radiant 1.5 with useful q3map2 patches...

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Mon Oct 20, 2008 3:59 am

Thu Oct 23, 2008 11:09 pm

  • I've tried the most recent built on Vista 32 bit and the different window panes don't seem to resize well, and when I minimize to the taskbar and open it up the window is always in a small window instead of fullscreen size; resizing it makes the panes look weird again.

    I'm assuming this is some sort of Vista-specific problem with GTK or something, but I just though I'd point it out. Tried it with the two most recent netradiant builds. I haven't tried old versions of GTKRadiant to compare yet, though.
    Shoe
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Fri Oct 24, 2008 12:21 am

  • Shoe wrote:I've tried the most recent built on Vista 32 bit and the different window panes don't seem to resize well, and when I minimize to the taskbar and open it up the window is always in a small window instead of fullscreen size; resizing it makes the panes look weird again.

    I'm assuming this is some sort of Vista-specific problem with GTK or something, but I just though I'd point it out. Tried it with the two most recent netradiant builds. I haven't tried old versions of GTKRadiant to compare yet, though.


    GTKradiant on linux has a window pane self resizing bug :P.
    So It may not be OS specific.
    The longer you map, the bigger the pane gets in the X axis!.
    take_this_cup_of_poison
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Fri Oct 24, 2008 6:18 pm

  • I made a linux build, you can download it here:
    http://ingar.satgnu.net/gtkradiant.

    I've included a few other gamepacks for the games I work with, you
    might want to edit the paths before using them. I still have to give it a good testdrive, but I hope I'll get that chance soon :)

    Good job, it's nice to see people still care about 1.5.

    edit: build updated to rev 121
    Last edited by ingar on Sun Nov 02, 2008 3:19 pm, edited 1 time in total.
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    ingar
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Mon Oct 27, 2008 8:27 am

  • I'd like to file a bug report. I think it's q3map2 fault.
    Transparency isn't working for me anymore. Here's the shader I'm using:

    Code: Select all
    //Shader file for cb_ctf5tele models

    //Lanc
    //Chain
    textures/cb_ctf5teleporter/perl_chain_teleport
    {
       qer_editorimage textures/cb_ctf5teleporter/cb_perlchain.tga
       surfaceparm nonsolid
       surfaceparm nolightmap
       surfaceparm nomarks
       surfaceparm trans
       surfaceparm nosteps
       qer_trans 0.5
       {
          map textures/cb_ctf5teleporter/cb_perlchain.tga
          rgbGen Vertex
          alphaFunc GE128
       }
    }


    That's btw the chain part of the teleporter model on Killall Organic. When I compile it, I can't see anything wrong in the radiant log,

    Code: Select all
    entering scripts/cb_torch.shader
    entering scripts/cb_ctf5teleporter.shader
    entering scripts/noobplants.shader


    Yet after compile, I can't see the model's transparency.

    Oddly, this one worls:
    //Shader file for cb_grass model

    //Fu lol
    //Green lol
    textures/cb_grass/grass01
    {
    qer_editorimage textures/cb_grass/grass01.tga
    cull none

    {
    map textures/cb_grass/grass01.tga
    blendfunc blend
    surfaceparm alphashadow
    }

    {
    blendfunc filter
    map $lightmap
    rgbGen identity
    tcGen lightmap
    }
    }
    Code: Select all
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon Oct 27, 2008 8:39 am

  • Sure this isn't more a possible DP bug? Ingame-rendering of transparency should mostly depend on DP parsing the shader properly.
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    SavageX
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Mon Oct 27, 2008 8:48 am

  • Nope, vanilla 2.4.2 acts the same. And it was working before.
    Also, PinkRobot has said that the cloud textures of that shader (isn't shown on that code list) aren't moving either.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon Oct 27, 2008 9:22 am

  • Can you verify this with Id Software's q3map2? Because, there is nothing q3map2 can break there - alphaFunc is parsed by the engine ONLY.
    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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    divVerent
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Mon Oct 27, 2008 9:23 am

  • PinkRobot is making a compile atm.
    Damn, something is very fishy here, sotck q3map2 fails too. :?
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon Oct 27, 2008 7:12 pm

  • OK, turned out this was a flase warning, a very very odd problem that was actually in the ASE model.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Oct 28, 2008 11:48 pm

  • My problem turned out to be one with Vista's desktop effects. Having radiant run in compatibility mode with visual themes disabled did the trick :)
    Shoe
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Wed Oct 29, 2008 2:04 am

  • Shoe wrote:My problem turned out to be one with Vista's desktop effects. Having radiant run in compatibility mode with visual themes disabled did the trick :)

    It should be noted that this same problem occurs with Linux desktop effect managers as well.
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Wed Oct 29, 2008 8:20 am

  • Not surprised, I can't even run two instances of DarkPlaces without problems... the second one usually gets awfully slow.

    Apparently, only one 3D app can run well at once.

    And the composition manager is one... so if the game/app is not fullscreen (radiant never is), it's a problem.
    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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    divVerent
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Wed Oct 29, 2008 10:01 am

  • I can on separate sessions.
    Alien
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Thu Nov 20, 2008 11:01 am

  • NetRadiant looks very good and promising so far. Sadly I can't get the SVN to compile in Windows so I had to try the older setup and that looked good. What I'm curious about is if it will be distributed with the game officially just like UT comes with Unreal Editor right next to it (if the original gtkRadiant licenses allow it to sit with Nexuiz). I think that would rock and help / encourage mapping more (probably include easygen with it too?). Would also be helpful since the official gtkRadiant is getting way too downdated from what Nexuiz is set to and soon enough it will probably become difficult to do half mapping with it. This would allow us to have a map editor the way we want and always up to date... could probably name it NexRadiant or such :D
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    MirceaKitsune
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Thu Nov 20, 2008 5:46 pm

  • I've noticed the windows version (XP) has a problem with the fixed font.
    Coordinates at the window border don't show and the 'J' size indicator just draws a red line. There was a reference in the TODO, but I don't know if it was recently added or just a leftover from the zerowing tree.

    Is this a general problem? I had to tamper with my mingw env to get it compiled, so it could be related to my setup.

    MirceaKitsune,
    so far, I've been using NetRadiant for three non-nexuiz games.
    It does a great job :D
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    ingar
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Thu Nov 20, 2008 7:19 pm

  • I had that problem before. Use the very same installation and version of the Gtk/Gtk libraries as I use (newer ones don't work). I don't understand it, but it works the way it is now.
    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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    divVerent
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Thu Nov 20, 2008 9:48 pm

Thu Dec 11, 2008 2:43 pm

  • NetRadiant moved to icculus :
    http://www.icculus.org/netradiant/

    If you are compiling from the old repository and without local changes, you can update with the following command :
    Code: Select all
    svn switch --relocate http://emptyset.endoftheinternet.org/svn/radiant15 svn://svn.icculus.org/netradiant/trunk
    Ronan
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Thu Dec 11, 2008 4:35 pm

  • svn switch SHOULD also work if you DO have local changes. But don't trust it.

    Do a "svn diff > mychanges-backup.diff" before svn switch-ing.
    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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    divVerent
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Sun Dec 14, 2008 8:04 pm

  • I would suggest an option to hide _bump/_norm/_gloss/_glow textures as the mapper will probably not use them. I also recommend looking at the code for Tr3B's GtkRadiant fork for XreaL, as it has a dynamic lighting preview mode. You'll have to get NetRadiant to use a generic material for all shaders to fake the nexuiz automatic shaders(automatically applying _bump/_norm/_gloss/_glow textures). You could probably do it like this(pseudo xreal material but would have to be written in c code inside radiant's shader parser in implementation):
    Code: Select all
    <diffusemap>
    {
      qer_editorImage <diffusemap>
      diffuseMap <diffusemap>
      bumpMap <normalmap>
      specularMap <specularmap>
    }

    XreaL uses bumpMap for normalmaps, bu only for compatibility with various map editors. It can use normalMap as well for the actual engine.
    Last edited by Odin on Sun Dec 14, 2008 8:48 pm, edited 1 time in total.
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Sun Dec 14, 2008 8:40 pm

  • XreaL's radiant is quite distant from GtkRadiant 1.5, and merging that would take me ages. Need someone with more time and who is more experienced for that.
    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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    divVerent
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Sun Dec 14, 2008 9:42 pm

  • divVerent wrote:XreaL's radiant is quite distant from GtkRadiant 1.5, and merging that would take me ages. Need someone with more time and who is more experienced for that.
    The GtkRadiant supplied with the XreaL SVN is almost exactly the same as 1.5 except for the dynamic light preview. It just uses GLSL to do it. You may be thinking of XrealRadiant which is very new and is becoming the official editor for Xreal. However, the GtkRadiant is still there.

    IRC wrote:16:39 < Tr3B> i just use glsl
    16:40 < Tr3B> ok and i use the glsl interface of qrazor-fx
    16:40 < Tr3B> however it should be easy to adopt it
    }MG{Odin
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    Odin
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Sun Dec 14, 2008 10:04 pm

  • Well, about a year ago Tr3b told me the Radiant he's using for XreaL is stripped from Q3 map support and edited at lots of places.

    And Radiant 1.5 already has realtime light preview for Doom 3 maps. I just have no clue how to change that to work on Q3 maps.

    Need someone to look into that, basically. I can't.
    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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    divVerent
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Sun Dec 14, 2008 11:37 pm

  • GtkRadiant in XreaL SVN can load and save Q3 maps. I have done it. It is called "Version 1", rather than "Quake 3". This is irrelevant, though. I could probably design a level for Nexuiz in XreaL GtkRadiant. All you have to do is make a diff for it(compare it to the original GtkRadiant 1.5.0 revision XreaL GtkRadiant is based off of), then find its dynamic light preview code.
    }MG{Odin
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    Odin
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Mon Dec 15, 2008 8:38 am

  • So Tr3b lied to me?

    I rephrase. Is this Radiant from XreaL running in Doom 3 mode (maybe it can convert from/to Q3 maps in that mode), or is it actually running in Q3 mode?

    And I have no idea where to get that source, and "simply diff" is not possible as I have no idea which version of GtkRadiant XreaL's is based on.
    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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    divVerent
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Mon Dec 15, 2008 9:46 am

Mon Dec 15, 2008 10:13 am

  • Too bad that version is unusable for Q3 maps too.
    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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    divVerent
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Mon Dec 15, 2008 10:41 am

  • There is still Tr3b's patched version of GTKRadiant Odin is talking about, but it seems it is rather abandoned now.
    Alien
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Mon Dec 15, 2008 11:54 am

  • Also, I really doubt the lighting preview code of that helps AT ALL, as it is also in GtkRadiant 1.5. It can only be used in Doom 3 mode. The real thing to do would be making it support Quake 3 mode too. And I have no clue about that part (or even why it does nothing in Quake 3 maps at all).
    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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    divVerent
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