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q3map2 -light -export <directory>divVerent wrote:Also, q3map2 -export has no gain. It is only there so you can edit the lightmaps, and import them later.
Real external lightmaps work completely differently (and also use different file names), and offer the advantage of having a different allowed size (while -export only exports internal lightmaps).
divVerent wrote:First NetRadiant build for OS X (sorry, PPC only for now, universal isn't possible with fink libraries). I got the model loading crash finally sorted out.
It is built on OS X 10.5, so it might not run on anything earlier.
The only dependency should be X11 (is on the OS X DVD).
Can anyone test it?
Yes, it uses the same paths. However, lightstyles are "not supported" as they are simply obsolete in XreaL.divVerent wrote:Actually, all this isn't a solution. Existing external lightmaps-supporting engines will for example misdetect existing maps with lightstyles as ones with external LMs.
Using a different path for lightstyles would solve the problem - but only in the future. Someone at id simply didn't think about this...
Does XreaL use the same path name convention (mapname/lightstyles/lm_0000.tga)? In that case, I could add the same support to DP.
airscout wrote:Successfully tried the binary and did a new compile against the MacPorts tools and libraries, not Fink. The build runs fine, but only if the executable is manually launched from the from the command line– I assume a path to something in the (nonexistent) SW folder is now hard coded? Not a big deal.
divVerent wrote:airscout wrote:Successfully tried the binary and did a new compile against the MacPorts tools and libraries, not Fink. The build runs fine, but only if the executable is manually launched from the from the command line– I assume a path to something in the (nonexistent) SW folder is now hard coded? Not a big deal.
Yes. It is in the "install-dylibs.sh" script you'll have to change to use another source folder to get the libraries into the .app. What folder does MacPorts use? I might be able to support both in the same script.
No, it's mapname/lm_????.hdr(hdr lightmap) + mapname/lm_????.png(deluxemap).divVerent wrote:So in XreaL, it is always mapname/lightmaps/lm_????.tga, and mapname is empty other than the lightmaps subdirectory?
divVerent wrote:Does it work if you change every occurrence of /sw to /opt/local in install-dylibs.sh, and then run make again?
3/5/09 9:53:36 PM [0x0-0x106106].NetRadiant (radiant.ppc:47821): Pango-WARNING **: failed to find shape engine, expect ugly output. engine-type='PangoRenderATSUI', script='latin'
3/5/09 9:53:36 PM [0x0-0x106106].NetRadiant (radiant.ppc:47821): Pango-WARNING **: failed to find shape engine, expect ugly output. engine-type='PangoRenderATSUI', script='common' I wrote:Led to the discovery that MacPorts doesn't install gdk-pixbuf with gtk2. So, at least for the time being, that one path seems to need to be: /opt/local/lib/gdk-pixbuf/loaders/libpixbufloader-bmp.so
"The gdk_pixbuf library is now included as part of gtk2 ... the loaders for the formats I mentioned in the last email are not loadable modules but are built into the gdk_pixbuf library directly. If the app is built against the current gtk2 port, libpixbufloader-bmp.so is unnecessary and will never be called by the program because the built in loader code will be used instead for loading a bmp."
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...************ ERROR ************
mkdir mymap/lightmaps: No such file or directoryReturn to NetRadiant - General Discussion