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How do I see actual entities in GTK Radiant 1.5?
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How do I see actual entities in GTK Radiant 1.5?
Is there a way to see actual entities in GTK radiant instead of just plain old boxes that represent entities? Seeing and actual Quake player standing in the map instead of an info_player_start box would be cool, along with all the baddies, weapons, powerups and ammos too. Anyone know how I convince radiant to show me the money like this in camera view and the edit windows?Tags: None
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@gypsy
yes sure i will do the ammo-boxes too, they'll be just as easy.
sorry about delay but i got a bit distracted cuz i started rebuilding another quake map in SL. but i will still do this soon
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wow! I reckon I had a good Idea. Just trying to bump up my post count so I can finally upload a pic. Yeah, I'm spamming, but for a good cause
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No sweat, Bluntz.
@Talisa - i just noticed you said you did all the ammo boxes...does that mean health too?
@spike - maybe I read your comment negatively when it wasn't actually meant to be negative (even though it sounds douchey - your comment). So I will answer you as if you weren't trying to be a jerk off.
@6) yeah thats pretty obvious...get a sense of humor.
@7) IDGAF who releases or hosts it. Use your genius brain and realize the ent is the final stage and that is the part I am working on. Meaning I would be the last person to "touch" it, cause I can't finish till the bsp models are done. See how that works...the last person ends up "releasing" it by default cause they are the one with the finished product. I don't see people jumping out of the walls to edit some xml, but by all means feel free.
I think I have made it pretty clear that I'm just trying to see this through to the end. If I was looking for some kind of praise or whatever, don't you think I could open the bsps in noesis myself and finish this with no help as opposed to trying to find other people to help with this simple project?
Actually, Talisa is probably working on the most involved part.Last edited by MadGypsy; 07-13-2013, 08:02 PM.
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@Talisa -- awesomeness.
@bluntz -- dragon is not in quake
. but it would be easy for you to add. Just open the dragon model in Qme, export the skin, convert it to jpg, tga, something that isn't bmp, name it the same as your model and put it in the same folder as your model or a pak equivalent.
Then open up radiant/q1.game/id1/entities.ent, scroll down to monster_dragon and in the tag, as an attribute add model="path/to/model.mdl". you're done. It will take you about 2 minutes.
@spike - [[ignoring your comment]] -5 respect points. You have a whole bunch of them left though.
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found out noesis can export bsp to mdl. converted all ammo-boxes to mdl,
will get working now on fixing them up so they only use a single texture
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lol id have to see if i can find a program which can convert bsp to mdl.
when i have that the rest will be simple
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6) someone else comes up with a decent team name...
7) someone else releases+hosts it.
EDIT, to clarify:
I was trying to be humerous (in my own way) by expanding the team, but if you really want justification for those additional team members (or just roles):
6) 'team foo' brings back terrible childhood memories of a certain 'team rocket'... its a terrible name for that alone... Additionally, I personally favour impartial names (still, if you want all the messages begging for help, then by all means...).
7) without someone pimping it, and keeping it visible and thus discoverable to newcomers, you may as well just leave it to rot on your harddrive. forum topics are irrelevent in a few months time when you're only aware that its possible because you used just the right combination of keywords. I'd recommend getting gb to include a link with his other quake-with-radiant tutorials. remember the '90-90' rule
Last edited by Spike; 07-13-2013, 08:32 PM.
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I tell you what... how about you convert the bsps for me and I'll finish the job from there. It'll be a team effort.
1) breadman starts the chain
2) goldenboy figures out the details
3) I collect the original textures and edit the ent
4) you make the replacement models for the bsp stuff
5) I finish the ent
We'll call it Team Gypsy. Yeah, I like the sound of that
. If you could convert the bsps to a regular ole mdl that uses one texture which looks identical to how it originally looks... I'll be your best buddy and pal....so will other people.
if you want bonus points - zip up the models with their textures external and named after the model (in jpg format). This way all I have to do is dump it straight in the skin.pak (which I guess is now assets.pak), edit the ent and reupload.
there are 13 bsp models. Since the models will be replaced you can actually name the models whatever you want, but the skin name has to match. So if you want to get rid of all that b_ crap, you can.
*I'm just kiddin bout the Team Gypsy part, but you have to admit that that is the most awesome name for a team, ever.
Last edited by MadGypsy; 07-13-2013, 07:26 AM.
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mebbe you could convert the bsp to mdl and fix it up so it only uses a single texture?
or if that dun work or is to much work instead just make a custom mdl for the ammo-boxes? each of them is just a simple square box, so should be easy to do
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pre: close radiant, back up your RADIANT_ROOT/q1.game/id1/entities.ent file
1)download
2) unzip
3) place entities.ent in RADIANT_ROOT/q1.game/id1/entities.ent
4) place skins.pak in Quake/ID1/skins.pak
This pack includes all items (except ammo), monsters and weapons.....still working on bsp models (ammo etc).
edit: Woops I just realized that I have one bsp model being injected in the radiant ent. I dont feel like reuploading for that. Just open the ent, scroll down to item_shells and remove [model="maps/b_shell0"], save and start radiant.
I'll make a cleaner version upon final releaseLast edited by MadGypsy; 07-12-2013, 09:24 PM.
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