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Go Back Home > Forums > Quake Help > General Help > How do I see actual entities in GTK Radiant 1.5? Search Forums

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Unread 07-11-2013, 02:16 AM   #1 (permalink)
Axe Man
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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?
Unread 07-11-2013, 01:47 PM   #2 (permalink)
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I don't know if that is possible.

The boxes never bothered me though. Level design is a pretty abstract process anyway, and I believe that is why they originally chose boxes instead of models.

Edit; Netradiant does show the models for Doom 3, though, so it might just be a setting somewhere. I don't know if this can be changed in the config files though, or if it is hardcoded in the editor itself.

Edit 2: I asked Lord Havoc, and he told me that the models are set in the entities.ent file (in the gamepack). This makes sense; so if you guys want to see the models in the editor, someone will have to create a custom entities.ent file that includes the model paths. Look at the Quake 3 entities.ent file for an example how this should be done.

Edit 3: This makes it possible to very accurately place items on desks, shelves etc, just like it's done in Doom 3. Of course Quake's ammo boxes are comically large, so they would look weird on a table and would never fit into a shelf, and Quake's weapons float in mid air so can't be placed onto a surface in a believable fashion. Someone should volunteer to change this, too. :-s

Last edited by golden_boy; 07-11-2013 at 02:14 PM..
Unread 07-11-2013, 05:15 PM   #3 (permalink)
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O.O that's how you do it?! I never could figure it out.

someone will have to create a custom entities.ent file that includes the model paths
Heard.
Unread 07-11-2013, 05:23 PM   #4 (permalink)
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Heh heh.

Go for it!

Unread 07-11-2013, 05:53 PM   #5 (permalink)
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Waste of time. Sure, you can get the models to show up with ease

ex.
Code:
<point name="monster_knight" color="1 0 0" box="-16 -16 -24 16 16 40" model="progs/knight.mdl"> //rest </point>
but it wont have a skin and good luck explaining to radiant that the skin is inside of the .mdl file. You may be a smarty pants and say "replacement textures"...ok, that's what I said too. Where do you put them for radiant and/or how do you tell radiant where it is? I tried a few things...nothing seemed to work.
Unread 07-11-2013, 06:14 PM   #6 (permalink)
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everything I tried

1) exported the knight skin to bmp (only option in qme) & jpg and named it progs/knight.jpg

did not work

2) made progs/skin and dumped my image in it

did not work

3)invented a radiant attribute out of thin air
Code:
<point yadda yadda yadda model="progs/knight.mdl" skin="progs/skin/knight.jpg">
did not work

4) read the entire local.prefs file, looking for a config var that at least sounded like it would turn on model textures,.. found nothing.


maybe someone else will catch an "Aha!" or summin that will lead to the answer.

EDIT: This makes no sense. I haven't tried anything else, I am just thinking about the whole thing. Radiant will perfectly open an mdl in the map...even show me all the polys when it's hilighted, but doesn't know where the texture is!? What kinda straight up bullshit is that? I shouldn't have to do anything special, it already knows it's an .mdl and can display it. So, what's up with the texture?!

Last edited by MadGypsy; 07-11-2013 at 06:25 PM..
Unread 07-11-2013, 06:33 PM   #7 (permalink)
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It does show shaders on .ase or .obj mapmodels, so this should work in principle.

Maybe it doesn't support whatever format .mdl skins are in - PCX?

Does the Radiant console show any related error?

Edit: Got it.



The solution is to export "skin0" from QME into a BMP image with the same name as the model - knight.bmp. Then use Gimp to convert that into knight.tga (and remember to set the image mode to "RGB" instead of "indexed"). Also make sure entities.ent has the line 'model="progs/knight.mdl".'

Do that for all the meshes you want displayed.

The ammo and health boxes are actually BSP, not MDL. You might be able to get these to show as well though, if you enable BSP model support in q1.game or whatever that config file is called. Or just replace them with meshes (this would be a worthy project anyway).

You might then contact divVerent who maintains NetRadiant and persuade him to include an updated Quake 1 gamepack. Or just make one yourself.

Too bad Radiant's model library thing doesn't support IQMs.

Last edited by golden_boy; 07-11-2013 at 06:53 PM..
Unread 07-11-2013, 08:34 PM   #8 (permalink)
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it works with jpg as well.

I'll rewrite the entire ent (where applicable) and make an external skin package. It probably will take longer to export all of the skins than it will to edit the ent. Sometime tomorrow or somethin I'll have it done.

EDIT:

I also just figured out how to contain all these skins. The prospect of dumping an ass-load of images into progs didn't really seem desirable, especially considering that the models already have textures. So, a skins.pak with a progs directory can be placed in ID1...voila, no big mess.

*skins.pak can be named anything

..okey doke, Imma go put this together (or at least start)

Last edited by MadGypsy; 07-11-2013 at 08:47 PM..
Unread 07-11-2013, 09:09 PM   #9 (permalink)
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{smacks teeth} there is no simple way to determine which key to show, for world type. The user will have to change the model path in the .ent accordingly.
Unread 07-11-2013, 09:46 PM   #10 (permalink)
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OK, I have completely finished the .mdl stuff, textures and .ent injection. Now I need to figure out if I can put bsp's in the map via .ent injection.
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