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Setting up and using Radiant

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  • bluntz
    replied
    Ahh so that's why my brush gets subdivided. No concave support.
    Ok I grabbed the latest build of GTK, 1.6.2.
    Hmmmf no luck setting it up for DP though.
    Guess I will stay with Netrad.
    Last edited by bluntz; 09-13-2012, 08:22 PM.

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  • golden_boy
    replied
    That's weird. It should handle the exact same way.

    The major difference is that you need to use TGA files for your textures (no wad, just put the tgas into a subfolder called "textures") and you should use the Darkplaces gamepack when using Q3 format intended for Quake (this should also provide access to the q3map2 compiler from the build menu).

    Apart from that, the actual mapping works 100% the same, only you can now use the various curves (patches) and potentially shaders.

    If brushes get destroyed while scaling etc, then perhaps they aren't convex anymore. A brush can never be concave.

    DarkRadiant is optimized for the Dark Mod, they don't officially support any non-Doom3 games anymore; for Quake 3 format, you're best off with Gtk/NetRadiant.

    I'll sit down and write a Q3bsp for Quake (with Radiant) tutorial, it should become clear then.

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  • bluntz
    replied
    The editor handles differently if setup for Q3? As it is any complex brush I make gets destroyed/disintegrated when I try to scale it.
    Should I go with Darkradiant instead?
    Last edited by bluntz; 09-12-2012, 09:16 PM.

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  • golden_boy
    replied
    For an amphitheater, or anything with a lot of curves, Quake 3 format would be perfect... because of patch meshes.

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  • bluntz
    replied
    I wonder if anyone can get a .map from blender to work as even the default cube wont load...pffft.Guess I should have tested it befor going to all the trouble to make a nice low ploy terrain.Regardless the way radiant scales circular work makes it very hard to recreate the amphitheater for the Apollo temple at Delphi.Perhaps I should just build it all in blender and export to obj or something else.The exporter seems to have worked on 1.4 for kat but still needed a lot of cleanup.

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  • golden_boy
    replied
    I asked the gimp devs about this years ago and they told me to write it myself, in true open source fashion. I was, er, too busy to do that.

    QEU should do it. Apart from that, wine and wally... I haven't found a better way.

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  • bluntz
    replied
    I am looking for something to pack/unpak custom textures without having to resort to winblows. I am surprised Gimp does not have a plugin for this.

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  • golden_boy
    replied
    Nah, not as far as I can see. Those are all Doom engine games. When they say wad, they mean level / level pack. When Quake says wad, it means textures / lumps / bitmaps.

    What are you looking for?

    http://www.gamers.org/pub/idgames2/u...ools/qeu03.txt

    QEU are a set of command line tools (Linux, as far as I know) to pack/unpack quake wad and pak files.

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  • bluntz
    replied
    I found this old thing that has been updated - XwadTools.
    http://code.google.com/p/xwadtools/
    Has support for Doom,Doom2,Heratic,Hexen and strife.Any of those wad2?
    Check it out if you have subversion installed wityh this in term
    svn checkout xwadtools - Revision 12: /trunk xwadtools-read-only

    bluntz@debianhome:~/wads$ wadwhich epic2.wad
    looked for wad 'epic2.wad', found 'epic2.wad'
    epic2.wad is for Doom II
    bluntz@debianhome:~/wads$
    Seems my textures issues may have been caused by the wads I chose to DL being wrong versions.I did not know there were a bunch of .wad formats.
    Last edited by bluntz; 09-11-2012, 02:00 PM.

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  • golden_boy
    replied
    Yeah, but that one is for Doom engine games, ie DOOM wads.

    Doom uses Wad 1 format, which actually contains levels etc (like a pakfile in Quake).

    Quake uses wad2.

    Half-Life (and Valve 220 / Worldcraft 3.3) uses wad3.

    Try it and see if it works with Quake

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  • bluntz
    replied
    Have you ever heard of this one?
    Deutex - it is in the repos
    It compiles fine ,I just do not know if the wad files it handles are Q1 or not?
    Last edited by bluntz; 09-11-2012, 11:44 AM.

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  • golden_boy
    replied
    Yes, your custom textures need to go into a wad file. You can accomplish this with Wally. It lets you auto-import and auto-convert textures into wad files.

    If you need explanation on how this works, ask.

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  • bluntz
    replied
    Oh Thanks I will get back to work on this,do I need to make a wad for my own custom textures as well? Here is a peek of the oracle at delphi map I have in mind.
    Last edited by bluntz; 09-12-2012, 12:12 AM.

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  • golden_boy
    replied
    Yeah, like I said, it was the wad path in worldspawn. Both the editor and the compiler must be able to read that path. When in doubt, combine your wads (wally).

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  • MadGypsy
    replied
    semi-colon, not comma. You separate the wads with a semi-colon.

    from hmap2-read me.txt
    Multiple wad support - example: "wad" "wizard.wad;base.wad"

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