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  • talisa
    replied
    just tried another compiler called txqbspbjp and the bsp it outputs
    is a lot better and has a lot less incorrectly rotations and offsets, but it still isnt perfect

    with this compiler its just the offset which doesnt come out perfect for some faces it seems


    what would be the best bsp compiler?
    i tried treeqbspbjp which just screwed up horribly and just tried txbspbjp which did it almost perfect

    anyone could recommend another bsp compiler which might do an even better job?

    Leave a comment:


  • talisa
    replied
    there were indeed some accidential duplicates,
    and i removed any duplicates i could find on the arches.

    but sadly it didnt seem to change anything at all,
    after re-compiling the updated map which doesnt have duplicate brushes
    rotations and offsets of the textures of the arches still are messed up in-game

    Leave a comment:


  • MadGypsy
    replied
    hmmmm, never seen that before. One idea comes ro mind though. Are you sure you don't have an exact duplicate brush in the same spot? If you select a brush and press space it creates a duplicate...it's not impossible to do this by accident and not even realize it.

    Leave a comment:


  • talisa
    replied
    could use a bit of help..... i made a map using parts from another map,
    and i got problems with textures on parts which i copied&pasted

    there's big arches in the map, and in radiant the rotation and offset of the textures looks fine



    but after compiling the map, the rotation and offset of those faces looks all wrong in-game


    i made the map in GTKradiant, and i used treeqBSPbjp to compile the map

    .

    what could cause the rotation and offset of these textures to look all messed-up in-game, while those looked fine in GTKradiant?
    and how could i fix this so that in-game these faces will also look fine?
    Last edited by talisa; 07-13-2014, 09:46 AM.

    Leave a comment:


  • MadGypsy
    replied
    If you content controlled this website, there wouldn't really be any content.

    I'm down with the fifth wheel part, though. I don't do anything Quake and with very little exception, I doubt I ever will again.

    Not sure what your problem with being someone's bro is though. That's just familiar slang for friend. If you really aren't anyone's friend, why did you just tell an entire community how to contact you or even bother to explain your decision to leave at all?

    Also, isn't Rune of Earth Magic a Quake game?

    IDK, man. I feel ya' but, it's also kinda like you took a shit in your own post, that essentially complains about people taking a shit in every post.

    The fact that not one person has tried to stop you or change your mind illustrates why I no longer contribute here. This isn't a community, it's a conglomeration of singularity and no one fuckin cares.

    You will build Rune of Earth Magic for nothing and that's exactly what you should expect... isn't that "the facts"? Barring some great passion to build it, I would suggest you don't even waste your talent or time. You could accomplish more with a loaf of bread and a pond full of ducks.

    Leave a comment:


  • bluntz
    replied
    Sorry to hear that,but I understand completely.Without any effort at quality control the site has gone to shit.I have long advocated Author control of thread content but have been met with the same juvenile attitude to allow anyone to trash any thread in the name of freedom of speech.
    I will see you around Jo,I am not far behind ya.
    GG
    Last edited by bluntz; 11-23-2013, 07:20 PM.

    Leave a comment:


  • golden_boy
    replied
    Originally posted by bluntz View Post
    What model type would lend itself to say 250 frames and be importable to radiant? I will be using blender to make the model.Also I grabbed the FTE and compiler if I have to use it.
    @GB
    The mesh will be static ,is that enough?
    Yeah, you can use an .ase model. You'll need q3bsp of course.

    You can open an .ase model in a text editor; it's a plain text format. You can then put any shader you want on any of its subobjects.

    For the movie you'll use .roq then I guess, although I have no idea if DP supports that.

    General note from GB:

    On a general note: I'm a bit fed up with this forum, I would appreciate if people contacted me via IRC (irc.anynet.org #qc and #rmq, irc.quakenet.org) or at least via PM in the future. I don't fancy posting too much info in the forum anymore, since I feel out of place here, like the fifth wheel on a car that's speeding down a cliff. I'm not really a quake player or even a quake modder anymore (I "just" use idtech-based engines for making indie games), plus I'm not anyone's bro. I'll gladly help the people who are really interested, though, as always, just contact me in some other way. GLHF.

    ---

    Leave a comment:


  • bluntz
    replied
    Originally posted by Spike View Post
    no modern engine has a concept of palettes any more. Any palette in a modern quake engine is for compatibility only, the rest is all rgb.

    Code:
    muh_bad
    {
    //	{
    //		map $lightmap
    //	}
    	{
    	//	videomap berkelium:http://google.co.uk
    		videomap videos/foo.roq
    //		blendfunc filter
    	}
    }
    roq files are always supported by fte, but can be a little large and awkward to generate.
    berkelium plugin can be used for web pages, including youtube. see example videomap line.
    fte's avformat plugin can be used via an av: or avs: prefix to gain access to more codecs/formats.
    the commented out lines other than that extra videomap line can be used to enable lightmaps on the shader.

    you can use the old DP_GECKO_SUPPORT extension to control browsers and stuff via csqc/menuqc. the 'name' argument is the name of the shader, and controls the first videomap object in the shader. with this extension you can generate mouse movements and other input events, as well as a few other commands.
    you can use DP_QC_GETSURFACE to determine the texture coord and thus determine the desired mouse position from a world coordinate. Needs some maths to go with it though, but you can use this for web-browsers-on-walls if the need ever arises.
    @spike
    I am not planning such an interactive element,but certainly all that functionality would come in handy if one wanted to design a learning teleprompter for a virtual tutor. I have in mind something much less advanced in mind. A simple plane with a small clip looping on it,or possibly triggered to loop. What model type would lend itself to say 250 frames and be importable to radiant? I will be using blender to make the model.Also I grabbed the FTE and compiler if I have to use it.
    @GB
    The mesh will be static ,is that enough?

    Leave a comment:


  • MadGypsy
    replied
    Wow, I know nothing. How do you guys remember all of this? It never ends. Why a guy like Spike is building a Quake engine is beyond me. This guy needs to be making smart systems that run the planet or something. What's the code for the traffic light to never be red when I approach it? I also need the code to access the space defense system so I can disintegrate slow drivers that wont let me pass.

    Actually (aside) can you believe some douche bag stopped at a green in front of me and waited for it to turn red? WTF is that?! If I didn't have a mark on my insurance already, my van would have eaten his little plastic POS for breakfast and I would have bragged to the insurance company that I destroyed his car good.

    Leave a comment:


  • Spike
    replied
    no modern engine has a concept of palettes any more. Any palette in a modern quake engine is for compatibility only, the rest is all rgb.

    Code:
    muh_bad
    {
    //	{
    //		map $lightmap
    //	}
    	{
    	//	videomap berkelium:http://google.co.uk
    		videomap videos/foo.roq
    //		blendfunc filter
    	}
    }
    roq files are always supported by fte, but can be a little large and awkward to generate.
    berkelium plugin can be used for web pages, including youtube. see example videomap line.
    fte's avformat plugin can be used via an av: or avs: prefix to gain access to more codecs/formats.
    the commented out lines other than that extra videomap line can be used to enable lightmaps on the shader.

    you can use the old DP_GECKO_SUPPORT extension to control browsers and stuff via csqc/menuqc. the 'name' argument is the name of the shader, and controls the first videomap object in the shader. with this extension you can generate mouse movements and other input events, as well as a few other commands.
    you can use DP_QC_GETSURFACE to determine the texture coord and thus determine the desired mouse position from a world coordinate. Needs some maths to go with it though, but you can use this for web-browsers-on-walls if the need ever arises.

    Leave a comment:


  • bluntz
    replied
    Originally posted by golden_boy View Post
    1. ASE / misc_model only works for static mapmodels, ie models that don't have animations (they can be very large though, such as whole terrains, buildings or trees.)

    2. Cutscenes without leaving the map: Yeah, you need some sort of QC that supports cameras, ideally camera lerping and daisy chaining. RMQ is an example that has those (look at e1m6rq demo how the grapplepoint near the start is explained via several cameras.) Then you animate your stuff in Blender, either using separate models or one single model, and spawn / trigger it to play the animation in the map. It's a combination of triggering some model to do something, and filming it with a camera (unless you want first person cutscenes, then you don't need the cameras.)

    IQM running in RMQengine - YouTube

    You could trigger a sound file at the same time as the animation if someone needs to talk.

    3. Yeah, I think FTE at least supports putting a video on a shader. I don't remember the shader directive right now though. It also supports watching youtube via a browser on a wall shader, too.

    ASE misc_model needs q3bsp.
    AWESOME Thanks!
    So I assume the video must be shot in a limited palette to match the engines?

    Leave a comment:


  • golden_boy
    replied
    1. ASE / misc_model only works for static mapmodels, ie models that don't have animations (they can be very large though, such as whole terrains, buildings or trees.)

    2. Cutscenes without leaving the map: Yeah, you need some sort of QC that supports cameras, ideally camera lerping and daisy chaining. RMQ is an example that has those (look at e1m6rq demo how the grapplepoint near the start is explained via several cameras.) Then you animate your stuff in Blender, either using separate models or one single model, and spawn / trigger it to play the animation in the map. It's a combination of triggering some model to do something, and filming it with a camera (unless you want first person cutscenes, then you don't need the cameras.)

    [ame=http://www.youtube.com/watch?v=0Lp2GUfC2iY]IQM running in RMQengine - YouTube[/ame]

    You could trigger a sound file at the same time as the animation if someone needs to talk.

    3. Yeah, I think FTE at least supports putting a video on a shader. I don't remember the shader directive right now though. It also supports watching youtube via a browser on a wall shader, too.

    ASE misc_model needs q3bsp.

    Leave a comment:


  • bluntz
    replied
    I am setting up GTK Radiant 1.5 for windows 7 and going back through this section I see I will have a much easier time.
    I am wondering if I did not miss some things such as some rather advanced asset inclusion.It seems from GB's ASE and mic_model comments that perhaps I may be able to insert cut scene like functions to a map without leaving it.
    Is it possible to embed planes with movies as their material skins?

    Leave a comment:


  • MadGypsy
    replied
    I'm sure there are some semantics in there somewhere, but you know what I am trying to say.

    Leave a comment:


  • bluntz
    replied
    Originally posted by MadGypsy View Post

    I mean, I can't become pro moto-cross practicing on a bicycle, but I can become pro BMX.
    Actually You can't become PRO Moto-X without practicing on a BMX...
    You gotta learn to walk before you run ect...

    Leave a comment:

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