News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Dimensions? 
What are you talking about?
Both are fast, as to say they both take only seconds even on a map with 12000 brushes. 
Seconds May Be A Bit Too Optimistic 
Just wanted to do a back to back test on bbin1. XT takes about two minutes iirc; tyrqbsp crashes... 
 
Yeah, The Hell That's Coming was a few minutes worth of QBSP time ... all those portal errors add up. :) 
Is It Bsp2 Or Bsp? 
8m30s for tyr vs 1m14s for txqbsp_xt.exe in wine. 
Huh! 
and tyr's used more of everything in the WriteBSP table. Up to 30% more clipnodes and 10% more vertices, marksurfaces. 
I Stand Corrected 
Same here, the splitting txqbsp_xt does seems to be more efficient than i thought.

And its faster, yes. 
Gtk-based Editors 
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days? 
NetRadiant Imho 
I'm a fan of netradiant. It's not perfect, and I'm not even sure anyone is still working on it, but it feels very solid. I did have to remap all the hotkeys in the latest version though to get it how I like it. 
Netradiant 
Right, that's what I was using - I thought it seemed a bit on the buggy side in windows 8 
 
Windows 8 I don't know, I use 7. It does have some bugs in it.

Trenchbroom was cool, but I ran into a bunch of bugs with the version I was using. It takes a bit to learn coming from radiant, but it totally seems like the benefit to workflow would outweigh the hassle in the end since it all takes place through the camera without any orthographic views.

Plus it's actively being worked on by people here, so you can bug them about it. 
 
Trenchbroom seems too awkward for me - I'm very much from the old school of needing to lay things out precisely in 2d views. It seems to take too long for me to place things properly in TB.

Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc? 
EDITORZ 
I'm not a Radiant user; I couldn't get past the interface long enough to really build anything with it.

For Quake I used Worldcraft and now Trenchbroom.

Worldcraft has a Quake injector zip made by Baker which gets it set up - if you use the newer, valve version. It works fine, but you have to convert textures to valve wad3 format, which is a hassle. Old WC1.6a is another option, where you don't need to convert textures, but doesn�t have (now) basic features like texture locking.

QuArK... exists, but the interface is like a brick in the face, I'm amazed anyone can use it. Then again, some of the most talented mappers turn out great maps with it, so what do I know. It does suffer from floating point errors but also offers model editing or at least viewing to some degree, but I couldn't figure out how to use it.

There is also BSP editor, which looked interesting when I checked it out, ahead of its time when made and apparently, sadly, no longer updated.

I'm not mentioning other editors because I either didn't use them or they're not good. And probably forgetting a load too. 
Just Want To Mention 
TrenchBroom 2 will have 2D views. They already are implemented and being tested. 
Cop Out 
(Please don't stop working on TB2) 
 
JACKHAMMER. :) Thank you... 
I Was Going To Mention 
Toetag... but it fell into the category of oh no I didn't

sorry what

<goes to drunk thread> 
Don't Worry. 
I won't. It's too much fun. 
Entering THREDLEVEL 
 
Trigger Warning On That Please 
 
 
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days?

Another vote for Netradiant.

Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc?

I think you have to do that in QC, but I'm not 100% sure. 
.ent File 
Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc?

I think you have to do that in QC, but I'm not 100% sure.


I know that in Worldcraft (and TrenchBroom for that matter, anything that uses a .fgd file) you can set a different default light value (the default is 300) and at its core other than different formatting to add stuff specific to NetRadiant, the .ent file is essentially just just an .fgd in different clothing.

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

Don't forget to make a backup of the .ent file before you mess around with it. 
Thanks 
Thanks for the advice - after shopping around I think I'll stick with Netradiant for now, but I'll look forward to trying the new Trenchbroom 2, with its 2d views, when it's released.

I think you have to do that in QC, but I'm not 100% sure.

I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

I have had a good look in the existing .ent file and I can't seem to find anywhere where a default is being set on anything. Hmmm... 
 
radiant and qe3 don't set defaults on entities at all - they don't set any keyvalues you don't personally set except for origin and classname.

the 'default' is whatever the compiler, progs.dat, or engine assigns to the value, depending on which of them pays attention to the particular key. 
 
I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

The engine does. Lots of entities have default fields and values set in QC. Lights actually, now that I think about it, are an exception.

The engine runs the QC spawn function for anything it finds in the bsp, and defaults are taken from there (such as the health of the monsters.) 
 
Ok, thanks, I probably should have been clearer in that I was specifically looking to set defaults on light entities.

Anyway, I guess I'll just copy/paste an existing entity in the map, which should avoid me having to type all the fields out every time I create a new one. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.