#116 posted by tehSandwich on 2017/07/23 23:04:08
Well, I found a band-aid to my problem. It doesn't actually resolve the problem but it makes the editor not annoying again. Leaving the DPI scaling to the application instead of the system somehow fixes the camera despite changing nothing else (my system is already at normal scaling).
I can finally get back into mapping but it still feels weird that this is happening.
#117 posted by ww on 2017/07/23 23:42:08
Good find! Still judders now n then, but way less often.
#118 posted by niger on 2017/07/24 09:22:43
Thanks, quite worthy note about 2012 vs 2015 builds.
Basically comment on github is right, and the difference between these two builds is exactly that fix for touchpad on linux.
I'll consider reverting that commit back, since it's producing more harm, then use (mapping via non apple touchpad is the heck anyway (imo))
#119 posted by Qmaster on 2017/07/29 03:01:28
Does this have a MAC build somewhere? If so a mod should add it to the main post.
#120 posted by niger on 2017/07/29 09:29:09
It got no mac build, but build system allows to make one
#121 posted by niger on 2017/08/02 19:26:48
Some tip on requested 'align texture with given face edge' feature here:
https://youtu.be/qA9eNOkD1iY
I'm Amazed At How Fast You Built This!
#122 posted by Mugwump on 2017/08/02 19:36:05
Map Text Encoding
#123 posted by negke on 2017/08/29 20:30:16
Some quirk I (or ericw, for that matter) discovered: apparently this version of Radiant saves the .map files in UTF-8 enconding which is probably fine most of the time, but can cause issues in specific cases.
In Quake, there are some special characters used for colored text and symbols that can be used in level/player names and centerprint messages. x. The problem is that the file encoding appears to be incompatible with the compilers, so these characters get all messed up in the compiled BSP and are displayed incorrectly in game. Converting the map to some other format like ISO8859-1 or even ANSI solves the problem and subsequent editing in Custom Netradiant won't change the encoding back.
In Radiant 1.5, message fields with those special characters would be garbled and trying to edit the corresponding entities could even lead to a crash. In Netradiant, the message fields are displayed correctly - except after converting to ANSI, they show placeholder characters, which isn't a problem, in my view.
This is not a big issue, and I'm not even sure something should be done about it, especially if there's a risk something else breaks in the process. At any rate, it's a little heads-up for people to know in case they run into the same issue.
#124 posted by niger on 2017/08/31 08:50:59
What i see, is that GtkEntry handles these chars as UTF ones, and then radiant saves them correctly (not the whole .map, but only respective string)
I think that compilers do nothing with them too, so you end up with UTF chars in your bsp (which aren't understood by engine apparently)
I barely could find an application, which was truncating such strings in wished manner (they either show UTF one, or '?' char)
Texture Alignment - Face Projection?
#125 posted by Zwiffle on 2017/09/04 19:09:39
Is there a way to align a texture to a face instead of to the grid? I have a sloped surface 30-degrees from xy-plane, and then 45-degrees around z-axis. I cannot seem to get the texture to project to the face, only the grid, meaning I cannot really get a non-slanted texture alignment. I can post a picture if I am unclear.
#126 posted by Joel B on 2017/09/04 23:35:00
Does NetRadiant support the "Valve 220" map format?
#127 posted by niger on 2017/09/05 21:13:33
Yes, you can get it non-slanted in this particular case (i'v got it by rotating a brush with texture lock enabled), but not every time, because default q1 map format is 'axial projection', which has quite strong limitations.
There is newer format from q3: 'brush primitives', which is face projection by definition and has no limitations (you can get axial or w/e projection with it); It is enableable via q1.game and is supported by modern ericwa's compilers.
Valve 220 format is almost supported except of a few malfunctioning tools in Surface inspector;
The plan is to make these 3 formats switchable via preferences for most of games and convertible to unlimited ones.
Probably video explanation of various texture projections in mapformats could be useful?
Thanks For The Info!
#128 posted by Zwiffle on 2017/09/06 05:14:07
Is there any way to convert quake brushes to quake3 brushes?
Outside Of Radiant..
#129 posted by ericw on 2017/09/06 06:32:45
v0.15.10 of my qbsp ( https://ericwa.github.io/tyrutils-ericw/ ) has a map converter built in. you can use it from the command line like this:
qbsp -convert bp something.map
will convert to Q3 brush primitives (iirc it writes the output to a file called something-bp.map)
#130 posted by Zwiffle on 2017/09/06 13:44:39
You guys are awesome, thanks!
Update!
#131 posted by niger on 2017/10/17 17:51:03
Whoa
#132 posted by Kinn on 2017/10/18 18:35:49
Great to see this is still improving! I can smell my mapping trousers warming up...
#133 posted by niger on 2017/10/18 19:21:28
Valve220 map format has arrived btw .)
The Link Is Dead
You read about how to setup Radiant here: quakeone forum
Is there a backup?
Also, does this work on Windows 10?
#135 posted by niger on 2017/12/03 18:53:23
That was odd tutorial anyway (was considering classic radiants)
netradiant-custom\q1pack\q1pack.txt is enough to setup; 1st post got to be updated
Also yes, it does work on Windows 10.
Niger
Yeah, apparently all the links are dead except for the Radiant direct download.
Very Nice
#137 posted by negke on 2017/12/07 21:36:17
Just wondered if it's possible to make the free rotate tool (R) use some (customizable) fixed value like Step in the surface inspector, e.g. steps of 5 or 15 degrees - as quicker way of doing 'conservative' rotations than the Arbitrary Rotation window.
Snap Rotate
#138 posted by anonymous user on 2017/12/08 07:46:22
you can hold shift after grabbing the rings to snap at 15 degrees
Thanks
#139 posted by negke on 2017/12/08 09:39:29
It's good.
Quake 1 Wad Path
#140 posted by Kinn on 2018/01/16 11:27:44
Hi, is there a way to specify a custom folder for my wad files (i.e. somewhere other than [enginepath]/id1)
This is for the editor (not the compiler - I'm already aware of the bsp compiler wadpath switch)
I prefer to keep my "game" files separate to my "development" files where possible.
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