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Topic Starter Topic: Re: GTKradiant - Tips

Boink!
Boink!

Joined: 19 Apr 2003
Posts: 4048
PostPosted: 02-20-2010 12:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


I am not much of an expert concerning the wiki code used out there, but wikia definitely looks more "primitive" than the original wikipedia code I have been editing elsewhere. Hope we can get the "proper" wikipedia code going.

Since I actually wrote several macros for the other wiki, we could probably use those right away here as well. Anyway, I should be able to convert the Q4 FAQ and the other stickies I edited for the wiki. Might even write a small php parser that converts UBB to Wiki code.

(Hopefully... I seem to be *very* lazy presently... spring tiredness maybe ("Frühjahrsmüdikeit")?)




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Your Daddy
Your Daddy

Joined: 20 Feb 2000
Posts: 12920
PostPosted: 02-20-2010 07:16 AM           Profile   Send private message  E-mail  Edit post Reply with quote


AEon you lazy prick, get to work.



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Boink!
Boink!

Joined: 19 Apr 2003
Posts: 4048
PostPosted: 02-20-2010 09:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Once a wikipedia is running on q3w, I'll look into it.




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10438
PostPosted: 02-20-2010 07:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think we've found an apprentice for DooMer on the Art of Laziness.



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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 02-24-2010 05:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Where do you find out mapping info like player height width crouch height, also max entities brusher ect ect.




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True Nightmare
True Nightmare

Joined: 16 Nov 1999
Posts: 4028
PostPosted: 02-26-2010 07:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


The BSPC readme has some info about player dimensions/behavior. Online version available here: http://www.shadowspawn.net/content/game ... ot_dev.htm -- search down to the "Physics" section.

Dunno about the other stuff you asked.




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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 02-26-2010 10:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thx Johnny




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10438
PostPosted: 03-06-2010 09:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


You can check out the Q3 source files for more info. Some of it on discussion here:
viewtopic.php?f=16&t=42529



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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 04-05-2010 12:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Does q3 compile maps to the resolution of 1/8th grid, or does it do like q2-seemingly rounding it to the nearest grid point?




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10438
PostPosted: 04-05-2010 05:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


It'll do 1/8th grid or even smaller (in the case of models), but it's generally not a good idea to step into something that small since it'll affect vis, bots and a number of other things. The only thing that I use on a smaller than 1 grid scale is decals, which are essentially nonsolid, detail objects.



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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 05-18-2010 09:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Is there a equivalent of q2's func_wall where you can target it to appear/reappear(remove/restore)?




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10438
PostPosted: 05-19-2010 06:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Func_static. Though it has limitations. It is only affected by gameplay type, there is no way to trigger it in game. It also affects bots so they can't be large gameplay affecting brushes.

However, you can probably do something creative with func_doors and some clever triggers.



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Trainee
Trainee

Joined: 22 Jul 2011
Posts: 45
PostPosted: 08-11-2011 08:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


I know a trick about texturing, if you want to copy the surface parameters of one face to another you can select the face which you want to change the parameters and then the face with the right parameters, after this you have to do and undo some change in the surface window.

About Shift+A, I realized that GtkRadiant 1.5 doesn't search a texture of a selected face, instead it searchs the selected texture.




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Trainee
Trainee

Joined: 14 Aug 2009
Posts: 42
PostPosted: 08-18-2012 11:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Where is the translator tool in GtkRadiant-1.6-20120520




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