Search found 16 matches
- Wed Jan 26, 2011 7:19 am
- Forum: ID Tech
- Topic: GTKradiant 1.4 source code
- Replies: 30
- Views: 9096
Re: GTKradiant 1.4 source code
Netradiant = based on Radiant 1.5 Personally I found all versions of Radiant terrible when I was a bit younger, the installation process made a complete mess and I was but a small-minded Worldcraft/Hammer kiddy. My first encounter was with... Ion-Radiant... It is the tool that the levels from Daikat...
- Wed Jan 19, 2011 7:54 am
- Forum: ID Tech
- Topic: A little mod for taking screenshots
- Replies: 9
- Views: 3080
Re: A little mod for taking screenshots
Very cool, I had done something similar for a project I'm working on but with a couple of additions that were inspired from a similar feature the source engine has : I added a new map entity called misc_devshot that can be given a targetname and pitch/yaw/roll values (or optionally a info_target to ...
- Sat Dec 18, 2010 4:50 am
- Forum: ID Tech
- Topic: Shader problem with less than helpful error
- Replies: 22
- Views: 7612
Re: Shader problem with less than helpful error
Sorry, I was drinking at a friends when I wrote the previous post (I'm at home now, slightly more sober). Unless you can solve the case of the missing 'q3map_mapname.shader' file, you could possibly attempt to edit the original shader yourself to emulate what should be happening inside the auto-gene...
- Sat Dec 18, 2010 3:04 am
- Forum: ID Tech
- Topic: Shader problem with less than helpful error
- Replies: 22
- Views: 7612
Re: Shader problem with less than helpful error
Add tcgen lightmap in the original shader that you have created, not replacing 'map $lightmap', this will then be copied over to the generated shader. Netradiant's compiler handles the auto-generated shaders fine on XP/Linux, but I've got no experience with either mac or win7 (is it possible it's cr...
- Fri Dec 17, 2010 8:48 am
- Forum: ID Tech
- Topic: q3dmp15- electrical substation 30
- Replies: 70
- Views: 22852
Re: q3dmp15- electrical substation 30
Move to Nelson fKd.
I'll buy you a beer.
I'll buy you a beer.
- Fri Dec 17, 2010 8:33 am
- Forum: ID Tech
- Topic: Shader problem with less than helpful error
- Replies: 22
- Views: 7612
Re: Shader problem with less than helpful error
The prefixed q3map2_*.shader is the shader-script q3map2 generates to do all sorts of nifty-hacked effects that stock quake3 can't do (including lightmaps larger then 128x128). It regenerates any shaders that declare the q3map_lightMapSize as a parameter, renames them to a randomly generated hash (t...
- Wed Dec 08, 2010 4:27 am
- Forum: ID Tech
- Topic: Quake 3 global light
- Replies: 6
- Views: 3237
Re: Quake 3 global light
NetRadiant features floodlighting, this is somewhat similar to using the minimum ambient lighting key (but it looks somewhat nicer/less washed out).
http://dev.alientrap.org/projects/netra ... r_features
http://dev.alientrap.org/projects/netra ... r_features
- Tue Nov 09, 2010 12:04 am
- Forum: ID Tech
- Topic: NetRadiant Runtime Error (Mac)
- Replies: 19
- Views: 6602
Re: NetRadiant Runtime Error (Mac)
My NetRadiant directory keeps all my game and editor specific configurations inside the 'settings' directory I created inside the NetRadiant folder (this allows me to keep it all located on an external HDD). The layout of this folder ends up looking like this : netradiant/settings/1.5.0 : All global...
- Mon Nov 08, 2010 11:05 pm
- Forum: ID Tech
- Topic: NetRadiant Runtime Error (Mac)
- Replies: 19
- Views: 6602
Re: NetRadiant Runtime Error (Mac)
I'm not sure where the settings are locally stored on a Mac, but creating a folder called 'settings' inside the NetRadiant directory converts the installation into a portable one where all configuration files become stored inside that folder. The default game configurations are stored inside the 'ne...
Re: Terrain
The NetRadiant q3map2 compiler can automagically switch the material/bmp keywords in an exported .ase file to the correct shader paths using a switch I believe...
Yes, using these switches :
Yes, using these switches :
Code: Select all
convert -format ase -shadersasbitmap
- Tue Oct 19, 2010 1:29 am
- Forum: The Void
- Topic: *split* Think before you post, please
- Replies: 49
- Views: 7734
Re: *split* Think before you post, please
I purchased an 'image converter' that also contains editing functions.
Live life without regrets
Live life without regrets

- Wed Sep 01, 2010 10:35 pm
- Forum: ID Tech
- Topic: Problems with ASE angles
- Replies: 16
- Views: 4762
Re: Problems with ASE angles
Ingar's NetRadiant packages come with the gamepacks pre-installed if I remember correctly (I'm not sure how current the version is however).
http://ingar.satgnu.net/gtkradiant/file ... -win32.zip
http://ingar.satgnu.net/gtkradiant/file ... -win32.zip
- Fri Aug 27, 2010 12:17 am
- Forum: ID Tech
- Topic: Loading textures in GtkRadiant and disappearing brushes
- Replies: 20
- Views: 11531
Re: Loading textures in GtkRadiant and disappearing brushes
Heh, yeah, the GIT repo on icculus.org needs a little more action. Adding the ability to derive from base-classes in entity definitions is also another feature that would be quite nice, as well as finishing up widgits for all the key-types.
- Thu Aug 26, 2010 11:51 pm
- Forum: ID Tech
- Topic: Loading textures in GtkRadiant and disappearing brushes
- Replies: 20
- Views: 11531
Re: Loading textures in GtkRadiant and disappearing brushes
NetRadiant is the only version of *Radiant that has never given me any issues (portable installation wins).
And now I can never return to VHE/WC... although I do miss the various texture align-to-edge tools. Perhaps I should do something about that.
And now I can never return to VHE/WC... although I do miss the various texture align-to-edge tools. Perhaps I should do something about that.
- Tue Aug 17, 2010 1:46 am
- Forum: ID Tech
- Topic: QuakeCon 2010
- Replies: 38
- Views: 12184
Re: QuakeCon 2010
No offense intended, but are you on meth?Dessicated corpse wrote:Yes, but at the same time the Doom 4 Alpha/Beta could be like 10 times better than the retail.
- Fri Aug 13, 2010 12:47 am
- Forum: ID Tech
- Topic: Backface cull performance?
- Replies: 20
- Views: 6644
Re: Backface cull performance?
I imagine that removing the faces would result in less memory on vertex position/triangle lists and as a result less data being processed by the back-face culling system. I'm not sure how much of an impact this would have on a low-medium detail model but for something where thousands of faces might ...