Search found 16 matches

by stevec
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...
by stevec
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 ...
by stevec
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...
by stevec
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...
by stevec
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.
by stevec
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...
by stevec
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
by stevec
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...
by stevec
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...
by stevec
Wed Oct 20, 2010 12:33 am
Forum: ID Tech
Topic: Terrain
Replies: 16
Views: 6366

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 :

Code: Select all

convert -format ase -shadersasbitmap 
by stevec
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 :cool:
by stevec
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
by stevec
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.
by stevec
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.
by stevec
Tue Aug 17, 2010 1:46 am
Forum: ID Tech
Topic: QuakeCon 2010
Replies: 38
Views: 12184

Re: QuakeCon 2010

Dessicated corpse wrote:Yes, but at the same time the Doom 4 Alpha/Beta could be like 10 times better than the retail.
No offense intended, but are you on meth?
by stevec
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 ...