GTK Radiant 1.40

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Eraser
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Re: GTK Radiant 1.40

Post by Eraser »

No what I mean is if you have used texture "X" in several places in your map and you want to replace every instance of texture "X" with texture "Y", then you can use the search/replace feature to do this automatically. I think it also offers the option to only search/replace within your current selection.
richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

Hmm, Well I've done okay with the texturing I think.

Another question I have, just what does or how do the BSP compile options setup the map?

What is recommended?

Thank you.
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CZghost
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Re: GTK Radiant 1.40

Post by CZghost »

That varies. If you want just a quick compile to test your map, choose testing compiles (marked as test)... If you want to compile final version, final marked compiles are good choices, but best you do with custom compile - best take Q3Map2Toolz which is graphical interface for compiler settings. It has simply a lots of features Q3Map2 does offer, though it is quite older version, so it does not support all these features, but it supports most of them. If you want to build very own compile settings, you can learn from q3map2 guidelines on Wikibooks and build your own batch file (*.bat)...
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richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

The original map when loaded was much darker in lighting, as the example image shows it is much brighter, even if I did swith the light settings in one part of the deck, which I have yet to even try, it probably wouldn't change much, as they are exactly the same as the original map.
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CZghost
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Re: GTK Radiant 1.40

Post by CZghost »

He might add light by using levels in Photoshop. Also, if you set /r_mapoverbrightbits 3 - you will get much more enlighted map :)
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richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

Oh, my interest is in getting it darker as it originally was.

Hmm, I've stumbled on another problem, a model doesn't appear to be loading, it does display in the map on a container. When I did move it, and compiled it was no longer visible in the map.

I also tried to add a weapon, again with this model no weapon in the map. I have tried to open the Elite force Pak files on this computer and on a Windows 8.1 and they don't open. Only two of four pak files open. What is strange is I could days ago open Pak 0 and 3. They will contain script examples of NPC's walking as well as textures and the model weapons files.

I thought that by may be extracting those then the weapon would load in the map.

I'd of thought the game would load weapons in any map, even if there was no model or texture files in the Map's Pk3 file. And I can't even open the Mission pack PK3 file for a weapon that I'd definately need to go with this themed map.
richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

Out of the choices for compilation, the first eight don't seem to work for my map, unlike the few after the compilation goes through a couple of command windows explaining the brushes, lights, and total entities in the map.

And they always state the failure in error in loading padd.m3d file. It does appear in the game, I've deleted it as it was on a cargo container and no use to the player, one of the characters is holding one, so obviously it does load for the character.
richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

While transfering the Turbo lift from the original map, I compiled the map, and now it won't load into it, this is the error.

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CZghost
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Re: GTK Radiant 1.40

Post by CZghost »

I had this error couple of times when loading my testing map. It simply means you have somewhere ghost brushes (brushes with zero width) - they won't appear in the Radiant and you can't select them by mouse. But when compiled, it will cause this error. You have to delete them. I do not know if there is some automatic tool that searches for these ghost brushes and deletes it automatically, but you can use google to search for that tool. But I can't tell you how to remove them manually because I'm not sure how to do it actualy...
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Martinus
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Re: GTK Radiant 1.40

Post by Martinus »

Maybe "Brush Cleanup" ? Maybe.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
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CZghost
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Re: GTK Radiant 1.40

Post by CZghost »

That might be the automatic tool doing this for you.

I read somewhere a tutorial where there was described how to delete all ghost brushes on your own using selections. The only trouble should be the map size and detail complexicity - the more details in larger map, the more difficult and lengthy the cleanup proccess may be. The key is not to use Select All menu option as it will select these ghost brushes as well and it won't work. The key is select every brush VISIBLE in the editor by mouse using Shift+LMB click - that excludes the zero-width brushes aka ghost brushes. Then invert selection and you selected all ghost brushes instead. Erase them by Backspace.

At least I think this is the manual proccess. If not, I'll let you correct...
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richfromlondon
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Re: GTK Radiant 1.40

Post by richfromlondon »

No worries, thanks for replying anyway.
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