GTK Radiant issues

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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OuchMyBoobies
Posts: 4
Joined: Mon Aug 14, 2006 12:19 pm

GTK Radiant issues

Post by OuchMyBoobies »

couple of issues. i'm using GTK Radiant version 1.5.0 2006-03-02 for windows.

issue 1: no z-axis window! its just not there, there is nothing i can drag out. am i missing something? is it disabled by default? i've got the standard view (z-axis, main, 3d view, texture winder, lower text window) checked in the preferences. i dunno if this is a bug or what.

issue 2: the common textures (caulk, clip, etc etc) are all missing. instead, i've got nice noshader textures for all of them. in fact, i've got a lot of noshader textures for most of the shaders i've noticed. odd.

any help will be much appreciated, as these are somewhat annoying problems.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Post by $NulL »

1: It doesnt exist. If you want it, you'll have to use an older version of radiant.

2: Extract this to your q3 folder, making sure you use folder names.
OuchMyBoobies
Posts: 4
Joined: Mon Aug 14, 2006 12:19 pm

Post by OuchMyBoobies »

wow, no z-axis window. that sucks; can't imagine why they'ld do that. pain in the ass switching between views all the time, and i've only got a 15" monitor so i don't have the luxury of having the views in separate windows.

and thanks for texture fix (shouldn't this be included with radiant though?).
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

The textures come with the q3 game pack that you need to download as well as the core GtkRadiant installation program.

They've split up the extra content into game packs since people mapping for other games may not need all the same files.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

What exactly did you use the z-axis window for? I've never had a use for it, and I've found (along with a bunch of other mappers) that ctrl + tabbing between axial views is the best way to work.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

So if I chime in to say I use the z-axis window all the time, and constantly ctrl-tab around as well, you're going to be really confused :)

Mostly it's incredibly useful for blocking out floors and walls. Not having to switch out of the top view when you're at the layout stage of a map saves an enormous amount of time. Not so much because of the time spent ctrl-tabbing, that's nothing, but because switching views really disrupts my flow at this stage (except for something quite deliberate like shearing a brush for a ramp). If you know how to apply it, it stays useful throughout the development of the map. Its omission is one of the big reasons I simply can't work comfortably in 1.5.0, despite loving a lot of its new features.

Maybe it will get added eventually.

That said, at the moment I'm trying to make friends with Hammer, but don't tell anyone that OK?
poub_
Posts: 41
Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

I'm still using radiant 2.02. Never saw a reason to switch. Recently formatted and reinstalled and thought it was a good time to update to gtk. What do I see, no z-axis bar. Little research: definitely no z-axis. Whatever moron removed it deserves a hefty kick in the balls. I trust karma will take care of him.

Bottom line: completely removing things that were never a problem and could easily be excluded from the layout before is stupid, stupid, stupid.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

You should try 1.4.0, then you get useful stuff like the caulk and brush cleanup buttons, portal viewer plugin, patch merge and split, support for more model formats, and the ability to rotate models about more than just the z-axis (pitch/yaw/roll with angles key)

(Of course in 1.5.0 you can just rotate the models in the viewports, but eh, there's no z-window)

EDIT: Oh and you get the new-style camera in the 3D view which is far better than the old QER one, and paint select surfaces which is awesome.
OuchMyBoobies
Posts: 4
Joined: Mon Aug 14, 2006 12:19 pm

Post by OuchMyBoobies »

obsidian wrote:The textures come with the q3 game pack that you need to download as well as the core GtkRadiant installation program.

They've split up the extra content into game packs since people mapping for other games may not need all the same files.
ah, that makes sense. looking back now, i see the game pack downloads. they need to mention that "you need to download the media game packs for the games you will be working on" so people won't miss it like i did :p
obsidian wrote:What exactly did you use the z-axis window for?
oh man, you use it for everything! typically i used it to move and resize brushes along the z-axis. it's also useful for moving entities along the z-axis. it's true you can just switch views, but like shallow said, it disruptes the "flow" of editing and is just not as efficient. it needs to be added to the 1.5 final for sure, or at least be optional.
Shallow wrote:You should try 1.4.0, then you get useful stuff like the caulk and brush cleanup buttons, portal viewer plugin, patch merge and split, support for more model formats...
you get a lot of that stuff with the latest 1.5 beta (i'm using the latest build right now, no z-axis window like befor though). if you click on the game packs link on the radiant homepage, you will see (listed along with the game packs) various versions of gtk 1.5, the lastest of which is build 2006-07-22
bigfoot
Posts: 13
Joined: Fri Aug 11, 2006 9:30 pm

Post by bigfoot »

wviperw wrote:What exactly did you use the z-axis window for? I've never had a use for it, and I've found (along with a bunch of other mappers) that ctrl + tabbing between axial views is the best way to work.
I agree with wviperw, i've always mapped like this and i think it's a great gain of time to have the whole screen only for 1 view, though there is still the vertical window on the left to grow or reduce brush size.
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