Castle...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Castle...

Post by obsidian »

I wrote a nice long reply to your post but then it looks like you deleted the original post before I finished composing mine. Anyway... here it is:



Hello stranger. Welcome back.

On the contrary, there's probably more active development going on with GtkRadiant now than there ever was within the same time span. GtkRadiant 1.6 is seeing a lot of changes and development in the last couple of years, what has changed is the needs of the development tools by the community.

First of all, the community is a lot more fragmented, much of the development community branching off to specific mods which are difficult to support individually, and each are using its own branch of the editing tools. GtkRadiant's role in this is to continue to build and support the main code base and allow mod teams to easily fork it for their own projects.

Second is support, it's difficult to maintain the large code base of GtkRadiant when programmers are in short supply and some of the games it used to support are seeing vacant communities. So instead of getting spread too thin, GtkRadiant is focusing on the core games that have programmers to support it as well as a community with demand.

GtkRadiant 1.6 currently supports the following games:
  • QuakeLive
  • Quake III Arena
  • Urban Terror
  • Wolfenstein: Enemy Territory
  • Quake2/Quake2World
  • Return to Castle Wolfenstein
  • Star Trek Voyager: Elite Force
  • Star Wars Jedi Knight: Jedi Academy
Quoting TTimo:
Quake 1 isn't supported in 1.6 at the moment...

Support for games that were in older release lines of the editor (such as Quake 1), would be pretty easy to add back. They are not included yet because no programmer has made a commitment to support them, and we have committed to "A small subset of well supported games" for 1.6 rather than the old approach of putting in as many game packs as we could.

You will find more details about this in the Mission Statement section of the website.
To answer your question though, GtkRadiant 1.4 and 1.5 are both available for download on the website and both support Quake 1. Lookie... someone wrote a little tutorial that I found on Google. Also, Sock has been doing some Q1 SP modding lately, so you can probably poke him with a few questions if you're polite.

http://icculus.org/gtkradiant/
[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]
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: Castle...

Post by cityy »

Are you seeing things now bro?
www.ferdinandlist.de/leveldesign
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

Damn! The reason I deleted that was because I quickly learned it was both rude and uninformed.

My issue came up when I got GTKR 1.5 up and running with quake 1 and realized it was completely broken. It was unable to read textures in the wads, the texture window is hidden by a giant un-resizable wad directory file listing, movement in the 3D window wont even allow you to use only the keyboard as A and Z were not bound to keys, Its nearly impossible to use the 3D window camera movement with the mouse effectively, and the Z window was removed.

My reaction was bllaaaaarrrrrrrrrrg and I made a stupid post. Which I promptly wanted to delete. Sorry about that.

However i grabbed 1.6

And set it up for quake 2 and Quake 3. Zero issues for the instal! All of my complaints were downgraded to mouse movement in the 3D window being lackluster. A very solid and usable version of radiant. With that said for now I plan to build Quake 1 content with Worldcraft 3.3 as its effective enough to get the job done.

The reason I am going through installing editing tools for so many older games is because I am preparing them to actually build content for them on my YouTube channel. The experience of the level designer from the level designers perspective and time lapse video of me building levels from start to finish with commentary using all kinds of different engines and tools.

Here is the channel so far http://www.youtube.com/channel/UCmwRpKEvcFcLq2m10eOohnQ

Right now the best version of Radiant is COD radiant. Its the meanest brush laying machine of all editors available. GTKR is close behind but not quite there. Quake 4 Radiant is likely to be second best. It wouldnt take much to get GTKR right up there with COD radiant.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Castle...

Post by obsidian »

Hmm... got a list of stuff from CoD Radiant that you would like to see in GtkRadiant? I could pass on some suggestions and see if it's possible to add them. I haven't used CoD Radiant myself. Nice channel, looking forward to seeing the videos, make sure to post them here.


cityy: go screw yourself. :D
[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]
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

Yes actually I do! Its not much either and can be shown with COD 4 radiant believe it or not. Ill get back to you on this shortly as for some reason the page is giving me ABE transaction errors. Its looking to obtain LAN permissions? It suddenly happened after I replied to your message. Really strange! I am going to put the protection back up again but it will make the site inaccessible until the issue goes away.

Edit: The issue seems to be gone now. Not sure why my noscript went crazy like that.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
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Eraser
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Joined: Fri Dec 01, 2000 8:00 am

Re: Castle...

Post by Eraser »

Castle wrote:The reason I am going through installing editing tools for so many older games is because I am preparing them to actually build content for them on my YouTube channel. The experience of the level designer from the level designers perspective and time lapse video of me building levels from start to finish with commentary using all kinds of different engines and tools.

Here is the channel so far http://www.youtube.com/channel/UCmwRpKEvcFcLq2m10eOohnQ
Do you take requests? :toothy:
Would you considering trying your hand at EntityPlus? :D
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

Yes I do actually, The only requirement is that the level has to be created for an existing or at least a functional game and I do not have to create new assets such as props, weapons, monsters or anything that does not directly pertain to level design. However, there is a gray area with some types of props and level geometry in some cases. So its kind of a situational judgment call.

Also the 2 main things about COD Radiant vs GTKR 1.6 is the super refined 3D camera movement and a very amazing prefab system that allows you to place and edit separate .map files within your level. In COD radiant, for example, you can design an entire building with multiple floors then save it as a prefab then duplicate and rotate this building all over the map. Then i can select any one of these instances of the building edit it while its on the grid then go back out again and its still rotated.

I need to get another copy of COD 4 so i can get the tools working again as its a brilliant system and it sets CODRadiant apart from most level design tools out there.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Castle...

Post by Eraser »

EntityPlus requires no modelling or asset making. Just level editing. Try it. There's an extensive manual in the downloads section of the project website.
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

I plan to look into it after my TF2 map! I want to make something for Quake 3 so entityPlus might be fun to try out. I also really badly want to do a segment that shows CODRadiant vs GTKRadiant and DoomRadiant.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
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Theftbot
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Re: Castle...

Post by Theftbot »

ÜberRadiant
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

UberRadiant is often overlooked. The Ubertools that Ritual had at its disposal were beyond anything else out there for a time and its version of Radiant was quite nice. A lot of the same people who worked with the UberToolset went on to work on games like Doom 3, COD, Medal of Honor ect.

As a result, UberRadiant lives on in bits and pieces in nearly all version of radiant after. Its a shame that UberRadiant's camera movement was not continued with GTKR or Doom 3 radiant.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Castle...

Post by obsidian »

BTW, off topic... but look what I found:

Image
[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]
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

Woah! LOL Man I was like 16 years old when I made that XD

I also found this awhile back... http://www.quakewiki.net/archives/laced ... mespy.com/

All of the maps on this page are gone forever. Even my COD 4 map :tear:

Its possible my CPL pain killer level survived.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

Sorry for the double post but for some reason my avatar functionality is not enabled :(
I was going to use that image.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Castle...

Post by obsidian »

It's an admin enabled option.

You now have your avatar, but I need a custom rank from you. I don't know what you used initially. Currently it's just "castle".
[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]
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Castle...

Post by Castle »

HA! I think it was "Will map for food"

How depressingly fitting that ended up being bleh.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
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shaft
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Joined: Fri Dec 10, 1999 8:00 am

Re: Castle...

Post by shaft »

rank set :up:
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