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				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Thu Aug 05, 2010 11:58 am
				by dONKEY
				monaster wrote:..stuff..and 1.5.0 only for some special compiling options
Why do you use an editor to compile?
 
			
					
				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Thu Aug 05, 2010 12:11 pm
				by monaster
				Because the GUI (Q3MapToolz? Long ago...) didn't work for me when I tried it once, because I have already made my own compile settings inside GTKRadiant 1.5.0 (you can enter additional commands inside the menu) and because I haven't produced a single final version of any map yet (until then, I'll definitely use something else with more possibilities  

 ).
 
			
					
				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Mon Aug 09, 2010 9:40 am
				by Dessicated corpse
				monaster wrote:Because the GUI (Q3MapToolz? Long ago...) didn't work for me when I tried it once, because I have already made my own compile settings inside GTKRadiant 1.5.0 (you can enter additional commands inside the menu) and because I haven't produced a single final version of any map yet (until then, I'll definitely use something else with more possibilities  

 ).
 
Use 
Q3Map2Build.
 
			
					
				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Mon Aug 09, 2010 3:20 pm
				by obsidian
				Or better yet, look like a pro and use a 
batch file. 

 
			
					
				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Tue Aug 10, 2010 11:05 am
				by dONKEY
				I was gonna say that 

I remember a similar convo ages ago, think it was PJW that added, nah, real men hex edit the bsp 

 
			
					
				Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
				Posted: Tue Aug 10, 2010 3:49 pm
				by shio
				i used 1.4 for years just because it had that grabbing feature 2 align textures with. but later found out that it´s actually still in 1.5
basically u pick a texture from the 3d view with mouse3 (copy) and then shift+control+mouse3 (paste) on another brush.