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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.