GtkRadiant Extra Junk in baseq3... necessary?

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obsidian
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Joined: Mon Feb 04, 2002 8:00 am

GtkRadiant Extra Junk in baseq3... necessary?

Post by obsidian »

I'm trying to create a nice organized clean install of my Q3 development folder. I've always wondered but never really asked, but is all the extra stuff that GtkRadiant 1.5 installs completely necessary? Some of it certainly is... but the rest? I'm a little Q3 rusty, so correct me if I'm wrong.

mapmedia.pk3
These aren't actually used in vanilla Q3. They are often a stumbling block when people use them in their maps and forget to pack them. Any point in having them here?

curry.pk3
The curry plugin has long since been removed from GtkRadiant. Why do we still have this pk3?

textures/proto2, textures/skies2, textures/stone
Again, more orphan textures, I think were extra stuff used for TA (like the PCX heightmap used to generate terrain).

scripts/*.shader
Can't remember why we have these here when they also exist inside pak0.pk3. I recall Eutectic doing a cleanup of shaders or something. Someone refresh my memory on why we need these.
[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]
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Hipshot
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Post by Hipshot »

I have removed these things since long. No need to have this.
You need the shaders, because Radiant can't read inside the PK3 files. So keep the shaders, remove anything else I say.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

What about orphaned shaders? Like hell.shader I assume we can remove as well?
[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]
Fjoggs
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Post by Fjoggs »

obsidian wrote:What about orphaned shaders? Like hell.shader I assume we can remove as well?
if you dear... :icon28:
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Hipshot
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Post by Hipshot »

Remove those shaders that you don't want to use, simple as that. Even though I rarely uses the stock shaders, I keep em there, you never know. If you just wanna remove them from the radiant menu, cut them from the shaderlist.txt.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Hex
Posts: 190
Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

FWIW my devq3 folder has variable amounts of junk/stuff in it.

But then for testing the pk3 there is a skeleton clean baseq3 elsewhere. Thats probably the more important folder to stress about keeping clean.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Werking in a directory named baseq3 is not my idea cool.
As for mapmedia.pk3 I split them into 2 classes, "harmless" and "harmful" then moved the latter to custom directory and re-wrote the coresponding scritps.
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