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motorsep

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Everything posted by motorsep

  1. So can someone please explain how to tweak AI panel in DR ?
  2. Tried it - breaks maps. I'll investigate more. Maybe dmap went nuts from someone's commit :/ EDIT: Yep, I knew it couldn't be DR.. All works. EDIT2: Just noticed new "AI" tab. Pretty cool idea. How hard would it be to tweak it for another game? (so I could tweak it)
  3. After long break, I finally got some time to get back to mapping. Bad news - DR 1.8.1 x64 of Nov 27, 2013 23:05:11 screwed up my map. I loaded my map that was made in 1.8.0 x64 release, moved visportal brush (that was blocking vacuum off) 4 units, saved, recompiled and got vacuum leaks. So no matter if I did Ctrl G or move it back in place, apparently I was still getting gaps. Good thing I had that map backed up. So I loaded it in 1.8.0, moved that visportal brush around, saved several times - all good, no issues. Tried 1.8.1 x64 again - fail. Care to compile most recent x64 build so I could try that and confirm the issue? Thanks.
  4. This is how the menu looks like and how the xml file looks like: http://i.imgur.com/JI2FKBb.png Can extra menus be created as plugins?
  5. Yeah, it has several compiling options that can be configured via xml file I think.
  6. @greebo: Would it be hard to add top menu "Build" like in NetRadiant? (so when Quake 3 game is selected, that menu is active) Or is it too much work?
  7. yeah, I can't do 64bit compile with MSVC2010Express. Waiting for official preview build
  8. Can you please elaborate on that? Triangle is a triangle.
  9. Oh, I see. Hopefully Obsttorte will read it and find it a worthy challenge Happy New Year!
  10. There ya go, 32bit build for Windows: https://drive.google...export=download
  11. yes, in Doom 3 you offset light center to give direction of light (from light center to the box center if I recall correctly). In Quake 3, you can't do that simply because lights behave totally differently. So to make a spotlight (give light a direction, whether for spot light or sun light), we need to add info_null entity (a dummy) and target light entity at the info_null entity. The following is the example of how light from Doom 3 (with light center offset) should be represented in Quake map: Doom 3: Version 2 // entity 0 { "classname" "light" "name" "light_1" "origin" "0 0 0" "light_center" "128 128 128" "light_radius" "64 64 64" } Quake 3: // entity 0 { "classname" "light" "light" "300" "radius" "64" "origin" "128.000000 128.000000 128.000000" "target" "info_null_1" "targetname" "light_1" } // entity 1 { "classname" "info_null" "origin" "0.000000 0.000000 0.000000" "targetname" "info_null_1" }
  12. I wouldn't know if that's a correct info. I don't think there is a need to support old maps, because I was thinking about making new maps from scratch in DR. Q3map2 compiler uses new format anyway, so I don't think it's much on an issue. I guess if there is a demand, then perhaps maybe backward compatibility would be desired. What about saving lights, with offset light center, as light targeting info_null entity ? (that's how spot/projected lights would be made in NetRadiant for Quake 3 compatible engines)
  13. Hmm.. Somehow my maps from around 2010 are in older .map format :/ They don't have brushDef blocks.
  14. Oh, ok. That's no problem. Let me try opening maps from Steel Storm, those are made with NetRadiant. EDIT: It seems that maps with patch surfaces can not be opened. I didn't dig yet into the issue, but some Steel Storm maps have patches, some don't. The ones that didn't have any patches, loaded fine. The ones with patches - failed. I wonder if it would be hard to make DR to save lights, with offset light center, as light targeting info_null entity ?
  15. Will try in a bit (compiling). I don't think patchDef3 and "" are supported. Quake 3 doesn't load .map files as you may know. q3map2 has to compile those into .bsp. I can try manually changing patchDef version and add "" into Quake 3 map and see if q3map2 will "eat" it, but I doubt it. Ok, it loads my examples, but fails to load real map from stock Quake 3: http://i.imgur.com/9SMPSJU.png This is stock Quake 3 map: http://pastebin.com/nRq9zEGr
  16. Alright, here come patches Simple patch: // entity 0 { "classname" "worldspawn" // brush 0 { patchDef2 { common/caulk ( 3 3 0 0 0 ) ( ( ( -64 -64 0 0 0 ) ( -64 0 0 0 -1 ) ( -64 64 0 0 -2 ) ) ( ( 0 -64 0 1 0 ) ( 0 0 0 1 -1 ) ( 0 64 0 1 -2 ) ) ( ( 64 -64 0 2 0 ) ( 64 0 0 2 -1 ) ( 64 64 0 2 -2 ) ) ) } } } Uncapped cylinder: // entity 0 { "classname" "worldspawn" // brush 0 { patchDef2 { common/caulk ( 9 3 0 0 0 ) ( ( ( -64 0 -64 0 0 ) ( -64 0 0 0 -1 ) ( -64 0 64 0 -2 ) ) ( ( -64 -64 -64 1 0 ) ( -64 -64 0 1 -1 ) ( -64 -64 64 1 -2 ) ) ( ( 0 -64 -64 2 0 ) ( 0 -64 0 2 -1 ) ( 0 -64 64 2 -2 ) ) ( ( 64 -64 -64 3 0 ) ( 64 -64 0 3 -1 ) ( 64 -64 64 3 -2 ) ) ( ( 64 0 -64 4 0 ) ( 64 0 0 4 -1 ) ( 64 0 64 4 -2 ) ) ( ( 64 64 -64 5 0 ) ( 64 64 0 5 -1 ) ( 64 64 64 5 -2 ) ) ( ( 0 64 -64 6 0 ) ( 0 64 0 6 -1 ) ( 0 64 64 6 -2 ) ) ( ( -64 64 -64 7 0 ) ( -64 64 0 7 -1 ) ( -64 64 64 7 -2 ) ) ( ( -64 0 -64 8 0 ) ( -64 0 0 8 -1 ) ( -64 0 64 8 -2 ) ) ) } } } Capped cylinder: // entity 0 { "classname" "worldspawn" // brush 0 { patchDef2 { common/caulk ( 9 3 0 0 0 ) ( ( ( -64 0 -64 0 0 ) ( -64 0 0 0 -1 ) ( -64 0 64 0 -2 ) ) ( ( -64 -64 -64 1 0 ) ( -64 -64 0 1 -1 ) ( -64 -64 64 1 -2 ) ) ( ( 0 -64 -64 2 0 ) ( 0 -64 0 2 -1 ) ( 0 -64 64 2 -2 ) ) ( ( 64 -64 -64 3 0 ) ( 64 -64 0 3 -1 ) ( 64 -64 64 3 -2 ) ) ( ( 64 0 -64 4 0 ) ( 64 0 0 4 -1 ) ( 64 0 64 4 -2 ) ) ( ( 64 64 -64 5 0 ) ( 64 64 0 5 -1 ) ( 64 64 64 5 -2 ) ) ( ( 0 64 -64 6 0 ) ( 0 64 0 6 -1 ) ( 0 64 64 6 -2 ) ) ( ( -64 64 -64 7 0 ) ( -64 64 0 7 -1 ) ( -64 64 64 7 -2 ) ) ( ( -64 0 -64 8 0 ) ( -64 0 0 8 -1 ) ( -64 0 64 8 -2 ) ) ) } } // brush 1 { patchDef2 { common/caulk ( 3 5 0 0 0 ) ( ( ( 64 0 -64 -1 -0 ) ( 64 64 -64 -1 -1 ) ( 0 64 -64 0 -1 ) ( -64 64 -64 1 -1 ) ( -64 0 -64 1 -0 ) ) ( ( 64 0 -64 -1 -0 ) ( 64 0 -64 -1 -0 ) ( 0 0 -64 0 -0 ) ( -64 0 -64 1 -0 ) ( -64 0 -64 1 -0 ) ) ( ( 64 0 -64 -1 -0 ) ( 64 -64 -64 -1 1 ) ( 0 -64 -64 0 1 ) ( -64 -64 -64 1 1 ) ( -64 0 -64 1 -0 ) ) ) } } // brush 2 { patchDef2 { common/caulk ( 3 5 0 0 0 ) ( ( ( -64 0 64 -1 -0 ) ( -64 64 64 -1 -1 ) ( 0 64 64 0 -1 ) ( 64 64 64 1 -1 ) ( 64 0 64 1 -0 ) ) ( ( -64 0 64 -1 -0 ) ( -64 0 64 -1 -0 ) ( 0 0 64 0 -0 ) ( 64 0 64 1 -0 ) ( 64 0 64 1 -0 ) ) ( ( -64 0 64 -1 -0 ) ( -64 -64 64 -1 1 ) ( 0 -64 64 0 1 ) ( 64 -64 64 1 1 ) ( 64 0 64 1 -0 ) ) ) } } } Cone: // entity 0 { "classname" "worldspawn" // brush 0 { patchDef2 { common/caulk ( 9 3 0 0 0 ) ( ( ( -64 0 -64 0 0 ) ( -64 0 0 0 -1 ) ( 0 0 64 0 -2.4142136574 ) ) ( ( -64 -64 -64 1 0 ) ( -64 -64 0 1 -1 ) ( 0 0 64 1 -2.4142136574 ) ) ( ( 0 -64 -64 2 0 ) ( 0 -64 0 2 -1 ) ( 0 0 64 2 -2.4142136574 ) ) ( ( 64 -64 -64 3 0 ) ( 64 -64 0 3 -1 ) ( 0 0 64 3 -2.4142136574 ) ) ( ( 64 0 -64 4 0 ) ( 64 0 0 4 -1 ) ( 0 0 64 4 -2.4142136574 ) ) ( ( 64 64 -64 5 0 ) ( 64 64 0 5 -1 ) ( 0 0 64 5 -2.4142136574 ) ) ( ( 0 64 -64 6 0 ) ( 0 64 0 6 -1 ) ( 0 0 64 6 -2.4142136574 ) ) ( ( -64 64 -64 7 0 ) ( -64 64 0 7 -1 ) ( 0 0 64 7 -2.4142136574 ) ) ( ( -64 0 -64 8 0 ) ( -64 0 0 8 -1 ) ( 0 0 64 8 -2.4142136574 ) ) ) } } } Sphere: // entity 0 { "classname" "worldspawn" // brush 0 { patchDef2 { common/caulk ( 11 11 0 0 0 ) ( ( ( 0 0 -64 0 0 ) ( 20.7948608398 0 -63.9999961853 0 -0.3249197006 ) ( 37.6182556152 0 -51.7770881653 0 -0.6498393416 ) ( 54.4416503906 0 -39.5541725159 0 -0.9747590423 ) ( 60.8676185608 0 -19.7770862579 0 -1.2996788025 ) ( 67.2935791016 0 0.0000029415 0 -1.6245985031 ) ( 60.8676147461 0 19.7770900726 0 -1.9495180845 ) ( 54.4416503906 0 39.5541687012 0 -2.2744376659 ) ( 37.6182518005 0 51.77709198 0 -2.599357605 ) ( 20.7948627472 0 63.9999961853 0 -2.9242770672 ) ( -0.0000055951 0 64 0 -3.2491967678 ) ) ( ( 0 0 -64 0.7639320493 0 ) ( 20.7948608398 15.1083507538 -63.9999961853 0.7639320493 -0.3249197006 ) ( 37.6182594299 27.3312644958 -51.7770881653 0.7639320493 -0.6498393416 ) ( 54.4416503906 39.5541763306 -39.5541725159 0.7639320493 -0.9747590423 ) ( 60.8676185608 44.2229156494 -19.7770862579 0.7639320493 -1.2996788025 ) ( 67.2935791016 48.8916511536 0.0000029415 0.7639320493 -1.6245985031 ) ( 60.8676185608 44.2229156494 19.7770900726 0.7639320493 -1.9495180845 ) ( 54.4416503906 39.5541763306 39.5541687012 0.7639320493 -2.2744376659 ) ( 37.6182518005 27.3312625885 51.77709198 0.7639320493 -2.599357605 ) ( 20.7948627472 15.1083526611 63.9999961853 0.7639320493 -2.9242770672 ) ( -0.0000055951 -0.000004065 64 0.7639320493 -3.2491967678 ) ) ( ( 0 0 -64 1.5278640985 0 ) ( 6.4259643555 19.7770881653 -63.9999961853 1.5278640985 -0.3249197006 ) ( 11.6246795654 35.7770881653 -51.7770881653 1.5278640985 -0.6498393416 ) ( 16.823392868 51.7770881653 -39.5541725159 1.5278640985 -0.9747590423 ) ( 18.8091259003 57.88854599 -19.7770862579 1.5278640985 -1.2996788025 ) ( 20.7948570251 63.9999961853 0.0000029415 1.5278640985 -1.6245985031 ) ( 18.8091259003 57.8885421753 19.7770900726 1.5278640985 -1.9495180845 ) ( 16.823392868 51.7770881653 39.5541687012 1.5278640985 -2.2744376659 ) ( 11.6246776581 35.7770843506 51.77709198 1.5278640985 -2.599357605 ) ( 6.4259653091 19.7770900726 63.9999961853 1.5278640985 -2.9242770672 ) ( -0.000001729 -0.0000053212 64 1.5278640985 -3.2491967678 ) ) ( ( 0 0 -64 2.291795969 0 ) ( -7.9429311752 24.4458236694 -63.9999961853 2.291795969 -0.3249197006 ) ( -14.3688983917 44.2229156494 -51.7770881653 2.291795969 -0.6498393416 ) ( -20.7948646545 64 -39.5541725159 2.291795969 -0.9747590423 ) ( -23.2493648529 71.5541763306 -19.7770862579 2.291795969 -1.2996788025 ) ( -25.7038650513 79.1083450317 0.0000029415 2.291795969 -1.6245985031 ) ( -23.2493648529 71.5541763306 19.7770900726 2.291795969 -1.9495180845 ) ( -20.7948646545 64 39.5541687012 2.291795969 -2.2744376659 ) ( -14.3688964844 44.22290802 51.77709198 2.291795969 -2.599357605 ) ( -7.9429321289 24.4458274841 63.9999961853 2.291795969 -2.9242770672 ) ( 0.0000021371 -0.0000065774 64 2.291795969 -3.2491967678 ) ) ( ( 0 0 -64 3.0557279587 0 ) ( -16.8233966827 12.222910881 -63.9999961853 3.0557279587 -0.3249197006 ) ( -30.4338111877 22.11145401 -51.7770881653 3.0557279587 -0.6498393416 ) ( -44.0442237854 31.9999961853 -39.5541725159 3.0557279587 -0.9747590423 ) ( -49.2429389954 35.7770843506 -19.7770862579 3.0557279587 -1.2996788025 ) ( -54.4416503906 39.5541687012 0.0000029415 3.0557279587 -1.6245985031 ) ( -49.2429389954 35.7770843506 19.7770900726 3.0557279587 -1.9495180845 ) ( -44.0442237854 31.9999961853 39.5541687012 3.0557279587 -2.2744376659 ) ( -30.433807373 22.1114521027 51.77709198 3.0557279587 -2.599357605 ) ( -16.8233985901 12.2229118347 63.9999961853 3.0557279587 -2.9242770672 ) ( 0.0000045265 -0.0000032887 64 3.0557279587 -3.2491967678 ) ) ( ( 0 0 -64 3.8196601868 0 ) ( -25.7038612366 -0.0000022471 -63.9999961853 3.8196601868 -0.3249197006 ) ( -46.4987258911 -0.000004065 -51.7770881653 3.8196601868 -0.6498393416 ) ( -67.2935791016 -0.000005883 -39.5541725159 3.8196601868 -0.9747590423 ) ( -75.2365188599 -0.0000065774 -19.7770862579 3.8196601868 -1.2996788025 ) ( -83.1794433594 -0.0000072718 0.0000029415 3.8196601868 -1.6245985031 ) ( -75.2365112305 -0.0000065774 19.7770900726 3.8196601868 -1.9495180845 ) ( -67.293586731 -0.000005883 39.5541687012 3.8196601868 -2.2744376659 ) ( -46.4987182617 -0.000004065 51.77709198 3.8196601868 -2.599357605 ) ( -25.7038631439 -0.0000022471 63.9999961853 3.8196601868 -2.9242770672 ) ( 0.0000069159 0 64 3.8196601868 -3.2491967678 ) ) ( ( 0 0 -64 4.583591938 0 ) ( -16.8233947754 -12.2229137421 -63.9999961853 4.583591938 -0.3249197006 ) ( -30.433807373 -22.1114597321 -51.7770881653 4.583591938 -0.6498393416 ) ( -44.044216156 -32.0000038147 -39.5541725159 4.583591938 -0.9747590423 ) ( -49.2429351807 -35.77709198 -19.7770862579 4.583591938 -1.2996788025 ) ( -54.4416465759 -39.5541801453 0.0000029415 4.583591938 -1.6245985031 ) ( -49.242931366 -35.77709198 19.7770900726 4.583591938 -1.9495180845 ) ( -44.044216156 -32.0000038147 39.5541687012 4.583591938 -2.2744376659 ) ( -30.4338035583 -22.1114578247 51.77709198 4.583591938 -2.599357605 ) ( -16.8233947754 -12.2229146957 63.9999961853 4.583591938 -2.9242770672 ) ( 0.0000045265 0.0000032887 64 4.583591938 -3.2491967678 ) ) ( ( 0 0 -64 5.3475236893 0 ) ( -7.9429326057 -24.4458236694 -63.9999961853 5.3475236893 -0.3249197006 ) ( -14.3689012527 -44.2229118347 -51.7770881653 5.3475236893 -0.6498393416 ) ( -20.7948684692 -63.9999961853 -39.5541725159 5.3475236893 -0.9747590423 ) ( -23.249370575 -71.5541763306 -19.7770862579 5.3475236893 -1.2996788025 ) ( -25.7038707733 -79.1083450317 0.0000029415 5.3475236893 -1.6245985031 ) ( -23.2493686676 -71.5541763306 19.7770900726 5.3475236893 -1.9495180845 ) ( -20.7948684692 -64 39.5541687012 5.3475236893 -2.2744376659 ) ( -14.3688993454 -44.22290802 51.77709198 5.3475236893 -2.599357605 ) ( -7.9429335594 -24.4458255768 63.9999961853 5.3475236893 -2.9242770672 ) ( 0.0000021371 0.0000065774 64 5.3475236893 -3.2491967678 ) ) ( ( 0 0 -64 6.1114563942 0 ) ( 6.4259681702 -19.7770862579 -63.9999961853 6.1114563942 -0.3249197006 ) ( 11.6246852875 -35.7770881653 -51.7770881653 6.1114563942 -0.6498393416 ) ( 16.8234024048 -51.7770843506 -39.5541725159 6.1114563942 -0.9747590423 ) ( 18.809135437 -57.8885421753 -19.7770862579 6.1114563942 -1.2996788025 ) ( 20.7948684692 -63.9999923706 0.0000029415 6.1114563942 -1.6245985031 ) ( 18.809135437 -57.8885383606 19.7770900726 6.1114563942 -1.9495180845 ) ( 16.8234024048 -51.7770843506 39.5541687012 6.1114563942 -2.2744376659 ) ( 11.6246843338 -35.7770843506 51.77709198 6.1114563942 -2.599357605 ) ( 6.425968647 -19.7770881653 63.9999961853 6.1114563942 -2.9242770672 ) ( -0.000001729 0.0000053212 64 6.1114563942 -3.2491967678 ) ) ( ( 0 0 -64 6.8753881454 0 ) ( 20.7948589325 -15.1083526611 -63.9999961853 6.8753881454 -0.3249197006 ) ( 37.6182556152 -27.3312664032 -51.7770881653 6.8753881454 -0.6498393416 ) ( 54.4416465759 -39.5541801453 -39.5541725159 6.8753881454 -0.9747590423 ) ( 60.8676147461 -44.2229194641 -19.7770862579 6.8753881454 -1.2996788025 ) ( 67.2935791016 -48.8916549683 0.0000029415 6.8753881454 -1.6245985031 ) ( 60.8676147461 -44.2229194641 19.7770900726 6.8753881454 -1.9495180845 ) ( 54.4416503906 -39.5541801453 39.5541687012 6.8753881454 -2.2744376659 ) ( 37.6182518005 -27.3312644958 51.77709198 6.8753881454 -2.599357605 ) ( 20.7948608398 -15.1083536148 63.9999961853 6.8753881454 -2.9242770672 ) ( -0.0000055951 0.000004065 64 6.8753881454 -3.2491967678 ) ) ( ( 0 0 -64 7.6393203735 0 ) ( 20.7948608398 0.0000036359 -63.9999961853 7.6393203735 -0.3249197006 ) ( 37.6182556152 0.0000065774 -51.7770881653 7.6393203735 -0.6498393416 ) ( 54.4416503906 0.0000095189 -39.5541725159 7.6393203735 -0.9747590423 ) ( 60.8676185608 0.0000106424 -19.7770862579 7.6393203735 -1.2996788025 ) ( 67.2935791016 0.000011766 0.0000029415 7.6393203735 -1.6245985031 ) ( 60.8676147461 0.0000106424 19.7770900726 7.6393203735 -1.9495180845 ) ( 54.4416503906 0.0000095189 39.5541687012 7.6393203735 -2.2744376659 ) ( 37.6182518005 0.0000065774 51.77709198 7.6393203735 -2.599357605 ) ( 20.7948627472 0.0000036359 63.9999961853 7.6393203735 -2.9242770672 ) ( -0.0000055951 -0 64 7.6393203735 -3.2491967678 ) ) ) } } } That should be plenty of patches Entities of course are different from Doom 3, but I suppose a dummy def file can be made containing entityDef's in a format of Quake 3. Light entities are different too, but I think it would be the same thing - making a dummy entityDef. All that would be done by the developers using DarkRadiant for their Quake 3 compatible projects.
  17. The following are Quake 3 .map cubes of 64^3 units. The first one is structural brush, using alternative texture projection (I think DR has same exact option as NetRadiant). The second one is detail brush, using alternative texture projection. The third one, and this one I think is really dated and no one cares about it, uses old style projections (it looks like some planes are flipped in the 3D view), and it's a detail brush. Note that in Q3 .map file first line is empty, second one has //entity 0 on it. I'll make an example for patches later, if this will be moving anywhere. Example 1: // entity 0 { "classname" "worldspawn" // brush 0 { brushDef { ( -64 64 64 ) ( 64 -64 64 ) ( -64 -64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 0 0 0 ( -64 64 64 ) ( 64 64 -64 ) ( 64 64 64 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) common/caulk 0 0 0 ( 64 64 64 ) ( 64 -64 -64 ) ( 64 -64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 0 0 0 ( 64 64 -64 ) ( -64 -64 -64 ) ( 64 -64 -64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 0 0 0 ( 64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 0 0 0 ( -64 -64 64 ) ( -64 64 -64 ) ( -64 64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 0 0 0 } } } Example 2: // entity 0 { "classname" "worldspawn" // brush 0 { brushDef { ( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 ( 64 64 64 ) ( -64 64 64 ) ( 64 64 -64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 ( 64 64 64 ) ( 64 64 -64 ) ( 64 -64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 ( -64 -64 -64 ) ( 64 -64 -64 ) ( -64 64 -64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 ( -64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 -64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 ( -64 -64 -64 ) ( -64 64 -64 ) ( -64 -64 64 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) common/caulk 134217728 0 0 } } } Example 3: // entity 0 { "classname" "worldspawn" // brush 0 { ( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) common/caulk 0 0 0 1 1 134217728 0 0 ( 64 64 64 ) ( -64 64 64 ) ( 64 64 -64 ) common/caulk 0 0 0 1 1 134217728 0 0 ( 64 64 64 ) ( 64 64 -64 ) ( 64 -64 64 ) common/caulk 0 0 0 1 1 134217728 0 0 ( -64 -64 -64 ) ( 64 -64 -64 ) ( -64 64 -64 ) common/caulk 0 0 0 1 1 134217728 0 0 ( -64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 -64 ) common/caulk 0 0 0 1 1 134217728 0 0 ( -64 -64 -64 ) ( -64 64 -64 ) ( -64 -64 64 ) common/caulk 0 0 0 1 1 134217728 0 0 } }
  18. The only major difference between D3map and Q3map formats is how brush planes are constructed. I am not 100% sure about patches, because I don't really use them, but for brushes it's that. Doom 3 defines a plane using normalized vector and distance along that vector to the plane, Quake 3 defines a plane using 3 points in space. That's about it. I am not sure about texture coordinates, might be exactly same thing. Quake 3 also has flags for detailed and structural brushes. Entities are defined a bit differently, but I guess i could place them either in Blender or in NetRadiant.
  19. I had to go back to NetRadiant at some point and I just plain hated it after working for some time with Dark Radiant. Can you guys make a plugin / script to save map in Quake 3 format? (obviously a few things would have to be tweaked in NetRadiant afterward, but it's just wouldn't be as painful as making whole map) Thanks.
  20. Oh, didn't see the update. Updated, compiled 32bit on VS2010Express. Thanks! If anyone needs Win32bit build: https://drive.google.com/#folders/0BwE6dxM0O2PsSUREOEZvNFFQUUk Btw, still can't build 64bit on MSVC2010Express :/
  21. Thanks a bunch! That one worked. I tested custom materials/ folder, World size, and custom default shader - all working now. Great job! I tried compiling 32bit version with MSVC2010Express, and unlike 1.7.4pre (before I was officially released as 1.8.0) it fails building. Here is what I get: 35> Creating library G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\eventmanager.lib and object G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\eventmanager.exp 35> Generating code 37> Creating library G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.lib and object G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.exp 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlFreeNode 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlUnlinkNode 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol __imp__xmlFree 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlNewChild 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlCharStrdup 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlSetProp 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlAddSibling 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlNewText 37>xmlutillib.lib(Node.obj) : error LNK2001: unresolved external symbol _xmlStrcmp 37>G:\games\DarkRadiant_src\tools\msvc2010\\..\..\install\modules\entity.dll : fatal error LNK1120: 9 unresolved externals Any idea why?
  22. Will be testing, thanks EDIT: After installing got error: "libxml2-d-vc110.dll" is missing from your computer. Reinstall program to fix." :/ Same for glib-d-vc110.dll, gobject-d-vc110, libsigc++-d-vc110, gdkglextmm-d-vc110 DLLs. Is it like a debug build or something? Cos I see some of those DLLs in 1.8.0 official release, but without -d- in the file names. Oh, weird.. 1.8.0 official release has -v100.dlls, not -vc110.dlls EDIT2: I installed VS2012 x64 redist, still no luck - it won't run, can't find those DLLs
  23. \o/ thanks. One question though - could you please compile 1.8.1 test build for 64bit Windows (I can compile 32bit here since it's VS2010 compatible) ? Thanks beforehand.
  24. Right. Stuff like what folder it uses materials from, default shader and all that. All that is hard coded for reasons unknown to me :/ I'd like to have caulk as default shader. So that every brush I make new has caulk material. It's impossible :/
  25. If that's the case, that would definitely make things easier. Is TDM's water physics more advanced that his original water physics mod?
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