TittenIgnition wrote:EDIT: For a Minecraft-style or simple square model, what would be the best combination of all these model spawnflags? I don't really get what most of them do, but they might make collision much more reliable on models that consist almost exclusively of 90 degree square faces.
Usual spawnflags 2 is the most matching mode from existing ones.
TittenIgnition wrote:P.S. Also fix the weird rounding errors or whatever the cause of these annoying ".000001" or ".999997" values on origins and etc. are.
Had that in mind; but got no assurance, that it wont break/slow down anything.
Anyway, afaic, it doesn't produce problems atm, and error isn't accumulating aswell.
TittenIgnition wrote:P.P.S. Is it a big deal to increase Radiant's grid? I'm messing with something right now that can very easily pass over the limits of Radiant's grid, and manually editing the .map in notepad is really difficult/awkward.
Yes, it is a big deal; compiler is limited to +-64k fyi too!
Precision suffers a lot at max coords, guys even had plan to limit it to +-32k; h3h3.
> A defrag overbounce plugin
This will take years! (for me-) Anyway, thanks for sharing the idea, somebody skilled will pick it up perhaps.
> Extend the radiant shader viewer/editor: Being able to autocomplete shader parameters, somehow combine it with the shader manual and to preview the final result of the shader (like in Q3ase).
This is absolutely big thing. Feel free to try jackhammer editor (hammer's clone), if you want that much. The feature itself is barely time-saving tho, if you are smart nuff to not to close game, while editing. As for better help and autocomplete: that only eases learning slightly; you need to keep things in mind anyway, while actually composing shaders.
> display all the supported model file formats by default.
Fine stuff, seems doable.
Even better one could be support of drag'n'drop to editor's window.
> A "nodraw/trigger/clip selection" button - same as "caulk selection"
True, there should be solution for often used textures; ones i imagine, are somewhat impossible (for me (atm)). Caulk selection sucks tho: it's a plugin, it can only texture object completely + deselects one.
> Feature for the camera window: Display the texture/shader or entity targetname which the crosshair points at next to the geometric statistics.
Interesting. Atm try: M3 on face in 3d, then check bottom editor's info tabs.
> The mappacker used the following path: X:/Quake//breach-rj166_FAILEDpack.pk3
I see, thats since radiant adds slash to basepath; mapper can use one w/o slash in batch file, and this should work too. Double slash appears to make no problems anyway.
>After first run of the mappacker, it complained about the following:
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************ ERROR ************
ParseShaderFile: scripts/space-pro.shader, line 2: { not found!
Found instead: *
Setting up
Listening...
The corresponding shader file:
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*******************************************************************
* Neotech Shaders Written by Chris B Jensen aka "Mr.LyCon" *
* Evil and Dsi Shaders Written by by Yves Allaire aka "Evil Lair" *
*******************************************************************
'*' comments aren't supported in q3map2 and q3
if you add it to shaderlist, normal compile got to end up with error too