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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby Le another black niger » May 4th, '17, 4:44 pm

Some idea
models/props_destruction/glass_fracture_128x128_a_reference.obj
has length 63, which is = MAX_QPATH - 1
Max safe path is exactly 63 chars + 1 string terminating symbol

As for skin:
Code: Select all
snprintf( skinfilename, sizeof( skinfilename ), "%s_%d.skin", name, skin );

Wanted result is longer, snprintf stops at 63 and puts 0 to 64, thus we get original name.
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » May 6th, '17, 3:10 am

I appended "_aaaaaa" to the end of the file and the error went away. I'm confused, shouldn't that cause an error? Instead it just works...
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » May 6th, '17, 8:13 am

"_aaaaaa" to the end of the file name?
This causes writing over char array bounds and means memory corruption; can be problem, if overwriting important memory; model name string can be overwritten aswell. Can work with luck too :p
Internal paths handling ideology is confusing in the whole compiler code; i haven't seen much of length checks; at best it just truncates the name; same does q3 engine; no warnings, no errors; compiler should throw the error imo.
Warning is gone, since it's only the case with length = 63 (skin name = model name after all erroneous manglings in this case); with longer name it just doesn't find skin file and continues.
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Re: Custom radiant + noOb compiler

Postby [+--..] » Jun 18th, '17, 10:49 pm

NEGER DO YOUR JOB :violin: :violin: :violin:
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jul 2nd, '17, 1:01 pm

Update!
win32 build
win64 build (mainly for the sake of x64 q3map2, but also may improve smoothness, comparing to w10's VM + win32 build)

binds...
  • shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
  • ctrl + shift + m3: also project tex from face to selection

Misc...
  • entities converting: also create group entities from world primitives instead of "do not want to convert worldspawn entity" error
  • fix: group dialog: prevent focusing on texbro->filter entry and console, if switching to ones by click on tabs (was blocking hotkeys)
  • prefs->cam->Selected faces wireframe option (def = yes)
  • Textured+Wireframe camera render mode
  • render scene to FBO to get following options:
    preferences->camera->MSAA (def = 8 samples)
    preferences->orthographic->MSAA (def = 8 samples)
    coloured camera POV icon w/o rerendering the scene
    coloured rectangular selector box w/o rerendering the scene
  • fallback to glCopyTexImage2D (NPoT), if FBO isn't available
  • lazy cursor updates in clipper mode
  • update cursor immediately on clipper mode toggles
  • fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names
  • selection system: fixes of: selecting point behind point (not perfectly precise distance)
    selecting occluded objects and faces via direct and indirect hits
  • select models from back in 2d
  • entity inspector, entity list->'autofocus on selection' buttons: also do FocusAllViews() on clicking them
  • focus on preferences treeview on 2nd+ call to make text search to work
  • fixed WindowPositionTracker globally: minus many particular hacks, plus correct wnds positioning in Floating viewports layout
  • fixed ToggleShown functionality: shown/hidden wnds states are saved and loaded correctly in Floating viewports layout
  • also save/load XY and Cam viewports visibility states
  • new preferences->layout icons
  • fix: stop chaseMouseMotion on mouse button release
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Re: Custom radiant + noOb compiler

Postby PyroGXPilot » Aug 7th, '17, 10:24 pm

any chance to get builds not in .7z files
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 8th, '17, 8:00 am

Sure, you can build ones from src anytime
https://github.com/Garux/netradiant-custom
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Re: Custom radiant + noOb compiler

Postby PyroGXPilot » Aug 8th, '17, 10:53 pm

Nah WinRAR had issue w/.7z -used 7z
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 9th, '17, 8:02 am

Ic
Just have tried WinRAR x86 (32 bit) 5.40, it unpacked recent 7z successfully
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Re: Custom radiant + noOb compiler

Postby Devils Right Hand » Sep 16th, '17, 1:26 am

i just got a error and it happned when netradi try to save the map , i use the x 64 version from you , so maybe you can have a look on this and bring later a update version out, and like i say last time how about you add the old 6 rotare buttons like in gtk radia 1.5 it help by mapping and you dont need all time to open the rotare windows, there is space to add the buttons :) , and how about you add a comon/cullk button , then you dont need to scrool the texture directory :mrgreen: ,Image
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