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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 » Sep 16th, '17, 9:27 am

Error: was it actual crash, or just a warning message? (normally 2nd, then i'd like to know the way to get non sane texture definition)

rotare buttons: i'v already replied in PM, pasta:
Hey
You can get wished rotations by existing buttons, they just act, depending on current 2d projection (for convenience)
Old functions are still in modify->rotate menu, as a fallback
Also can rotate by 90 angle, using rotate manipulator with shift held


cullk button: there is one on toolbar!
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Oct 18th, '17, 1:38 am

Valve220? Does this mean Source compatibility!?!?!?!? whaaaaaaaaaat

Also with all the support for different brush types, can we copy or transfer from one type to another? :o

These may have been answered elsewhere but I like to skim a lot and just bug people instead of reading or testing.
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 18th, '17, 8:23 am

Valve220 is native format of gold source, can't tell about source
Anyhow, for some sensible source support we'd need at least .vtf support
.fgd is supported, gs texture format is too

can we copy or transfer from one type to another?

log:
* conversions between AP, BP and Valve220 brush types; conversions to Brush Primitives and Valve220 formats are lossless
* detect brush format and automatically convert to current one on map Import and Paste
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Re: Custom radiant + noOb compiler

Postby Devils Right Hand » Nov 5th, '17, 10:07 am

hey pal i just use your new netradi version , and i told you about the bug but the bug is still there ,this bug dont come fast when im at mapping letz say after maybe 30 min or a hour every time netradi save the map then this bug comes out, so emm you fix it maybe in a other release? or is the bug hard to fix i dont know i ask :roll: , click on the pic for full screen

Image
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Nov 6th, '17, 8:54 pm

Hey
I'v replied to this question already:
In that specific case i'd like to know the way to get non sane texture definition to be able to fix it.

Assertion is not a bug in the first place
Also i don't feel, that it is a good idea to remove this assertion (man, who put it, was way wiser, than me; this single simple one is catching numerous potential pitfalls in texdef operating functions)
It's simple check:
Code: Select all
inline bool texdef_sane( const texdef_t& texdef ){
   return fabs( texdef.shift[0] ) < ( 1 << 16 )
         && fabs( texdef.shift[1] ) < ( 1 << 16 );
}

So you gotta remove huge shift value somewhere in your map
Or i can do that for you (send map file)
Or if you are producing new cases during mapping process - let me know how to reproduce them
Also: you probably might to put that in your map, while building in some other editor even .o Afaic current custom netradiant shouldn't produce 'nonsane' texdefs

Tanks u 4 feedback
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Re: Custom radiant + noOb compiler

Postby springy » Jan 18th, '18, 12:27 am

help me out
i tried to compile a large map in custom radiant [single bsp + noob]

it crashed q3map2
the last thing it printed was ---flood areas---

same map compiles fine without problems in radiant 1.4 (but i want -noob)!


see screenshots
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jan 18th, '18, 8:35 pm

Hey
I think adjust blocksize, 80k of vis clusters doesn't sound healthy
Send me the .map, i'd like to have reproducible crash, if it is one (not the out of RAM for instance)
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Re: Custom radiant + noOb compiler

Postby springy » Jan 18th, '18, 11:41 pm

i meant to meantion blocksize in the original post, i already have it set to
1024 1024 2048
i also tried
512 512 1024
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Re: Custom radiant + noOb compiler

Postby springy » Jan 19th, '18, 3:00 am

got it working :p
okay so it turns out i was using gridsize 1024 1024 2048 rather than blocksize

after trying with blocksize 2048 2048 2048 it worked fine.
apparently gridsize is only for lighting, and blocksize is for bsp

its still an interesting matter that i was indeed able to compile in 1.4 without using a different blocksize, but needed blocksize in custom radiant

anyway, problem is resolve, thx
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