Tremulous Forum

Media => Mapping Center => Topic started by: Ingar on July 23, 2009, 12:02:32 pm

Title: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 23, 2009, 12:02:32 pm
In my quest to improve  the radiant installation I created a single pk3 that contains all the necessary radiant support files for tremulous.
It includes a slightly cleaned up version of common.shader, includes a common/ladder shader by default and replaces all the textures
in common-spog.pk3.

2009-07-26
- renamed skip.tga to hintskip.tga

2009-07-25
- added common/skip image
- correct syntax errors in common.shader
Get the updated version if you downloaded tis file before.

How to install:

Remove the following files:

(If you use custom shaders, you'll still need a shaderlist.txt)

Download data-radiant-1.1.0.pk3 (http://ingar.satgnu.net/tremulous/files/data-radiant-1.1.0.pk3) (md5 cd75f72a60740d7d506013ba108a32e7)
and put it in your tremulous base/ directory. This is the directory where you can find data-1.1.0.pk3.

Start radiant and check the common shaders (caulk, clip, ....).
If the nodraw shader has white text, you're seeing the new images

Note: it seems some mappers included the common textures in their own .pk3 files.
If you're having problems, move all your custom pk3 to a temporary location.

Note to devs and packagers:
Adding data-radiant-1.1.0.pk3 and scripts/shaderlist.txt (has to exist outside a pk3 archive)
to the game data would provide out of the box mapping support.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: CreatureofHell on July 23, 2009, 01:13:51 pm
I know I've already said thanks but I'll say it again because it is so worthy of thanks ;D
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Demolution on July 23, 2009, 08:14:43 pm
<3 Ingar. Seriously, I love all the work you put into helping the trem community.  ;)
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 25, 2009, 02:37:51 pm
Problems:
- The image for common/skip is missing
- Custom shaders don't work! (aw) That will need to be fixed

.Fixed.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Redman on July 26, 2009, 12:26:23 am
common/ladder doesn't work for me (I renamed .pk3 to zzzzzzzzzzz-radiant.pk3 to ensure that nothing would overwrite common.shader). In-game it just show up as notex grid and can't climb up on it.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Evoc on July 26, 2009, 04:13:34 am
What's the skip custom shader do?
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 26, 2009, 12:46:21 pm
What's the skip custom shader do?

The shader is actually called hintskip, you can use it on those faces of a hint brush
that should not generate a bsp split. Maybe I'd better rename to texture to 'hintskip' as well.

common/ladder doesn't work for me (I renamed .pk3 to zzzzzzzzzzz-radiant.pk3 to ensure that nothing would overwrite common.shader). In-game it just show up as notex grid and can't climb up on it.

Did you add -custinfoparms to the q3map2 bsp options? It doesn't work with default settings.
I plan on updating the build menu in my next netradiant package with decent options so you don't
have to edit it any more.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 26, 2009, 06:47:46 pm
Renamed skip to hintskip, this should be the final version of the pk3.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Redman on July 29, 2009, 03:44:05 pm
Quote
Did you add -custinfoparms to the q3map2 bsp options?

Wtf? I don't need custinfoparms for ladder in Paint.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 29, 2009, 05:37:14 pm
Quote
Did you add -custinfoparms to the q3map2 bsp options?

Wtf? I don't need custinfoparms for ladder in Paint.

If you mean Digital Paint: afaik it is quake 2 based and not quake 3 like tremulous.
As far as I know, ladders in Tremulous don't work without -custinfoparms.

I tested that ladder shader and it seemed to work fine, at least with the latest
q3map2 from netradiant (and -custinfoparms).

We already talked about ladders in this thread (http://tremulous.net/forum/index.php?topic=3157.0).


Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Archangel on July 29, 2009, 06:42:02 pm
i think he means the paint{8,9} maps.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 29, 2009, 07:48:13 pm
It werkz indeed! Removed the parms from my compile script and the ladder still works.
It probably got fixed along the way, I distinctly remember ladder mess
(witness the previously mentioned thread).

Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: UniqPhoeniX on July 30, 2009, 10:52:50 am
We already talked about ladders in this thread (http://"http://tremulous.net/forum/index.php?topic=3157.0").
link fail, also I thought it was required for the common-trem no build shaders??? a google search (http://www.google.com/#hl=en&q=custominfoparms&aq=f&oq=&aqi=&fp=flbC24gbdiA) shows they might be related.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 30, 2009, 12:36:23 pm
We already talked about ladders in this thread (http://tremulous.net/forum/index.php?topic=3157.0).
link fail, also I thought it was required for the common-trem no build shaders??? a google search (http://www.google.com/#hl=en&q=custominfoparms&aq=f&oq=&aqi=&fp=flbC24gbdiA) shows they might be related.

Fixed link. I have the impression the forum breaks links if you use url="http://foo.bar.com"
with quotes around the URL. It's the second time in a few days this happens.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Redman on July 30, 2009, 02:58:43 pm
Trigger and/or playerclip casts shadow.

It's fault of my very very high resolution shadow. It's 3 times bigger than thing that casts it, so I thought it's trigger.
Title: Re: Testers for data-radiant-1.1.0.pk3 wanted
Post by: Ingar on July 30, 2009, 05:29:41 pm
Just found this (http://zerowing.idsoftware.com/pipermail/gtkradiant/2006-December/010234.html) bug report.
The fix was probably in LinuxManMikeC's patches so it could be possible that the common-trem shaders
work without custinfoparms.