Tremulous Forum

General => General Discussion => Topic started by: Mystery? on August 19, 2007, 04:04:37 am

Title: GTK Radient should have in-game map editing/making...
Post by: Mystery? on August 19, 2007, 04:04:37 am
That should make map making and editing much easier and more fun. They should also make the options uncomplicated like make a reactor or make a wall. You could also change the size and shape of wall in it.

It should start up like tremulous except a private server from gtk radient is made and nobody can enter it. In that you should be a spectator and at the side should be building options, Size options, etcs.
Title: GTK Radient should have in-game map editing/making...
Post by: kevlarman on August 19, 2007, 05:04:49 am
why don't you get back to us when you have coded that up?
Title: GTK Radient should have in-game map editing/making...
Post by: Odin on August 19, 2007, 05:40:26 am
Do you understand the point of compilation and the use of q3map2?
Do you understand the implications of pre-processed lighting?
Really, you'd think this would be made already.
Title: GTK Radient should have in-game map editing/making...
Post by: Paradox on August 19, 2007, 06:08:53 am
If you want in game map building, play the sims or something.
Title: GTK Radient should have in-game map editing/making...
Post by: Lava Croft on August 19, 2007, 08:10:41 am
Actually, looking at Cube, this idea has been implented succesfully already. Only problem is that Cube is not Quake3...
Title: GTK Radient should have in-game map editing/making...
Post by: ShadowNinjaDudeMan on August 19, 2007, 09:56:32 am
Cube and Cube 2 have got leet ingame mapping.

Its not as powerful or complex as GTKRadient, but its lighter.
Title: GTK Radient should have in-game map editing/making...
Post by: TRaK on August 19, 2007, 01:53:57 pm
It isn't possible, for one. Also, the radiant setup and learning curve really helps to cut down on the amount of people releasing their junky first maps.
Title: GTK Radient should have in-game map editing/making...
Post by: kevlarman on August 19, 2007, 04:40:53 pm
Quote from: "TRaK"
It isn't possible, for one. Also, the radiant setup and learning curve really helps to cut down on the amount of people releasing their junky first maps.
if what you call the current situation cut down on... i'm afraid to think about what would happen without the learning curve.
Title: GTK Radient should have in-game map editing/making...
Post by: Taiyo.uk on August 19, 2007, 04:53:06 pm
Quote from: "TRaK"
the radiant setup and learning curve really helps to cut down on the amount of people releasing their junky first maps.

O RLY?

Lately the mapping forum has been inundated with hollowed cubes and general n00bspam, and those who can't figure radiant/q3mqp2 out simply post their hollowed cube .maps instead of pk3s.
Title: GTK Radient should have in-game map editing/making...
Post by: ShadowNinjaDudeMan on August 19, 2007, 04:55:37 pm
I hope I dont count as one of those.
Title: GTK Radient should have in-game map editing/making...
Post by: HamStar on August 19, 2007, 05:25:04 pm
Quote from: "Taiyo.uk"
Quote from: "TRaK"
the radiant setup and learning curve really helps to cut down on the amount of people releasing their junky first maps.

O RLY?

Lately the mapping forum has been inundated with hollowed cubes and general n00bspam, and those who can't figure radiant/q3mqp2 out simply post their hollowed cube .maps instead of pk3s.


My map is one set further than that. its a hollowed....cuboid (1337!) with basic human buildables, thus making it ultra 1337
Title: GTK Radient should have in-game map editing/making...
Post by: ShadowNinjaDudeMan on August 19, 2007, 06:05:34 pm
I have an allergic reaction whenever I use CSG Hollow, its annoyance at the prospect of having to clipper the edges into something acceptable.

So I just dont use it.
Title: GTK Radient should have in-game map editing/making...
Post by: p0m on August 20, 2007, 02:05:35 am
Quote from: "ShadowNinjaDudeMan"
I have an allergic reaction whenever I use CSG Hollow, its annoyance at the prospect of having to clipper the edges into something acceptable.


Hello Vis/Leaf/Portal Compile Hell. Population: ShadowNinjaDudeMan.

Also, l2clip properly.
Title: GTK Radient should have in-game map editing/making...
Post by: ShadowNinjaDudeMan on August 20, 2007, 10:44:14 am
Im sorry, I dont think you read my post correctly, I do believe I basically said I didnt use CSG Hollow.
I think you got the wrong end of the stick their.

FOO!
Title: GTK Radient should have in-game map editing/making...
Post by: DASPRiD on August 20, 2007, 11:06:53 am
The overlappnes of CSG-Hollow isn't really useless. For my part, I mostly never use it, but when, then I vertex-move the inner points, like I always do it manually.
Title: GTK Radient should have in-game map editing/making...
Post by: TinMan on August 20, 2007, 10:03:05 pm
If you want this then go play Cube or Cube 2: Sauerbraten, noob.
Title: GTK Radient should have in-game map editing/making...
Post by: Lava Croft on August 21, 2007, 01:07:21 am
Actually, Ingar started laying the groundwork for multi-player map-editing some time ago.

And why are there people replying in this thread that never ever produced a decent looking or playing map before? Aren't you the real noobs?
Title: GTK Radient should have in-game map editing/making...
Post by: Caveman on August 21, 2007, 02:35:29 am
Hmm I am a Noob, for sure.
But does this poll not belong on the radiant forum?
Title: GTK Radient should have in-game map editing/making...
Post by: Groove on August 21, 2007, 04:46:13 am
Quote
That should make map making and editing much easier and more fun. They should also make the options uncomplicated like make a reactor or make a wall. You could also change the size and shape of wall in it.

It should start up like tremulous except a private server from gtk radient is made and nobody can enter it. In that you should be a spectator and at the side should be building options, Size options, etcs.


Erm, no, noob.

What would be interesting, however, is if GTKRadiant had the feature to show textures and lighting ingame ala Q4Edit. That would actually be useful.
Title: GTK Radient should have in-game map editing/making...
Post by: Paradox on August 21, 2007, 04:56:10 am
Quote from: "Groove"
if GTKRadiant had the feature to show textures and lighting ingame ala Q4Edit. That would actually be useful.

I see textures, but lighting would be good.
Title: GTK Radient should have in-game map editing/making...
Post by: Taiyo.uk on August 21, 2007, 09:15:31 am
Quote from: "Groove"
if GTKRadiant had the feature to show textures and lighting ingame ala Q4Edit. That would actually be useful.

Q4, and Q4Edit uses realtime lights via OpenGL. Q3 world lighting is static, precomputed, and by far the most computationally expensive part of the compile process (unless you have a wickedly complex all-structural map).

Realtime lighting can be done, as it has in Xreal and Evolution Q3, but will require a major overhaul of the Radiant code.
Title: GTK Radient should have in-game map editing/making...
Post by: gareth on August 21, 2007, 10:51:07 am
it could show the lighting from the last compile.
Title: GTK Radient should have in-game map editing/making...
Post by: Samurai.mac on August 21, 2007, 02:42:36 pm
I'm not sure quite what Trem's effects base is capable of, but certainly in other Q3 games it's theoretically possible to light an entire map using effects files. Since bsp and efx files are essentially just text files, it should be possible to add map triagles and "lights" in-game and save the modifications to the files.
Title: GTK Radient should have in-game map editing/making...
Post by: Lava Croft on August 22, 2007, 12:22:08 am
Quote from: "Taiyo.uk"
Realtime lighting can be done, as it has in Xreal and Evolution Q3, but will require a major overhaul of the Radiant code.

Not to mention the fact that both of those engine ports have a rather questionable performance...
Title: GTK Radient should have in-game map editing/making...
Post by: jal on August 27, 2007, 10:01:05 am
Quote from: "Samurai.mac"
I'm not sure quite what Trem's effects base is capable of, but certainly in other Q3 games it's theoretically possible to light an entire map using effects files. Since bsp and efx files are essentially just text files, it should be possible to add map triagles and "lights" in-game and save the modifications to the files.

Nope. For a start, bsp is not a text format, it's binary. To continue, effects are not capable of creating shadows in the lightmap. The compile process is a must in any lightmapped map format.
Also, the visibility occlusion in Q3 is also precomputed, and it also takes a while to compile. Not as much as the light, but way longer than for being acceptable to do at loading time.
Title: GTK Radient should have in-game map editing/making...
Post by: rapha on September 03, 2007, 01:18:54 am
Quote from: "Taiyo.uk"
hollowed cubes


Don't you dare attack my 1337 Matrix map  8)  :roll:  :P
Title: GTK Radient should have in-game map editing/making...
Post by: blood2.0 on September 09, 2007, 10:02:21 am
Quote
hat should make map making and editing much easier and more fun. They should also make the options uncomplicated like make a reactor or make a wall. You could also change the size and shape of wall in it.

It should start up like tremulous except a private server from gtk radient is made and nobody can enter it. In that you should be a spectator and at the side should be building options, Size options, etcs.


that is like saying i think that tremulous should have hd graphics not lag and everyone in the world should play it. of course it should but its hard to do and may not be worth the time and effort.  it should yes but no one is going to do that so quit complaining and make a great map in gtk.