GTKradiant - in-editor help via entities.def

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

Oh, and you guys need something like subversion or git so you can work on this concurrently, diff your changes, etc.
Silicone_Milk
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Re: GTKradiant - in-editor help via entities.def

Post by Silicone_Milk »

^misantropia^ wrote:Oh, and you guys need something like subversion or git so you can work on this concurrently, diff your changes, etc.
agreed :up:
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

Well swapping files should work fine, and via diff you can easily merge corrections into another version. Though presently I won't be doing anything large-scale cosmetic change anyway, because the key words apparently seem to be case sensitive.
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

Adopted most of AEon's formatting changes.

Anyone have a working demo of target_laser? I can't get it to work. I have a trigger_multiple targeting the target_laser which in turn is targeting a target_position. Starton flag enabled or disabled doesn't seem to change anything.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Hipshot
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Re: GTKradiant - in-editor help via entities.def

Post by Hipshot »

Can you please add that the pendulum needs to have the angle keys set to be able to swing in another direction... have been trying this for ages but sock helped me figuring it out with...

I find this very confusing:
"angle : Angle offset of axis of rotation from default X axis (default 0)."

It should be added an example that if you want it on the Y angle, set the "angle" to 90....
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

That's basically what it's saying. Pendulums can only be hindged at the top along the Z-axis and swing (by default) along the X axis. By setting the angle key you are rotating the direction of swing.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

Reading the shader manual I noted this:
  • surfaceparm dust
    If a player lands on a surface that uses a shader with this parameter, a puff of dust will appear at the player's feet. Note that the worldspawn entity must contain the "enabledust" key with a set value of "1".
Never seen this before... worldspawn entity could mention enabledust. Would be nifty for the red textures in SolarAE, if this works.
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Hipshot
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Re: GTKradiant - in-editor help via entities.def

Post by Hipshot »

Tried it before, never could get it to work. I It would be nice if there were more things, like wood and "water".
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Kaz
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Re: GTKradiant - in-editor help via entities.def

Post by Kaz »

That's a Team Arena only feature.
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

In that case it would be good to mention the key "enabledust" and that it's TA only.

Just noted that info_player_intermission, does not have the key angle mentioned, only angles. Alas under v1.4 GTKradiant and v1.2.13 the angles "visual" feedback arrow does not work. So you cannot preview the non-90° z-Axis rotation, alas. Would be good to mention angle.
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

obsidian,
could you please post your updated version of the entities.def file?

Even if it is not final, we could all at least use the current version. Thanks.
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

Here's the latest (minus some small little fixes that I'm actually working as of this very moment):

http://www.robotrenegade.com/gtkradiant ... _1.7.2.def

Also converting to XML format for GtkRadiant 1.5.0. That's a lot of work. :disgust:
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

Noted you found several more inconsistencies, plus a few "bugs"... neat.
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

obsidian wrote:Also converting to XML format for GtkRadiant 1.5.0. That's a lot of work. :disgust:
What does 1.5's XML look like? I could perhaps write a tool that automates the conversion.
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

Here's the stock one installed with the 1.5 game pack:

http://robotrenegade.com/gtkradiant/entities_1.6.ent

Some sort of conversion tool would be greatly appreciated, though I'm not sure if it's possible to fully automate it since the new file denotes keys as different types of objects, like boolean, integer, real, texture, angle, target, etc. That takes a bit of human logic and intuition to know what's what. Also, stuff like "<" needs to get converted to "<" to be compliant with XML (simple to do with a search & replace)
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

lol... never noticed until now, in target_delay:

Code: Select all

delay : Same as wait? replaces it? WTF?...I'm confused now.
I wonder who wrote that (and what DOES it do?).
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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MKJ
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Re: GTKradiant - in-editor help via entities.def

Post by MKJ »

one would think delay would have one element wait, while wait would stop every element
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

'delay' is a synonym for 'wait' - but it only works on target_delays.
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

Re Radiant XML: it's like a mash-up of the worst parts of XML and plain text. I'll see what I can do. =)
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

Please test the following (especially the GtkRadiant 1.5.0 entities.ent file):
Quake 3 Extras
Obsidian 2009-12-23


Revised GtkRadiant and Q3Map2 SDK files for Quake 3 level design, updated for
the modern developer. Includes miscellaneous fixes and updates for GtkRadiant,
Q3Map2 and Quake 3 Arena 1.32.

* Updated entity definition files for all versions of GtkRadiant.
* Q3Map2 editor images.
* "Common" shader file for Q3Map2.
Basically everything that has been updated in the last few years that's not part of the standard GtkRadiant installation. The included entities files should be close to final.

http://robotrenegade.com/gtkradiant/dow ... as_0.1.zip
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

The changes to the entities.def file look fine.

It seems that
  • q3_extras_0.1.zip\baseq3\scripts\common.shader
will be replacing the files
  • common.shader
    common_alphascale.shader
    common_extra.shader
I noted though that the current hintskip shader should probably use this line:
  • qer_editorImage textures/common/skip.tga
instead of the present one:
  • qer_editorImage textures/common/skip
Right? And it might be neater to make the qer_editorImage line the first shader line.


Well... looked through the common.shader and found a few other tabbing inconsistencies, and superfluous empty lines, etc... and fixed those too, here an update:
Hope that helps.
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

Obsidian, would you still like me to write that converter? Your XML already looks pretty feature complete.
obsidian
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Re: GTKradiant - in-editor help via entities.def

Post by obsidian »

If you're most ways done already, sure. It would be easier to maintain future revisions if I can just run the program.

If you haven't started yet and it will take a bit of work, then don't worry about it.

AEon, haven't implemented all the little cosmetic changes to the shader file, but I did fix the .tga at the end of the editorImage line. Thanks.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
^misantropia^
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Re: GTKradiant - in-editor help via entities.def

Post by ^misantropia^ »

Haven't started yet so I won't worry. But a thought occurs: I could whip up in no time a script that transforms your XML to the old text format. Only one document to update so less maintenance. Interested?
AEon
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Re: GTKradiant - in-editor help via entities.def

Post by AEon »

For stuff link that I usually write a parser in PHP. E.g. I did several of those that convert forum UBB code to HTML (plus formatting) to convert forum FAQs to HTML. I then only edit the UBB code and convert that on the fly for my web site.
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