been a long time..

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: been a long time..

Post by dONKEY »

hmm, not sure, so is mine now, but it's ticked and greyed out. I have it set to xp service pack 2 mode and 'run as admin'
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: been a long time..

Post by obsidian »

Normally, you need to "disable desktop composition" and that's it. Maybe authorize administrator rights, I don't have issues with that. That's it, no need to run in XP mode.

Do any of you have UAC turned off? Not a good idea if this is the case and will probably disable the administrator option.
[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]
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

ive turned off user account control... one of the most annoying features to be active in a admin account anyway... and the shaders show up now

issue resolved.. feel free to completely remove this topic mods. possibly add a note in a sticky for bug fix

vista gtk not showing shaders -turn off user account control
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

ps- does anyone know where the common textures are? its a little pk3 with the editor images for caulk etc

i found a copy the other day. and still have it.. it would be handy though to have the url in the sticky list.
obsidian
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Re: been a long time..

Post by obsidian »

obsidian wrote:Do any of you have UAC turned off? Not a good idea if this is the case and will probably disable the administrator option.
[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]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: been a long time..

Post by cityy »

You prolly can add another pk3 with the textures/common textures you want to replace - at least that works with weapon skins.
www.ferdinandlist.de/leveldesign
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

1.5 is disfunctional... doesent let me move around the same ease as 1.4 used to.. so rollback...


now the only issue im having.. apart from finding the right settings so 1.4 wont crash all the time lol, is the surface inspector is missing the patch stuff..
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: been a long time..

Post by Hipshot »

shift-s
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
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: been a long time..

Post by dONKEY »

unless there is a work around I don't know about, also 1.4 wont save from the file menu under vista. You should only open an existing named map file and use the save button. If you use save or save as from the menu it prevents all further attempts to save from functioning until you restart GTK. I use both 1.4 and 1.5 depending on what I'm doing to a map at any particular time.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

:) removed
Last edited by skinNCNmaster on Mon Apr 26, 2010 4:25 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: been a long time..

Post by obsidian »

dONKEY:

Where is your GtkRadiant file directory located?

Where is your Quake 3 directory located?

What launch settings have you set on the GtkRadiant executable in windows?
[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]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: been a long time..

Post by dONKEY »

1.4 and 1.5 are in separate folders outside the Q3 folder, Q3 is in its own Q3 folder.
I was under the impression from what I'd read that this was a known issue with 1.4 and vista. Would be quite happy to be shown this is wrong.
GTK launches as administrator in XP mode, although I did read your comment that the later was unnecessary.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

all day ive off and on been optimizing q3ctfp13 and the editor has been odd all over... though it defiantly bests 1.5 with hotkey support.. shortcuts.. like shift and drag electing multiple brushes.. whew thats sooo handy...

though it crashes every so often, and it once in a blue moon does really odd glitchy things in the 3d view, i save, exit reload whenever theres insect. lol

um i played with each of the start settings and ive turned uac on and off and it works pretty much the same every way.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: been a long time..

Post by obsidian »

What I need to know is exactly where it is located relative to program directories:
C:\Program Files\GtkRadiant
C:\Program Files\Quake III Arena
[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]
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

yep.. default install locations on mine :d
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: been a long time..

Post by dONKEY »

same here, default locations
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: been a long time..

Post by obsidian »

FYI:

Windows Vista and 7 both consider certain directories to be "protected" directories, meaning you don't normally have read/write access to them. For security reasons, this is a good idea since it prevents rogue software/malware from installing stuff in places it shouldn't.

Both Linux and OS X have done this for ages and Windows is only now catching up to the idea. To be able to have full access to them, you have to give yourself temporary elevated administrative privileges. Linux/OS X do "sudo", Windows does UAC in the form of a popup that asks you to confirm. For this reason, turning off UAC is a bad idea, you are basically giving any program the ability to automatically do whatever without user intervention. If you get any kind of malware, you are essentially screwed.

Windows Vista and 7 now consider the "Program Files" directory to be a protected directory. You do not normally have write access to those subdirectories, so that is why you are having problems modifying map files, since they are by default sitting in "C:\Program Files\Quake III Arena\". You may have noticed a lot of programs stick their logs, preference files, and other application files in your "User Application Data" directory, somewhere in your user files instead of inside the actual program directory. This is because the programs don't have access to the "Program Files" directory and need to routinely save or make changes to those files, so that's why they have been moved to a new unprotected location.

Ideally, you want to move your Quake directory somewhere else or work on a new clean installation of Quake 3 (you should be doing this anyway) outside of "Program Files", like "C:\GameDev\" or something. That should solve many issues both with security and with game development.
[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]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: been a long time..

Post by phantazm11 »

Thanks for the information, obsidian. This will definitely come in handy.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: been a long time..

Post by Silicone_Milk »

I agree with phantazm11

I simply disabled UAC to get at the crap I need to get at since I wasn't able to even set write access on the Q3 directory and have it stick.

I'll pop it back on and just move the files to a new directory I have full access to.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: been a long time..

Post by obsidian »

Yeah disabling UAC is like running as "root" all the time.
[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]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: been a long time..

Post by dONKEY »

That's really interesting, thanks obsidian. I had noticed all newer games saved data in user application data, I had made the assumption that this was just to stop you copying a game out of it's directory. Doh.
Really helpful, thank you.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: been a long time..

Post by Silicone_Milk »

obsidian wrote:Yeah disabling UAC is like running as "root" all the time.
I do that on my laptop XD
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

guys i have another question..

i remember seeing a thread somewhere and after extensive searching cant find it lol

how do we use a shader to change the color to blue or red of the beam:

Code: Select all

textures/q3ctfp13/beamred
{
        qer_editorimage textures/sfx/beam.tga
	surfaceparm trans	
        surfaceparm nomarks	
        surfaceparm nonsolid
	surfaceparm nolightmap
	cull none	
	{
		map textures/sfx/beam.tga
                tcMod Scroll .3 0
                blendFunc add
        }
    
}
textures/q3ctfp13/beamblue
{
        qer_editorimage textures/sfx/beam.tga
	surfaceparm trans	
        surfaceparm nomarks	
        surfaceparm nonsolid
	surfaceparm nolightmap
	cull none	
	{
		map textures/sfx/beam.tga
                tcMod Scroll .3 0
                blendFunc add
        }
}

is it the rgbGen identity?
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: been a long time..

Post by Silicone_Milk »

didnt you do this on your laser beams in pn03? I have the pk3 file if you lost yours.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: been a long time..

Post by skinNCNmaster »

uh uh no

pretty sure aEon knows how to do this..

template textures...
changing them colors...
grey->red->blue
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