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Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 2:15 pm
by Infernis
I installed GtkRadiant 1.5.0 ad I'm now trying to use it for Quake 3. I can browse all the stock texture folders without any problems. Except for an occasional missing texture, which I can live it. However, somehow it doesn't display the contents of the 'common' texture folder. It gives a shader image missing warning for all of them.
- I checked the path under preferences, it points to the right directory.
- Project settings points to Quake 3 as the game to mod for.
- Pak0.pk3 is in the baseq3 directory.
- Same goes for the shaderlist.txt.
- Common is stated in the shaderlist.
- I installed the game files along with GtkRadiant.
- I'm running under the latest pointrelease.
What gives?
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 4:22 pm
by obsidian
Do you have the common texture files/pk3 in your baseq3 directory? They should be installed as part of the
game files.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 8:11 pm
by Infernis
Apparently this is a seperate download and not the same as what comes with GtkRadiant itself?
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 9:07 pm
by obsidian
GtkRadiant 1.5.0 is universal and game independent. The new installers don't contain any game assets at all.
In older versions, there were separate installers for the editor whether you edited for Q3/TA, JK/JA, Wolf, etc. In contrast, 1.5.0 is now a universal editor that handles all games from the same installer, but you now need to also install the extra game/editor specific assets separately from the editor.
The advantage is that if you edited for both Q3 and Wolf, you don't need to install GtkRadiant twice, you just install it once and then add both Q3 and Wolf editor assets much like how you would install a plugin.
If you haven't already, download the file linked above, install it and see if you get the same problem (I think not, because it would have installed what I presume you are missing). Unfortunately, the qeradiant.com website is now more of a developer resource so it doesn't quite explain this to the end user and the "example-maps" title of the file is a little misleading.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 10:29 pm
by Infernis
It is fixed now. Thank you for that insight. The new site is indeed difficult to navigate. How did you find that file? Apparently there aren't any packs for Doom 3 and Quake 4 there. Is it safe to assume I don't need it for those games?
The main reason for me to switch tot 1.5 is the upcoming ZeroRadiant. Seems to me that the people using 1.5 will have a headstart when the new games come out. Do you have an opinion regarding the above?
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Mon Jun 30, 2008 10:50 pm
by obsidian
IIRC, the extra files for D3/Q4 are included in the pak files already since they are required for the built-in editor.
ZeroRadiant is just the next evolution of the GtkRadiant editors (1.6) and will be used with Quake Live. This is different than id Studio which will be the editor for id Tech 5 engine based games.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Tue Jul 01, 2008 6:17 pm
by Infernis
Ok, so no headstart then. There isn't much info about the tool on the web. Perhaps you could tell me some more?
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Wed Jul 02, 2008 4:46 am
by obsidian
FYI, the following is based entirely from memory, so I take no responsibility for the accuracy of my often cloudy brain. I'm also translating from Carmack's unique kind of tech-speak so that's something else entirely. Massive grain of salt, beware!
id Software isn't telling, so not much info in general other than what was presented at the tech demonstrations. IIRC there were two demonstrations, one with Carmack and one with someone else I can't remember (Hollenstead?). They basically previewed the stamping techniques for the megatexture and sculpturing terrain. The interface looks pretty much like your normal Radiant based stuff, but there's a bunch of extra hidden menus that they didn't bother showing us because they weren't "complete" and subject to major overhaul.
Most impressive was that Carmack was describing how all the source media was housed on central servers and users basically access them remotely. He talked about people working from home over VPN. For the Mac WWDC Rage demonstration map, Carmack said that he enjoyed logging in at one period of the day and seeing a couple of level designers work on one part of the map (simultaneous multiuser editing), and log in later in the day and seeing an entirely built up area of the map and being able to see the transformation.
id Studio may perhaps be a Windows based application, meaning it may not have cross platform capabilities.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 6:51 am
by Infernis
Again, thank you for that insight! Oh and I will remember to take it with a grain of salt
I've been trying to dig up some info myself. But like you said, they ain't telling us much. I want to know if I can prepare layouts in 1.5 and export it to the new editor. Or better yet, if the scale will be roughly the same as let's say in Quake 4. I guess time will tell.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 11:49 am
by o'dium
Yup, thats how we are working with OverDose. All the media is on the SVN, and we can all update and download from it. So we get new stuff all the time but dont have to wait for people to be online etc to send files.
SVN is great.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 3:17 pm
by obsidian
Sounds like it's a little more advanced than just SVN. SVN, a user can modify a file and save it to the server. This sounds like multiple users working on a file simultaneously directly within the editor. Again, this is mostly speculation.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 4:18 pm
by o'dium
Well, the way I understand it is that its the same thing. Think about it, multiple people can work on a level at once, however, not in the Q3 way as such. What would happen if i made a change, then somebody changed the same thing?
The way levels are made these days is from multiple parts. I could be working on the terrain, while somebody else works on the building over there, and SVN still allows that to happen.
It may not be as advanced as what id software have, but i could never go back to waiting days for files. It just doesnt work.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 4:26 pm
by obsidian
Does SVN allow two mappers to work on the same map file simultaneously and see changes in real time? Or do you mean that you'll be working on terrain in one file, while I work on buildings in the other file and then we merge them together?
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 4:34 pm
by o'dium
well it depends... all SVN is, is a program that lets you see any changes people make, and any changes you make, and upload/download at will.
So, with regards to how OUR maps are made... Its split into sections. Terrain is a model. Buildings are brush work. Textures are .tga/.dds files...
So, I could be working on textures, while somebody else refines the terrain and another guy is adding buildings. Everything I upload my changes, he can, they all can, and then we all see the new results.
Its NOT in real time, i.e. I cant work on a map and see a building pop up. But I dont think id software have the same thing (I recall he said something like "we reload the level and...").
So its pretty much the same thing. Either way its better than FTP, because it only uploads changed files, and it checks the changes against the version you have local. So if Timmy updates "concrete.tga", and I dont have it, I click update and it downloads all out of date files.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Thu Jul 03, 2008 11:38 pm
by obsidian
From what it sounds like id Studio is real-time. I could be wrong (grain of salt, remember), but Carmack did mention that he was able to log in and see someone else at work on a particular section.
Re: Quake 3's common textures aren't displayed in GtkRadiant 1.5
Posted: Fri Jul 04, 2008 2:42 am
by baohead
Im having the same problem.
At the beginning, none of my common textures show up. I mean they doesnt exist at all, not even the shader image warning.
After following the steps above, only 3 of the common textures are showing up : qer_mirror, qer_portal, white.
Does anyone know why? Thanks