What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

We are building a decent editor for OverDose based on Q3Rad (Which may be possible ot use with D3/Q3), and, well, I want to know what you all feel is misisng from these editors. For example, maybe a feature that would make life easier, something that would make editing quicker, or a stupid annoying feature that just doesnt quite work how you would expect it.

Keep in mind that its based on Q3Rad, and will load Doom 3 map formats, so anything really that is important to you that isnt in Q3Rad is also welcome.

Its just so we can get a really nice, fast, complete and easy to use editor.

Thanks in advance guys! :p
WHAT!!
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Joined: Tue Apr 22, 2008 7:26 pm

Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by WHAT!! »

Shader editor/preview.
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Granted. Thats in D3/Q4 rad though ;) Thats in the works, same as realtime lighting and shadowing in the render view, which is vital to us.
obsidian
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by obsidian »

Just keep it simple. A few small features here and there would be nice, but just be careful of bloat. I always admired Radiant's simple elegance and hated the Unreal editor's rather complicated bloat.
[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]
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Oh, 100% agree. The actual layout and functionaliy will be the same, you wont notice 50 billion new icons on the screen at 256x256 each lol :p

But whats nice is, say, binds that dont exist, or easier to use tools, like for example expanded texturing tools, material editors etc.
obsidian
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by obsidian »

Speaking of binds, how about being able to easily customize shortcuts to commands. Doesn't have to be a GUI but just some simple configuration file that can be edited in a text editor will do fine.
[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]
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Was thinking of that last night. I was thinking waht binds were odd or needed updating to the latest standard but thne I thought "hang about, none of them let you change binds wtf...?"
g0th-
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by g0th- »

I know some of this features already exists in radiant but I say them anyway sense there are so many versions of radiant that works differently.

Being able so select multiple brushes by holding down shift + mouse 1 and just drag over them. Same thing should work for selected faces and so on.

Shift and right click do a fit 1x1 or use the last settings from the surface sampler.

Quick caulk button

Set 45 degrees as default rotate value (15 is default in q4rad)

The ability to change multiple lights at the same time with individual settings. For instance: I select one light and I get a small window with the most important light settings, if I select another light I get 2 small windows and I can change the individual settings on both lights without the need to deselect any of them. the main idea is that you would be able to select like 8 lights and then fine tunning the lightning for the level very easy. Obviously there should be some kind of mark over the lights when they are selected, like first window gets a 1 and the same number appears over the selected light in the cam view.
[url]http://www.g0th.se[/url]
Fjoggs
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by Fjoggs »

A feature that was lost in 1.5 that I really miss is:

Just holding shift and "paint" over faces in the 3d window to select them. Could texture a staircase with that method in 3-4secs
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Good ideas.

The caulk one is fantastic, and should be there already.
Fjoggs
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by Fjoggs »

It already is, atleast in 1.5 ;o
WHAT!!
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by WHAT!! »

Built in music player, yahoo toolbar, instant message compatibility, movie player.

map generator.
Silicone_Milk
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by Silicone_Milk »

A common interface (maybe a developer API) to hook in to the editor to make personal customizations where one sees fit.

Import/Export to a common file format (.dae COLLADA?) so complex geometry can be pulled into a modeling program and optimized without having to juggle several utilities just to get the modeling programs and the editor to agree with each other.

Visibility Viewer (Like the plugin for Radiant 1.4) so you can see how portals/cells are set up to help aid in optimization of the map.

Compiler support for multi-core CPUs to speed up the overall compiling stage. (dont know if thats already been added)

Maybe a streaming capability to something similar to SVN so if the harddrive crashes we can just reinstall the editor and then connect to the SVN server.

Pen tool to quickly draw out terrain and have the polygons auto-generated.

In-editor physics previewer so we can tell how a scripted brushmodel might behave ingame without having to recompile everything.

That's all off the top of my head.
Silicone_Milk
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by Silicone_Milk »

Oh, I was reading the multiple light thing, and I just thought of another thing:

The ability to edit multiple entities at the same time. Normally when you select an entity and push N you'll bring up the Entity Properties window. The idea here is you can select multiple entities and push N to have multiple property windows pop up on to the screen.
obsidian
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by obsidian »

Silicone_Milk wrote:Compiler support for multi-core CPUs to speed up the overall compiling stage. (dont know if thats already been added)
-threads N
[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]
a13n
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by a13n »

My humble minor request:
1. adding something like below for floating windows
Image
2. enabling [ctrl + tab] or something like that to quickly cycle through them

This is a common rule, at least on windows, which many apps follow but radiant does not.
^misantropia^
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by ^misantropia^ »

Silicone_Milk wrote:Maybe a streaming capability to something similar to SVN so if the harddrive crashes we can just reinstall the editor and then connect to the SVN server.
Integration with CVS / SVN would be really nice, yes.
Kat
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by Kat »

Question : why aren't you simply creating a 'game pack' for GTKRadiant and then spending the energy on improving what's already there - which by all accounts is sorely needed?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Because OverDose is Per Pixel Lit, and GTK doesnt actually let you light levels correctly the same way that D3/Q4Rad do. In other words, the best that anybody got was what the Dark Editor did, in which they had it working... With no shadows. A pretty large issue really.

Anyway, we are simply changing whats already there anyway, in other words taking the editor and building on top.

A game pack has already been done, lol, its available on the forums. But the ability to not only light the level in real time, but to script perfectly and get our unique terrain modes working...? Not gonna happen with a quick game pack mate :(
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

^misantropia^ wrote:
Silicone_Milk wrote:Maybe a streaming capability to something similar to SVN so if the harddrive crashes we can just reinstall the editor and then connect to the SVN server.
Integration with CVS / SVN would be really nice, yes.
Well we all work from an SVN... Its possible we could get the latest media directly from the SVN, on any machine, and then update to the SVN. I'll talk to Serk.
obsidian
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by obsidian »

Kat has a point actually, GtkRadiant needs more developers. GtkRadiant 1.5.0 has support for real-time Doom 3/Quake 4 stencil buffers. No real reason why you can't add your own lighting system as a gamepack and contribute to the GtkRadiant project as a whole.

To be honest, if you spend your time working on an improved branch of your own custom editor, few people will end up using it, whereas everyone benefits if you contribute to GtkRadiant.
[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]
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

Maybe I'm missing something here, but GTK 1.5.0 doesnt do that, it just allows you to LIGHT, not SHADOW the world. i.e. no shadows are supported in the 3d View, which is what we want.
obsidian
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by obsidian »

GtkRadiant-1.5.0 Changes
------------------------

- Games:
Doom3 and Quake4 support with realtime lighting preview.
https://zerowing.idsoftware.com/svn/rad ... ngelog.txt
[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]
o'dium
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by o'dium »

I'm using it right now, GTK 1.5.0, and it only has real time lighting... Not shadowing. Thats the massive important part right there thats missing chap.
phantazm11
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Re: What is missing from Rad/GTK/D3Rad/Q4Rad, for you...?

Post by phantazm11 »

I wouldn't mind seeing a decent map and/or group of rotated objects rotator function, like for rotating half of a map for CTF. There are external ones, but from what I've seen (for quake 4 anyway) they are still a little flakey.
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