GTK Radiant 1.5 - not found prefab manipulating...

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CZghost
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GTK Radiant 1.5 - not found prefab manipulating...

Post by CZghost »

I want to make maps for Team Arena and easier way is to using pre-defined prefabs.
But I haven't found section for manipulating with prefabs, so I'm tasking, how to import prefabs into the editor?
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Theftbot
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by Theftbot »

You save the prefab as a seperate map.

Then you go File>Import then select the prefab map.
dONKEY
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by dONKEY »

Really depends what you mean by prefabs.
If you mean lumps of brush based geometry, that's quite a lazy way of mapping, that unless you are very careful is going to end up making one heck of a mess.
If you mean prefabs as in real 3d meshes, well apart from importing the mesh, scaling it or rotating it you can't edit a mesh inside radiant. That all has to be done in an external modelling app.
I appreciate the desire to make something, but it really is better in the long run to build things slowly from scratch.
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CZghost
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by CZghost »

But the predefined prefabs are with 'pfb' extension. Editor can import only files with extension 'map' or 'reg'.
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CZghost
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by CZghost »

dONKEY wrote:Really depends what you mean by prefabs.
If you mean lumps of brush based geometry, that's quite a lazy way of mapping, that unless you are very careful is going to end up making one heck of a mess.
If you mean prefabs as in real 3d meshes, well apart from importing the mesh, scaling it or rotating it you can't edit a mesh inside radiant. That all has to be done in an external modelling app.
I appreciate the desire to make something, but it really is better in the long run to build things slowly from scratch.
I mean prefabs as pre-defined brushwork made with Radiant editor.
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by obsidian »

Change the extension from pfb to map.

dONKEY has a point about excessive use of prefabs and repetition. Most people just select a group of brushes and clones them, much easier in Radiant. The only time I ever used prefabs was back when I used to edit for Half-Life, you could create an brush entity object like a turret and save it as a prefab for later use in other places, but kind of pointless for just normal brushwork.
[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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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by CZghost »

Thank you. ID Software's pre-defined prefabs have extension changed into map for use.
As reward, you can play soon my first Team Arena map called "The Longest Capture" (czg3team1 / remake from q3dm17 - "The Longest Yard").

Map needs some edits before going up.
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Re: GTK Radiant 1.5 - not found prefab manipulating...

Post by CZghost »

Map is now uploaded at Worldspawn archive.
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