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?
GTK Radiant 1.5 - not found prefab manipulating...
Re: GTK Radiant 1.5 - not found prefab manipulating...
You save the prefab as a seperate map.
Then you go File>Import then select the prefab map.
Then you go File>Import then select the prefab map.
Re: GTK Radiant 1.5 - not found prefab manipulating...
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.
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.
Re: GTK Radiant 1.5 - not found prefab manipulating...
But the predefined prefabs are with 'pfb' extension. Editor can import only files with extension 'map' or 'reg'.
Re: GTK Radiant 1.5 - not found prefab manipulating...
I mean prefabs as pre-defined brushwork made with Radiant editor.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.
Re: GTK Radiant 1.5 - not found prefab manipulating...
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.
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]
Re: GTK Radiant 1.5 - not found prefab manipulating...
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.
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.
Re: GTK Radiant 1.5 - not found prefab manipulating...
Map is now uploaded at Worldspawn archive.