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  • gtkradiant + darkplaces

    Hello all,

    I've been itching to create a map using the darkplaces engine, and since gtkradiant 1.5 has this option available 'out of the box' I went ahead and used this instead of Worldcraft 3.3.

    I can compile a map and run it no problem, but here is my dilemma:

    Not all of the textures load into gtkradiant. I've downloaded and installed the rygel-dp-texturepack-high.pk3 and it is installed to:


    C:\Program Files\Quake\Id1

    The textures show up fine in darkplaces and in dpmod but only a certain few are showing up in gtkradiant, and it is only like 5 or so that show up.

    Can someone please provide me with specific directions on how to get all the textures to load or show up in gtkradiant 1.5?

    If I have to, I would be willing to use an older version of gtkradiant as long as I had specific directions on how to set up darkplaces in it.

    Thanking you in advance,

    Protocol01

  • #2
    Try this version as it supports more up to date specifics/platforms...

    http://dev.alientrap.org/wiki/7
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Thank you R00k, I'm downloading it now!

      Comment


      • #4
        Ok downloaded and installed into:

        C:\program files\netradiant

        I'm still having the same issue though, only a few of the textures are still showing up, would it help if I unpacked these textures into a folder called "textures" and place it in the C:\program files\quake\id1\textures directory?

        Comment


        • #5
          Here is what my console is saying:

          OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
          GL_VENDOR: NVIDIA Corporation
          GL_RENDERER: GeForce3/AGP/SSE2
          GL_VERSION: 1.5.7
          GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
          Anisotropic filtering possible (max 8x)
          Lighting mode requires OpenGL features not supported by your graphics drivers:
          GL_ARB_fragment_program
          GL_ARB_fragment_shader
          Loaded Texture: "C:/Program Files/NetRadiant/bitmaps/notex.bmp"
          OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
          OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
          OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
          Unable to find default tag file C:/Program Files/NetRadiant/darkplaces.game/shadertags.xml. No tag support.
          OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
          Showing 0 shaders.
          Loading map from C:/Program Files/Quake/id1/maps/test01.map
          Open file C:/Program Files/Quake/id1/maps/test01.map for read...success
          Texture load failed: "textures/"
          map load timer: 0.03 second(s) elapsed
          --- LoadMapFile ---
          C:/Program Files/Quake/id1/maps/test01.map
          6 primitive
          1 entities
          Showing 0 shaders.
          Loaded Texture: "textures/dm4/metal5_8"
          Loaded Texture: "textures/dm4/metal5_8_luma"
          Showing 0 shaders.
          Loaded Texture: "textures/e1m5/plat_top1"
          Showing 0 shaders.
          Loaded Texture: "textures/e1m7/plat_top1"
          Showing 0 shaders.
          Loaded Texture: "textures/e2m2/plat_top1"
          Showing 0 shaders.
          Loaded Texture: "textures/e2m3/plat_top1"
          Parsing shader files from C:/Program Files/Quake/id1/scripts/shaderlist.txt
          Unable to read shaderfile scripts/common.shader
          Unable to read shaderfile scripts/quake.shader
          Loaded Texture: "C:/Program Files/NetRadiant/bitmaps/notex.bmp"
          Texture load failed: "textures/"
          Showing 0 shaders.
          Loaded Texture: "textures/dm4/metal5_8"
          Loaded Texture: "textures/dm4/metal5_8_luma"
          Showing 0 shaders.
          Loaded Texture: "textures/e3m4/plat_top1"

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          • #6
            I know this is an older thread.. but I am having the same problem. The textures appear either corrupted in the editor or are completely black. When I compile a room and run it everything is fine. I think it is coming from the video card/drivers, but am not sure. My console is almost identical to the above post. My video card is different, but the GLversion is the same. I am building maps for Q3.

            I am currently using a Wildcat VP990pro with 512mb, and the latest drivers offered.. They are no longer in business '06 drivers.

            I also have a Quadro 700xGL which gives me the same problem with new drivers.

            Any help fixing this would be great.
            Thanks!
            -Kory

            Comment


            • #7
              Why don't you simply map for Quake and use replacement textures later?

              The only difference between the DP gamepack and the Quake one is that you are apparently supposed to load your textures from pk3 files instead of wads. As far as I can see.

              Normally you don't map "for Darkplaces". You map for a game, such as Quake or Nexuiz. The bsp format and entity definitions of your map are more important than what engine it runs in. I assume you want q1bsp, or do you want to use q3bsp or something?

              Darkplaces isn't a game, it's an engine. Hence having a gamepack is pretty rubbish.

              What do you want? Do you want to make Quake maps that run in Darkplaces?
              Scout's Journey
              Rune of Earth Magic

              Comment


              • #8
                I actually worked at Insomniac Games and worked on the Resistance 1 & 2 games. I am really just wanting to reuse some of my artwork to make some small maps as portfolio work. Quake 3 and Doom3 would be my lowest two targets. I am not really interested in making Q1 or Q2 maps/mods for those respective engines. I love those games however!

                My issue seems to be with GTK Radiant.. No textures/shaders are showing up in the texture editor, or in the 3D viewport. Everything shows fine and builds fine when I run Q3A and run my map. This issue makes it impossible to scale a texture on a brush as I can't see it. It is either black or garbled. It is there though.

                Thanks again!
                -Kory




                Originally posted by golden_boy View Post
                Why don't you simply map for Quake and use replacement textures later?

                The only difference between the DP gamepack and the Quake one is that you are apparently supposed to load your textures from pk3 files instead of wads. As far as I can see.

                Normally you don't map "for Darkplaces". You map for a game, such as Quake or Nexuiz. The bsp format and entity definitions of your map are more important than what engine it runs in. I assume you want q1bsp, or do you want to use q3bsp or something?

                Darkplaces isn't a game, it's an engine. Hence having a gamepack is pretty rubbish.

                What do you want? Do you want to make Quake maps that run in Darkplaces?

                Comment


                • #9
                  OK, I misunderstood... I thought you wanted to make maps for Q1. Serves me right when posting while I'm half asleep. Right, you should probably ask at func_msgboard - Func_Msgboard. I have no experience making Q3 maps, but there are people there who can probably help you.

                  Personally I'd install the Q3 gamepack and try that, but I don't know where the textures go in that case. I've only got Q1 and Doom3 set up.
                  Scout's Journey
                  Rune of Earth Magic

                  Comment


                  • #10
                    Haven't made a Q3A map in a long time but I remember that Radiant should read them from the pk3 files in baseq3, no need to extract them. Func or Q3W are good places to ask.

                    You definitely need the q3a gamepack (and the example maps for the newer versions of Radiant), it is not optional.
                    dfsp*spirit
                    my FPS maps

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                    • #11
                      From what I get, the DP gamepack is for mapping with external textures? Otherwise I'm not quite sure what the purpose is.
                      Scout's Journey
                      Rune of Earth Magic

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