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  • GtkRadiant

    Hello everyone. I have a problem with GtkRadiant. I cant compile light, and dont see textures in bsp. I know what has to be done WAD in object "createworld", but i cant. How to do it? Step by step.

    P.S.: Sorry for my english, I'm from Russia.

  • #2
    Select any brush and type the wad location in the wad field of the property inspector.
    http://www.nextgenquake.com

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    • #3
      Where? Im noob))

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      • #4
        And if i use 2 wads?

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        • #5
          GtkRadiant for Quake(1) is a bit of a challenge. Have you tried this:

          Quake 1 Radiant tutorial spawnhost

          OR wayback this:

          Necrosis

          That what I was figuring out a good bit of yesteday

          Good luck mon'
          Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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          • #6
            @what if more than one

            if you use 2(or more) wads and you are compiling with hmap2 you can separate the wads with semi-colons.

            property inspector

            WAD: a.wad;another.wad

            @where

            If you cannot see the property inspector look for it as a sub-selection of one of the above menu items. I haven't played with mapping in months, I don't remember the hotkeys or specific menu item to search.

            Once you have that visible. Select any brush in the map and make sure something I forget says World (in the property inspector). Then type your wad names next to the WAD: field.

            If you do all of that and it still doesn't work, make sure you are using hmap2 (or other compiler with comma separated wads support) to compile the BSP. Make sure your wads are in the proper folder, if not, you will have to type semi-colon separated relative paths in the WAD field (or simply move the wads to the proper folder).

            ex of remote wads
            WAD: \wads\a.wad;..\wads\another.wad

            this would look for a wads folder in the default wad directory and then look for a wads folder in the parent of the default wad directory.
            Last edited by MadGypsy; 01-02-2013, 09:21 PM.
            http://www.nextgenquake.com

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            • #7
              Big thanks!)) I trying. What about light? No light is compiled

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              • #8
                http://s018.radikal.ru/i507/1301/0c/ff5a8b658579.png

                What is this?

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                • #9
                  All right, the problems are solved. The compiler still does not work properly from the menu. So I drag the turns on qbsp, hvis, hlight.))))

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                  • #10
                    q3map2 is a compiler for Quake 3 maps, not for Quake 1 maps.

                    For q1 maps you should use these

                    The Homepage of Bengt Jardrup

                    Run txqbsp on the .map file. It will generate a .bsp file unless you have a leak. Then run Vis and Light on the newly generated .bsp file. You don't need the build menu in Radiant, you can do this manually. No problem.

                    To add a texture wad to your Quake 1 map, in Radiant select a wall brush (must be a "worldspawn" brush) and press the "N" key. Enter a new "wad" key with the value of your wad path. Like here



                    You can use Quake 3 map/bsp format in engines like Darkplaces or FTE, but it does NOT use texture wad files (it uses shaders) and you do not need to enter a "wad" key and it uses q3map2 instead of txqbsp. It's different.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #11
                      Yeah, thanks. I just thought that "Quake tools for radiant" add all compilers.

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