Jump to content

GtkRadiant 1.6.4 & Q3map2 Fork


Recommended Posts

Posted

Created a fork of GtkRadiant 1.6.4 (includes q3map2), which can be found here:

 

https://github.com/DT85/GtkRadiant

 

Figured we may need to add/change a few things later on, so we can have our own radiant & q3map2 if need be. I've already enabled model rendering of misc_model_static & misc_model_breakable inside radiant, just like misc_model does. The red boxes are no more! :P

Archangel35757, SomaZ and Circa like this
Posted

I'd like to have a preview sphere for cubemaps. Pretty please. :P

 

Edit: We only need the size. No need for an actual cubemap, just to make sure that I'm no saddist. :P

Tempust85 likes this
Posted

I wonder why those things aren't in the original program to start with. I want those features but I use the Mac port. :(

Posted

You mean like how lights have a radius circle?

Yep, but not rendered as a volume please. I'd like to see where the cubemap bounds collide with solids.
Posted

Yep, but not rendered as a volume please. I'd like to see where the cubemap bounds collide with solids.

 

I'll see what I can do.

Posted

This is a good thing though to have this program to be worked on actively by someone passionate about moving the game engine forward because I'm sure you'll agree as we're both users of the 3 programs in Autodesk's main suit that Radiant is really lacking in a lot of areas as far as how to create and render geometry.

Posted

GtkRadiant is still being worked on, so I can pull the devs updates. Still not a fan of 1.6's UI, compared to 1.5.

Posted

@@SomaZ, what you want is not within my abilities unfortunately. I can't seem to find how to take the radius that's drawn for the lights, and copy it.

Posted

@@SomaZ, what you want is not within my abilities unfortunately. I can't seem to find how to take the radius that's drawn for the lights, and copy it.

Sounds like he wants a wireframe sphere (similar to 3ds Max)... given a position and radius. There should be basic "draw sphere" functionality in openGL or DirectX-- whatever Radiant uses. @@Xycaleth, @@ensiform ?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...