Huge size of T3FMs, something needs to be done. - by 242
namespace on 4/3/2006 at 22:35
Hello!
Quote:
I've been trying to find a coder to help us rewrite the GTKRadiant Level Editor for user with Dark Mod. We want it to be as familiar to the Thief community as possible. If I can't find someone soon, it's highly unlikely we will have a custom editor for Dark Mod and users will be forced to use Doom Edit. We lose, the community loses.
I'm a coder and currently involved in gtkradiant development (added the toggle preview hotkey and worked on the lightresizing feature).
Adding some features for darkmod shouldn't be too hard since gtkradiant has a very modular design.
In fact almost everything in radiant is a plugin, even the complete entitysystem, which means that you can add darkmod support without
beeing forced to do a fork from the mainsource or break any q3/q2 features.
Since the radiant is a large pile of undocumented very complex sourcecode
I want to create some example plugins (like example custom entity plugin, custom export plugin etc.) to make it easier for people to get familiar with the code.
I won't contribute to darkmod, I have my own project, but as a big thief fan I will try to support you as best as possible.
Oh and Spog is on a 2 week vacation so don't expect him to work on new
stuff right now ;)
If you want to discuss this topic please use the developer mailinglist.
New Horizon on 4/3/2006 at 22:58
Quote Posted by namespace
Hello!
I'm a coder and currently involved in gtkradiant development (added the toggle preview hotkey and worked on the lightresizing feature).
Ahhh, so you were one of the folks who got my light resizing request in there. :) Works very well by the way. Thanks for getting it in so quickly.
We will definately be in touch. Thanks for the vote of confidence.
namespace on 4/3/2006 at 23:19
Thats funny I never knew someone requested that feature.
I started working on that because lightsizing with the entityeditor
was a complete pain.
You guys must have really good karma ;)
New Horizon on 5/3/2006 at 00:29
Quote Posted by namespace
Thats funny I never knew someone requested that feature.
I started working on that because lightsizing with the entityeditor
was a complete pain.
You guys must have really good karma ;)
Yeah, I was speaking to spog about it on IRC around...oh, probably a little over two weeks ago. :) I was extremely happy to see it in there. It makes editing lights a complete breeze. Wouldn't mind seeing some of the light inspector features from Doom 3 and quake 4 in there as well. The doom 3 light inspector is really helpful.
Crispy on 5/3/2006 at 00:49
Quote Posted by Shadowspawn
For example, this one matched;
Matched entry for GENxTOOLBOX to Entry in HauntedHouse2.cnt, Name GENxTOOLBOX
but, later in the file I find;
Unable to match entry for genxtoolbox--0 1.00000 1.00000 1.00000
There seem to be lots of resource / object names which have a "--(number) 3 coordinates" appended. I need to verify that the "--(number) etc" can be safely ignored, then this will really grind down the IBT file to only custom or unused (in the OMs) resources. And I can leave those right where they are in the IBT and just remove the rest.
Now that's odd. I wonder what those numbers mean? The last three couldn't be scaling amounts or something, could they? ... hmm.
Anyway, keep up the good work! Even a reduction of 1/2 is great news. I'll be over here in the corner playing with fonts while you get the important stuff done... :)
STiFU on 5/3/2006 at 12:16
Great news shadowspawn. As always you're saving the community... ;)
New Horizon, I recently took a look (when I was on lan with namespace) into the Radiant and it really seems to rock!! I'd love to make some maps with that tool later, so plz don't use the default editor!! :D
Gestalt on 5/3/2006 at 18:51
In regards to shrinking down and reinflating levels, don't forget to take into account (
http://www.ttlg.com/forums/showthread.php?p=1415676#post1415676) custom texture settings on static meshes. If the settings are stored inside the meshes themselves, then reinflating levels using the smeshes on the player's end will result in incorrect texturing.
OrbWeaver on 5/3/2006 at 22:06
Quote Posted by namespace
In fact almost everything in radiant is a plugin, even the complete entitysystem, which means that you can add darkmod support without
beeing forced to do a fork from the mainsource or break any q3/q2 features.
Too late. :D
We considered both options, but decided that in the long run a fork would give us the absolute flexibility we needed to make our version completely Dark Mod-centric.
Quote:
Since the radiant is a large pile of undocumented very complex sourcecode
Damn right. Given the lengthy timescales involved I expect some major redesigns could be on the horizon.
OrbWeaver on 5/3/2006 at 22:09
Quote Posted by Gestalt
In regards to shrinking down and reinflating levels, don't forget to take into account (
http://www.ttlg.com/forums/showthread.php?p=1415676#post1415676) custom texture settings on static meshes. If the settings are stored inside the meshes themselves, then reinflating levels using the smeshes on the player's end will result in incorrect texturing.
To me, storing a link to a material in the smesh itself seems like a design flaw. Doom 3 does this as well, but I think it would be preferable if the mesh file only contained UV data and an external skin file was used to control which textures were used.
It's OK with ASE which is a text format, but for closed formats it makes it very difficult to switch materials without building some sort of patching utility or using a 3D application.
Shadowspawn on 5/3/2006 at 23:48
I need to completely verify that the contents of the stock IBT file EXACTLY match the one I'm compressing. It'll take a few more days for me to be confident that I understand this well enough.
Then I'll eventually get to compressing a FM IBT, re-inflating it, and playing the FM again. That'll tell me pretty quickly if I screwed something up.
I'll report back as I learn more.