GtkRadiant 1.5 modifications for Torque
by Shaderman · 07/05/2009 (2:19 am) · 10 comments
Some days ago I just wanted to make a simple box map for TEGA to test some things. I knew it was possible to use GtkRadiant to build maps for TGE(A) which I did before for Quake3 based games. I followed the setup instructions on TDN and was able to get what I wanted. The whole setup was a bit of a hassle though. GtkRadiant defaults to the folders textures and maps to store and search textures and maps whereas TGE(A) paths default to interiors for difs. I've contributed to GtkRadiant 1.5 back in 2006/2007 already and thought I should try to make Radiant better work with TGE(A).
Here's what I have changed so far:
* Added /game/scriptsAndAssets/data/interiors/ (TGEA) and /data/interiors/ (TGE) to the homepath to match Torque default paths
* Texture paths default to interiors instead of textures for Torque Games
* The map paths default to interiors instead of maps for Torque Games
* Modified the find and replace textures dialog to work with the new interiors path
* Generated .dif files are stored in the source map directory
* Added links to the TGE(A) forums and TDN to the Help menu
* Added TGE and TGEA game pack files to the windows installer setup
Since I never really used Radiant for Torque myself, I'm searching people to test my changes. I'd like to know if the entities are working with TGE(A) and also like to get some information about the Auxiliary and UVCharts textures that come with Constructor - maybe they could be useful for Radiant as well.
Let me know if you want to help testing - I'd be happy to share the custom windows installer I've built with the changes listed above.
Shaderman
Here's what I have changed so far:
* Added /game/scriptsAndAssets/data/interiors/ (TGEA) and /data/interiors/ (TGE) to the homepath to match Torque default paths
* Texture paths default to interiors instead of textures for Torque Games
* The map paths default to interiors instead of maps for Torque Games
* Modified the find and replace textures dialog to work with the new interiors path
* Generated .dif files are stored in the source map directory
* Added links to the TGE(A) forums and TDN to the Help menu
* Added TGE and TGEA game pack files to the windows installer setup
Since I never really used Radiant for Torque myself, I'm searching people to test my changes. I'd like to know if the entities are working with TGE(A) and also like to get some information about the Auxiliary and UVCharts textures that come with Constructor - maybe they could be useful for Radiant as well.
Let me know if you want to help testing - I'd be happy to share the custom windows installer I've built with the changes listed above.
Shaderman
#2
I hope people see the benefit in this and try it out.
07/05/2009 (4:35 am)
Nice initiative. We played around with GTKRadiant before but as you said it was a bit of an hassle to get the textures working as well as they do in other editors, and hence the workflow suffered.I hope people see the benefit in this and try it out.
#3
@Stefan Thanks and yes, I hope some people want to try it and give some feedback
07/05/2009 (6:27 am)
@Quinton Thanks, sent you a mail with download + installation instructions. Please let me know if you need help.@Stefan Thanks and yes, I hope some people want to try it and give some feedback
#4
Will
07/05/2009 (8:07 am)
You know, this got me thinking too... not only this but can yoiu use Hammer for editing levels of TGE/A? I never thought about that until you brought this up. I am using the new Left4Dead Hammer they gave out to build levesl with and since WAD's are what I last heard they used to make textures, sounds like GtkRadiant might be a better bet but seems to have alarger learning curve then Hammer does. Thoughts? Off to go look up some info on Hammer with Torque. If you get this working with GtkRadiant let me know, I would like to begin using this as well for the pipeline. Thanks and best of luck.Will
#5
07/05/2009 (8:35 am)
you guys still find these tools better than Constructor for making difs?
#6
Very much so. Constructor tends to be to unstable.
Sman, Let me know when you want me to test as well, I'll still help if you wish.
07/05/2009 (8:51 am)
Quote:you guys still find these tools better than Constructor for making difs?
Very much so. Constructor tends to be to unstable.
Sman, Let me know when you want me to test as well, I'll still help if you wish.
#7
@James I've used GtkRadiant for some years and would love to use it instead of learning a new software like constructor.
@Andrew need your mail address - contact me on ICQ or IRC :)
07/05/2009 (11:58 am)
@Will I've never used Hammer and don't know if it can be used for Torque. Searching the forums should help here :) AFAIK GtkRadiant is already working well, it's just the setup that seems to be a bit too complicated.@James I've used GtkRadiant for some years and would love to use it instead of learning a new software like constructor.
@Andrew need your mail address - contact me on ICQ or IRC :)
#8
EDIT: changed name since there were two Stefans in here.
@Will: Hammer has a proprietary license attached to it. You can't use it for anything created with the intent for commercial gain. Technically, Valve really only wants people to use it in mods of their products. But yeah, people have used it for Torque.
@James: I've grown used to Constructor despite it's quirks, overall I find it easier to use than any other tool. The ability to embed .dts shapes alone is why I gave up on map2dif's unreliableness.
07/05/2009 (1:01 pm)
Sounds pretty cool *Shaderman*, I've used GtkRadiant a few times over the years, and liked it, but it sure was cumbersome to setup for use in Torque. Great to see that it's getting some Torque love :D EDIT: changed name since there were two Stefans in here.
@Will: Hammer has a proprietary license attached to it. You can't use it for anything created with the intent for commercial gain. Technically, Valve really only wants people to use it in mods of their products. But yeah, people have used it for Torque.
@James: I've grown used to Constructor despite it's quirks, overall I find it easier to use than any other tool. The ability to embed .dts shapes alone is why I gave up on map2dif's unreliableness.
#9
The new Hammer doesn't export to MAP directly, or it's a newer version which Map2Dif doesn't understand - I can't remember. In any case, using Hammer for anything commercial could get you into trouble. They've said several times it's okay, but that's only words.
"Better" in what way? IMO you can't compare them. Constructor is Torque only (AFAIK) and is custom made for that. Radiant and Hammer have had more people working on them, more features, and have been polished for a long time. It shouldn't come as a suprise to anyone, really.
Personally, I used Hammer. Quark felt cluttered and hard to understand. Cartographer Shop looked like a Hammer clone, but the demo crashed on me a few times so never tried the full version.
I got the impression Constructor didn't allow for custom map2dif's so we couldn't use it.
07/05/2009 (6:29 pm)
Quote:
You know, this got me thinking too... not only this but can yoiu use Hammer for editing levels of TGE/A? I never thought about that until you brought this up. I am using the new Left4Dead Hammer they gave out to build levesl with and since WAD's are what I last heard they used to make textures, sounds like GtkRadiant might be a better bet but seems to have alarger learning curve then Hammer does. Thoughts?
The new Hammer doesn't export to MAP directly, or it's a newer version which Map2Dif doesn't understand - I can't remember. In any case, using Hammer for anything commercial could get you into trouble. They've said several times it's okay, but that's only words.
Quote:
you guys still find these tools better than Constructor for making difs?
"Better" in what way? IMO you can't compare them. Constructor is Torque only (AFAIK) and is custom made for that. Radiant and Hammer have had more people working on them, more features, and have been polished for a long time. It shouldn't come as a suprise to anyone, really.
Personally, I used Hammer. Quark felt cluttered and hard to understand. Cartographer Shop looked like a Hammer clone, but the demo crashed on me a few times so never tried the full version.
I got the impression Constructor didn't allow for custom map2dif's so we couldn't use it.
#10
I only have little spare time currently, but I'll try to get the NULL texture thing working soon as well.
07/09/2009 (5:28 am)
I've added map2dif_plus from TGE 1.5.2 and a modified map2dif_plus_tse version (found in this blog) to my current installer and made them work with the build menu. I hope it would be ok for GG if those binaries would be distributed this way, if not - I'd leave them out of course. Maybe an GG employee can answer this here.I only have little spare time currently, but I'll try to get the NULL texture thing working soon as well.
Torque Owner Quinton Delpeche
Gobbo Games