Gtk Radiant
AlvinX
Join Date: 2003-08-09 Member: 19248Members
<div class="IPBDescription">How edit the entitie list for NS?</div> Hi. I'm trying to map for NS with the GTK Radiant, which now officially supports HL.
<a href='http://qeradiant.com/?data=files&files_dir=23' target='_blank'>http://qeradiant.com/?data=files&files_dir=23</a>
But I can't find out where to define custom entities.
GTK seems but be a very good Tool to map for NS, because it creates much more acurate Brushes, and doesn't destroys so much Structures while just Rotatins them and so on.
The "additional" primitives are also an interesting thing for NS... eg mapping an sphere is really paintful and time-consuming in Hammer.
Hope you can help me.
<a href='http://qeradiant.com/?data=files&files_dir=23' target='_blank'>http://qeradiant.com/?data=files&files_dir=23</a>
But I can't find out where to define custom entities.
GTK seems but be a very good Tool to map for NS, because it creates much more acurate Brushes, and doesn't destroys so much Structures while just Rotatins them and so on.
The "additional" primitives are also an interesting thing for NS... eg mapping an sphere is really paintful and time-consuming in Hammer.
Hope you can help me.
Comments
Radiant reads .fdg files directly. Just place them in valve/scripts (or ns/scripts, depending on your set base directory).
it doesnt let you place different textures on one solid at once.
it doesnt support the nice "click an move" texture alignment tools, that are standart within any editor.
it does not have a decent list with texture names you can remember.
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.
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btw: I really tested it for about one hour. and all I got were 4 textured walls. I badly ask myself one thing: who the people come along with this weird editor when t takes nearly 20 x the time to texture one area?
it doesnt let you place different textures on one solid at once.
it doesnt support the nice "click an move" texture alignment tools, that are standart within any editor.
it does not have a decent list with texture names you can remember.
.
.
.
btw: I really tested it for about one hour. and all I got were 4 textured walls. I badly ask myself one thing: who the people come along with this weird editor when t takes nearly 20 x the time to texture one area? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Evaluating Radiant after 1 hour really isn't fair; it has a very steep learning curve. Radiant is quite possibly the most "efficient" editor I've used to date--in the sense that I got more done in X hours using Radiant vs. WC after spending a few years working with each (I went from Quake and Q2 editing on WC to Q3 and RTCW on Radiant, and I've now come back to Hammer for NS).
Radiant also has every feature you list as missing...
I think most people would struggle with Radiant for their first few sessions with it, but once they got used to the (admittedly unintuitive but very fast) interface they'd be OK.
EDIT: If you asked me for a favorite editor between Hammer and Radiant, I'd quickly reply "neither"--they each cause headaches for different reasons. I haven't invested anywhere near the amount of time into Quark that I have into the other two, so I don't think it's fair for me to draw three-way comparasons.
anyone has to admit that the editor I can handle, is the best. for oneself. I didnt see any advantage in gtk radiant that would make me use it or to spend the time to learn it. (except mapping for an other game than hl)
I cant imagine that radiants this fast. maybe you can create architecture much faster and more efficient but there simply cant be a faster editor than vhe if you want to texture your world. when returing a whole area and then realizing that only 1/2 hour has passed... thats the valve editor ^^
I dont know exactly how the architecture thing works on any hl mod. but this is one of the great disadvantages. here vhe is little outdated (maybe its the engine) but if I want to create a complex surface out of polygons, the only way to do it, is vertex manipulation. and this takes hours... and years to understand, why there are always things that doesnt work although tey are supposed to.
vhe for hl2? anything like a "random surface creator"?
I suppose the best editor for me would use Hammer's interface, but have automated tesselation and clipping functions so that it could make a valid convex shape out of anything I made up in vertex manipulation mode. Right now I need to dissect objects and tesselate them by hand to keep them from going invalid. Halflife 2's hammer editor comes with support for proper terrain, so that will largely elliminate much of my woes.
Radiant is a tools wich must be trained. It's not as simple as Hammer.
For now, I'm just learning how to use it, but I'm learning faster than I thought in the first few hours . In my opinion, it's not a "slower" workflow (got what I'm meaning?!). One thing a found out, is that Texuring is a much easier job in Radiant, but vertex manipulation is "for now" better in Hammer. Just let's wait, until I can handle Radiant as good as Hammer.
Maybe it's an option to use both tools. Creating the Maps (or each room?!) in Hammer, and adding detail and finetuning in Radiant maybe an Option. Yeah, u guesed it -> I didn't try yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
I'm planing to map a simple 3-Room-Map at the moment, just to test both tools.
But I'm still learning the Interface ...
And just curious. Since the source is available to Radient. Can RMF support be added so that radient and Hammer can work together without messing up texture alignment?
Possibly, but it would take a dedicated soul to do all of that so radiant can natively support a game with a playerbase as large hl.
To my knowlage more people still play HL that Q3.
True a WHOLE lot of gmaes are made on the Q3 engine, but... HL still has a lot of players and Radient is IMO perfect for NS mapping.
I also heard that you <i>can</i>, in fact, load RMF's into Radiant, or convert them somehow... I think the only drawback is that you can't load the file back into Hammer after you've edited it in Radiant.
Radiant itself writes and reads .MAPs. The main prob is, that the .MAP format doesnt know Groups.
Thats why I'm building my map room after Room, and then join them together in just one of the editors.
With a little bit of planing, it's not such a very bif problem.