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3 Dimensional Chat / GTK Radiant

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ricky oswald
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Posted: 12th Aug 2004 12:14
I have been using GTK Radiant set up with half-life to make maps for Dark Basic Pro as I tested one of the half-life maps with the FPS tutorial and it worked. I have used Radiant before with Jedi Knight 2 but for some reason I cannot get it to work. When the game loads it is as though the level does not exist or you are outside it somwhere. Maybe I need to point to a wad file inside the bsp file so it can load the textures? I am just guessing.
Surreal Studio IanG
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Posted: 13th Aug 2004 23:45
i'm just going to mention that you can't use the textures that are supplied with half-life or any other game with dbpro - due to copyright permissions, you might ask why can i still use them for mods, well this is because you are still using their game in some shape or form.


Used to be Phoenix Insane : PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1
ricky oswald
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Posted: 15th Aug 2004 23:40
Yes I understand that, I am only currently using their textures just to see if I can get textures to work. It's not like I am going to use them to make somthing and release. I see little point in making some textures if I discover for some reason they are in the wrong format or somthing. Thanks for pointing that out anyway though.
Thus far I can load half-life maps (bsp) into dark-basic pro and I can now sucesfully compile BSP files from GTK Radiant but for some reason the start position is not working. I have tried loading the map in Half-Life and it's as though their is either no map, you are outside the map or the walls and such are see-through. I did read somwhere that you need to make GTK maps a lot larger than you would for making a mod if you want to use them with dbp so I made a massive empty room with 1 light source and 1 texture. I tried it with and without the start position because after the map has been loaded the code positions the camera anyway.
Basically the problem I have is small i.e. there is an option I need to turn on or somthing in Radiant but their forums are as dead as dead
mm0zct
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Location: scotland-uk
Posted: 16th Aug 2004 03:08
ricky: i have quite a lot of experience using gtk-radiant and i have no problems with my exported map but how are you using it for halflife? radiant is quake3's editor and works for some games using it's engine but for halflife you have to use hammer valve's bsp editor. to use gtk with dbp you need to use textures from a pk3 file and have the pk3 file in the same dir as the bsp when you try to run it in dbp, you can't see the level probably because it hasn't been able to laod any textures.

http://www.larinar.tk
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APEXnow
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Posted: 17th Aug 2004 04:24
BSP files will load wihout the PK3 file if the WAD file is also located in the folder with the BSP. Just use "" as the first parameter to LOAD BSP. Also, you will find that BSP files will not display unless all geometry in the BSP has been Ungrouped. This also applies to BSP files made with Hammer. By this, I mean that if you create a cube and hollow it out for a room, you must select all 6 walls that make up the room and ungroup them.

Also, you may wish to ensure that the whole BSP file is contained in an ungrouped hollowed out cube using the SKY texture. This will not impact the lightmapping calculation as the SKY texture isn't raycast.

Ensure that you've used the SET BSP CAMERA command in your code, otherwise your BSP file will not display at all.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
ricky oswald
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Posted: 17th Aug 2004 10:24
Thankyou APEXnow for your helpful reply. I am actually still using the fps demo tutorial code which uses a BSP and WAD file itself so I am sure the code is correct. The error was simply with the map and I beleive your suggestion of ungrouping the textures may work. When I made maps for Jedi Knight 2 I had to make the sky box but I noticed code to load the sky from a seperate file in the tutorial, can I not continue to use this method?

mm0zct: There are several versions of GTK radiant which support many games (Half-Life, Unreal Tournament, Doom 3 etc.)
ricky oswald
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Posted: 17th Aug 2004 10:31
How exactly do I ungroup them? I started making a new map, dragged out and hollowed the box then looked for "ungroup" which I found(?) under 'Selection > Ungroup Entity' but this does not seem to do anything, the console simply says No grouped entities selected.
Also the code in DBP sets up the camera position and such so do I still need to include info_player_start?
APEXnow
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Posted: 17th Aug 2004 10:51
I'm not familiar with GTK Radiant itself as I used Hammer, but the principle must apply for both editors when ungrouping. But you'll need to see if you can select world editing rather than entity editing. At least some way of ungrouping the meshes. It's something to do with the way the BSP compiler generates the file depending on whether they're grouped or not. Unfortunately I can't help on the GTK side, only on Hammer. You can use a non-culled sphere for your SKY, my suggestion for using a SKY box to surround your map was purely to see if this resolved your visual BSP problem. But the ungrouping issue normally fixes this completely.

Placing an info_player_start will not do anything when loading BSP files into DarkBASIC Professional. DBPro doesn't read entity data at all. You need to download a set of tools for accessing entity data in your BSP file. This can be found at my site in the Tools section. Very helpful, although very hard to get hold of. I've hosted them on my site as the DBPro US site got nuked which was where they used to be found.

Paul.


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ricky oswald
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Posted: 18th Aug 2004 01:09
Unfortunately I do not know much about the technical side of mapping and don't really understand exactly entities and meshes and such are although I have a vague idea. As I say I think the only problem here is the ungrouping. I will continue to search for an answer in tutorials and such but most of the Half-Life/GTK tutorials have been for very old versions (i.e. "Press T to bring up the texture window") and thus have been very little help.

If anyone can tell me how to ungroup the meshes it would be much appreciated!
APEXnow
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Posted: 18th Aug 2004 03:27
Ricky, I'll see if I can hunt out my copy of GTK Radiant. Be a while mind.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
APEXnow
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Posted: 18th Aug 2004 06:14
Ricky, I've installed GTK and setup for HalfLife, although from what I can see from the editing facilities, creating brushes like hollowed out cubes etc, appear to be ungrouped already. Although I'm unfamiliar with the build tools. I would suggest trying out Hammer or at least use the Zoner BSP build tools to see if this helps. Also, and this may help me to find the problem, if you send me the GTK radiant map file.

The other thing is that GTK Radiant saves it's files in .MAP file format which makes me think that the grouping tree isn't stored in this format, hence that's probably why GTK doesn't have a group, ungroup brush option. Hammer generates .MAP files but it's internal format is stored in a different file. Keeping grouping and other settings intact.

One thing I can also suggest which may help or not, but download my BSP test application, also found in the tools section of my site. This comes with an example BSP and WAD texture file. Try this application with your BSP and WAD file to see if the problem is still there.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
ricky oswald
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Posted: 18th Aug 2004 08:44
Maybe I will just try out Cartography Shop
APEXnow
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Posted: 18th Aug 2004 10:11
Fare doos!


Home of the Cartography Shop - DarkBASIC Professional map importer

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