Author Topic: intergrating GTKRadiant and bsp_pb2  (Read 2348 times)

xiuide

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intergrating GTKRadiant and bsp_pb2
« on: September 17, 2005, 06:25:47 PM »
Im not sure if this has been mentioned before, but, as i did not like the restrictions of bsp_pb2 ( i am used to GTK due to mapping for games like jedi knight academy) i found a way to intergrate the two, so you can use the adavanced featured of GTKRadiant. I dont want to get into deatil if its already been told how to do it, so, if you want to know, just ask and THEN ill post a mini tut on how to do it.

jitspoe

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #1 on: September 18, 2005, 03:28:29 PM »
Savage used gtkradiant, too, I think.  Ironically, he also made a warehouse.bsp.

Gothi[c]

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #2 on: November 02, 2005, 02:52:58 PM »
Quote
if you want to know, just ask and THEN ill post a mini tut on how to do it.

please do :)

warwulf

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #3 on: November 15, 2005, 08:10:43 PM »
i used gtkradient for quake3 mapping i thought it was one of the best editors ive ever seen and used but then u got to remember bsp is like 8-10 years old
soo obviously gtkradient being newer is going to have some greater functionality like simple patch meshes, bend tool, and builtin gensurf etc...... if its posable to use gtk raident and its advanced features like that then i think u should make something for it to work with dp it would help us map editors with our map development and design ;P

jitspoe

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #4 on: November 15, 2005, 08:21:14 PM »
Patches are a Quake3 thing, so you would not be able to use them in Quake2 maps unless there's some compiler that can convert them into standard brushes.

Eiii

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #5 on: November 15, 2005, 08:46:43 PM »
I say you attempt to implement them into dp.

If at all possible.

jitspoe

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #6 on: November 15, 2005, 09:13:00 PM »
I don't currently plan to implement patches.  There are better ways to accomplish what can be done with them.  Quake3 patches are a hideous hack that turns the collision code into a huge mess.  Plus they're pretty limiting.

Gothi[c]

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #7 on: November 23, 2005, 09:04:10 AM »
for GTKRadiant all you have to do is the following:
in your gtkradiant install directory copy over /games/q2.game to /games/pb2.game then open the pb2.game file and edit the paths to your paintball2 game. my pb2.game looks like this:

Quote
<?xml version="1.0"?>
<game
  type="q2"
  name="Paintball II"
  enginepath_win32="f:/games/paintball2"
  enginepath_linux="/usr/local/games/quake2/"
  enginepath_macos="/Applications/Quake2/"
  engine_win32="paintball2.exe"
  engine_linux="quake2"
  engine_macos="Quake2"
  prefix=".quake2"
  basegame="pball"
  default_scale="1.0"
  no_patch="0"
  no_bsp_monitor="0"
/>

Then copy over the q2.game directory (in your gtkradiant install dir) to pb2.game

Next you need to put the PB2 entities into gtkradiant, so open {$your_gtkradiant_install_dir}/pb2.game/baseq2/entities.def
and erase anything in there and replace it with what you can find in bsp/pball2/entity/pb2ents_b5.c (when you download bsp optimized for pb2 which you can find in the files section)

That's all, just restart gtkradiant, select the Paintball2 game, and off you go.

Gothi[c]

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #8 on: November 23, 2005, 01:11:43 PM »
I forgot, also edit gtkradiant's shaderlist.txt and put in pb's shaders.

Oneru

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #9 on: January 26, 2006, 10:19:33 AM »
I'm glad someone else likes gtk...
I am having a little trouble getting gtk to like pb2 though. :'(

I have followed your instructions as well as I can, but I get the error: cannot read notex.pcx
getlasterror : something about the path

also, I cannot find textures.txt inside the radiant directory.

if I could get a tad of help here, I would greatly appreciate it.

THX

Eiii

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #10 on: January 26, 2006, 07:03:43 PM »
I got it to work, but 1.4 can't handle loading more than 3 textures per directory, or something. That resulted in a crash whenever I tried to load textures. I even split the textures into 6 folders, but still too many.
* eiii tries 1.5.0

jitspoe

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #11 on: January 26, 2006, 07:44:20 PM »
If GTKRadiant ever goes GPL, I may see if I can tweak it to be more designed for paintball2.

Eiii

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Re: intergrating GTKRadiant and bsp_pb2
« Reply #12 on: January 26, 2006, 09:20:35 PM »
I hope so. It hates mods.

EDIT: It also seems to have screwed up my textures. The in-game ones.