Difference Between GtkRadiant 1.4 and 1.5 -1 reply

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#11 13 years ago

Kaito;3824893well, it depends on what version of GTKRadiant 1.5 ur using. Im using RC1, and i love it. But the main reason i used 1.5 in the first place was cuz 1.4 didn't work for me. Im currently making a Video explaining how to use RC1.

And Arc9, GTKRadiant is a Mapping tool

Just discovered that. GTKRadiant is also impossible to use in my opinion! :P




Jedi_Mediator

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#12 13 years ago

I find modelling programs impossible to use...but, then again, its probably because I am now native to Radiant.




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#13 13 years ago

3ds max is so easy. if only you could model maps in that




editor obi-wan

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#14 13 years ago

Wow, this thread has received a much greater response than I anticipated. Thanks to all who have contributed.

I haven't run into any difficulties while following Rick Deisel's Tutorials, which were written for 1.4 and, as far as I can tell, haven't undergone much revision since.

Kaito, I'm not sure what you mean by RC1. What are the alternatives to RC1 and how do they differ?

Arc9, I could be wrong, but I think you can create .map files in 3ds max and then open and compile in GtkRadiant.




Isla Kamamee

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#15 13 years ago

Nopo, but you can make a md3 of it then import into milkshape, make it into a map then open in gtk and clean up the crap that was added cause the exporter sux. Just dont do it. Ever. And of course 3ds is easy to use, its patheticly easy to learn, then not very powerful. it wont matter for what were doing here though. Its the industry standard for most game companies cause its easy to learn, therefore easy to find people who know it, therefore cheaper to hire people for projects cause there are so many of them, and not a demand for good modellers. if you want to be valued in the industry, learn Zbrush and Maya completely. It might take a long time...a LONG time, but itll land you a job eventually. (not making guarantees, but probably.)




editor obi-wan

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#16 13 years ago

You say 3DS Max is easy to learn? I've probably spent a little over twelve hours trying to get the hang of the program (so, a poor effort) and found it difficult. Admittedly, though, I'd had negligible experience with similar programs prior to giving it a go.

What is it that makes Zbrush and Maya (of which I know very little other than they are very expensive and produce exceptional work) so difficult to use when compared with 3DS Max? I found the shear number of options and menus in 3DS Max difficult to navigate and often became lost, or spending considerable amounts of time trying to re-locate a certain tool. Are ZBrush and Maya even worse?




Isla Kamamee

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#17 13 years ago

When I say its easy to learn, thats relative to learning Maya. Its mostly the UI and the tools. Zbrush is just plain hard to learn. Period. Maya is harder to learn than 3ds, but is soooo much more intuitive when you get the hang of the keyboard shortcuts, and memorize where the important tools are. After that, you wont want to use 3ds anymore, because Maya is just more powerful. I wouldnt suggest 8 or 8.5, because theyre buggy, but 7 is great. I use maya for everything now. Its just something youll have to try yourself to know which you like better. After you have lots of experience, THEN try to learn Zbrush. Itll help a lot, but wont make it easy by any means. It goes like this, like I said before, 3ds's interface is easier for people just beginning, (most of the time) and then its easy to learn the basics, but its power is limited. With maya, however, its harder to learn the basics, but more intutitive once you do, and makes it easy to learn the harder stuff, and insanely powerful after you learn the harder techniques. Its ease of use is unsurpassed by any other program Ive ever used, and Ive used basically all the good programs out there, modo, mudbox, zbrush rhino, lightwave, max, scanstudio, claytools, you name it, ive probably tried it at some point. Plus, compare the pelting in Max to pelting in maya. Its a big joke, it has to be, its so pathetic. Pelting is cutting a shell copy of your model along seams, then attaching spring effectors to each vertice on the cut, and running a simulation of it, it pulls the model apart, and gives you a uv map in one piece. Pelting takes no more than 5 minutes for a mediumly dense model in Maya, but takes about 30 in Max, plus its really hard in Max, and PLUS, its not as powerful. :lol:...........................:bawl: Edit, if your a student, go to Studica or Academic Superstore, they have student liscenses for 250-300 bucks depending on what version (Complete or Unlimited) compared to nonstudenst, which run in the 5000 range. same with zbrush, but dont get it if your doing game modding only, its just not used in games, more in digital media.




editor obi-wan

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#18 13 years ago
Isla Kamamee;3829896Pelting is cutting a shell copy of your model along seams, then attaching spring effectors to each vertice on the cut, and running a simulation of it, it pulls the model apart, and gives you a uv map in one piece.

:Puzzled: You lost me there for a second. I think you're referring to the process which creates the skin file to paint on, am I right?

Impressive resume. That's just about all of the modeling programs I've heard of, and some. What sort of work are you in, Isla? I noticed you've chosen not to put it on your public profile.

I am a student at the moment, but next year (when I have more free time to experiment with this sort of thing) I'm not sure what I'll be doing professionally. I've been wanting to try my hand at cg art - there are some truly inspiring work out there on the net. Never really was all that interested in modeling for games. Throwing together a cg movie might be some fun, too.




Isla Kamamee

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#19 13 years ago

0_0; Well, im not a pro, and im not employed, Im getting experience with everything so when it comes time to make a portfolio, which is soon, I can make models, rigs, animations, etc with multiple programs, so people know what I can use. and Pelting IS getting the uvs, but its used for organic models, cause its sooooooo easy. You can easily uv map a model with a mill polys with pelting, which I reallllllly needed, cause I make normal maps for almost everything now (in maya, to get exp with its tools) to get experience with low and high poly modeling. I am gonna be a senior in high school next year for reference, and I wanna do modeling of enviroments and perhaps a bit of player or npc, but I really like enviroment. Well, I must say, most of the work on the intarweb isnt that impressive to me, as with a tablet and the sculpt geometry tool, you could spend some time in maya, and make a model just as good as anything you see online that someone Zbrushed. BUT, Zbrush is faster and can get better results usually. If you use Claytools, thats about the same, like Mudbox as well. I generally do stuff for a purpose though, I use beyond virtual (indie game engine) to put it all together, and since its really advanced, the results look good. I will warn you all about BV though, you NEEEEEEED to script EVERYTHING yourself. the default physics calculations, the default options and everything they made for the FPS template, Racing Temp, etc are crap. people dont realize it, but its probably the best indie engine, it can make any quality stuff if you can code. But, people dont change stuff, they say its impossible to use, and then label it as the worst engine ever. Idiots. I am SURROUNDED by said idiots.........HELLLLLPPPPP, helphelphelphelpHELP!!!




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#20 13 years ago

An enter bar would be handy.