I'm almost sure that's what crazy is talking about.
The Soleutator;4949493How has it goofed you up? I've never had any big problems with it, other than brushwork being screwy every time if you edit it after rotating it. I rather 1.5 over 1.4 because of the added features, like transforms, standardized textures in the viewer, cleaner texture viewer, etc.[/QUOTE]
Well, I'll try to avoid talking about the battle of the Radiants...although I will say this much: there's a little-known feature in 1.4 called "texture subsets". Turn that on, it beats 1.5's texture window in a heartbeat. You can type any part of the texture name or path into the search bar and it will find all matches. 1.5 only lets you go as far as a directory, but with a search bar, you can type in a directory and part of a texture and find what you want instantly.
Not to mention the constant newbies posting here and saying "OH HALP MY MAP NOT WORK I GET SILLY RANDOM ERROR btw I use radient 1.5". Nobody has all those issues with Radiant 1.4...
[QUOTE=Authuran;4949512]This. Considering you have no other options =p
No other free and legal options. There are plenty of other programs that can map. :)
Oh, FYI, Radiant can model as well...another little-known fact. It can only be used to model in ASE format (at least, I've never gone further), but it still does a pretty nice job. No UV mapping is necessary, either. :D
In the professional world, 3D Studio Max and Maya are the big name programs. (I think Maya was the one Raven used to make the base JA maps.)
I believe Blender has limited support for the .map format. GMax might be able to. Hammer is another editor (based on Radiant and isn't very 1337 with JA stuff from what I hear)...I'm forgetting like two more, and of course, there are more that I don't know about. Put it this way: there's a bunch.
Not to mention there's only a quadzillion variations of Radiant out there (Hammer being one).
NAB622;4951298(I think Maya was the one Raven used to make the base JA maps.)
Where does that information come from? Seems quite unlikely. How would you handle entities in a modelling program? Or do they support even such things?
lassev;4951330Where does that information come from? Seems quite unlikely.[/QUOTE] I don't remember. It may have been something I made up a long time ago and forgot.
[QUOTE=lassev;4951330]How would you handle entities in a modelling program? Or do they support even such things?
Maya can, yes. Don't know about the others. I was going on whether or not they supported the .map format.
If Maya was used to create base JA maps then what about the sample maps that you get with the game? Like rancor and such. Are maya maps compatible with radiant?
A .map is a .map, just like a .txt is a .txt.
It's a standardized format, if I'm not mistaken.
NAB622;4954586A .map is a .map, just like a .txt is a .txt.
It's a standardized format, if I'm not mistaken.[/QUOTE]
Doesn't mean the standard was followed.
Incidentally, a txt from windows will be different from a txt created on Mac or Linux.
[QUOTE=Crazy Assassin;4950381]There's a feature, I forget which version of Radiant/Q3Map2.exe it's in, where you can auto-clip a model.
Basically, it makes each triangle its own brush. Not very efficient, but it's useful for models. You can find this at work in FFA3, actually. (The cargo ship out in the open.)
It's a shader command actually, 'modelclip' I believe.
kidoncrack;4955173It's a shader command actually, 'modelclip' I believe.
He's referring to the auto-solid spawnflag you can use to make the compiler add brushes to the model, thereby making it solid.