[Gtkradiant] RE: experimental GtkRadiant 1.2.8-test1 setup with JKII support
Wed, 8 May 2002 17:09:00 -0700
Oi, a bunch of floats and words lying about. Unfortunately for that documentation, the terminology is a little "off"
from what's actually in practice ("face" vs "dsurf" for instance).
The extra lump aside, there doesn't seem to be anything that complicated as far as the difference. The additional data
could be calculated and stored throughout the entire process, and only the BSP read/write routines would have to be
There is also the question as to whether SOF2 and JKII can support the Q3Map2 BSP format enhancements as well (-meta
brush mesh optimization, redundant index removal, new lightmap allocation/projection, lightmapped terrain, instanced
If someone wants to send me a copy of JKII I can bang out a first pass RBSP handler and see what explodes...
----- Original Message -----
From: "Timothee Besset" <email@example.com>
To: "Monroe, James" <firstname.lastname@example.org>
Cc: <email@example.com>; <firstname.lastname@example.org>
Sent: Wednesday, May 08, 2002 4:44 PM
Subject: [Gtkradiant] RE: experimental GtkRadiant 1.2.8-test1 setup with JKII support
| Great. I will switch to the new system/ textures.
| Most of the mail was intended for the other GtkRadiant developers
| otherwise. Riant built the media content from your official release, and
| there are several .glm .gla files, I'm just wondering what those are.
| About map compiling:
| The current q3map we distribute for Q3 and RTCW mapping is a heavily
| updated version of q3map that Ydnar has put together. A lot of bug fixes in
| the vis process and light process, radiosity (a-la-Q2) and much faster
| light stage. Those are the main changes, we have a more precise list somewhere.
| Another essential feature is that we connect Radiant and the compiler
| through TCP, the compiler emits an XML stream. That way you can follow the
| progression of the build, and most of all, you can fire up the engine
| automagically when the compile is done, and get various debug information
| graphically (for instance, you can click and highlight 'duplicate plane'
| brushes, and various compile errors)
| Making q3map support RTCW BSP format was fairly easy, the BSP formats were
| pretty much the same. It looks like the RBSP format is a bit different. I
| don't know if you are planning to open source the RBSP map compiler like
| q3map is, it would be a great move. The q3map changes are covered by Id
| license, so you can decide to include them in your close source compiler too.
| Let me know..
| At 17:33 08/05/2002 -0500, you wrote:
| >What is the issue with monitoring sof2map vs q3map?
| >You can't use q3map since it won't make a compatible map version. (here's a
| >start of what changed - http://ugg.codealliance.ca/specs/rbsp.html)
| >Here's the textures you'll need for our maps. (from our first tools
| >There are no gla or glm files for map editing, what do you mean?
| >-----Original Message-----
| >From: Gummelt, Mike
| >Sent: Wednesday, May 08, 2002 5:16 PM
| >To: Monroe, James
| >Subject: FW: experimental GtkRadiant 1.2.8-test1 setup with JKII support
| >Want to handle this?
| >Michael Chang Gummelt
| >Gameplay Programmer: Jedi Knight II
| >Raven Software
| >-----Original Message-----
| >From: Timothee Besset [mailto:email@example.com]
| >Sent: Wednesday, May 08, 2002 5:10 PM
| >To: firstname.lastname@example.org
| >Cc: email@example.com
| >Subject: experimental GtkRadiant 1.2.8-test1 setup with JKII support
| >Not ready for public release yet, but getting there quickly.
| >This is the first complete setup with JKII support. From Riant's work to
| >put together the package, plus a few code changes, then putting everything
| >together in an installer. I would expect that we will release a slightly
| >updated version of this within the next few days.
| >Listing the current issues. I'm not pushing them yet in bugzilla, will
| >probably do if some are more complicated:
| >- sof2map compiler:
| >This setup is not using q3map. Therefore we don't benefit from monitored
| >compiling. The compiling with monitored disable works, but is really crappy
| >compared to monitored.
| >Several problems around this:
| >- there is some work being done to compile JKII maps with q3map. we need to
| >clearly identify the specifics of the JKII compiler.
| >- the project settings we use currently is pointing to sof2map. we don't
| >have an easy way for the user to select between different compilers at this
| >- BSP monitoring defaults to ON when you start the editor. right now you
| >have to manually turn it off before you compile maps
| >- without BSP monitoring, we don't have 'run engine after compile'
| >functionality either
| >- system.pk3:
| >the common/ dir is replaced by a system/ dir in JKII
| >from Q3 and RTCW common texture packs, I built a system.pk3
| >which is currently missing texes for:
| >- curry is completely confused by JKII shaders. This is because they are in
| >shaders/ instead of scripts/. Fix may not be simple since it would suppose
| >access from the plugin to the g_pGameDescription (that is, if we want to
| >fix cleanly and with some reproductibility)
| >- startup shaders: JKII renamed what we know as 'common/' into 'system/' ..
| >the prefs would need to prompt for auto-load of system/ instead of common/
| >- web update shortcuts are not working
| >- what are the .gla and .glm files that we distribute with the setup? are
| >those used by the JKII editor?
| >What I want to settle before we go live with this:
| >- add the missing texes into system.pk3
| >- have BSP monitoring off by default in JKII mode (actually, force disabled
| >- have web update shortcut working
| >- put together a walkthrough to get people started (specially explaining
| >about the current compiling process)
| >- populate the Help menu docs section with more JKII specific things (add a
| >link to Mapcenter JKII editing forum?)
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