[Gtkradiant] [Bug 435] Textures menu a bit too long

Timothee Besset gtkradiant@zerowing.idsoftware.com
Thu, 14 Mar 2002 16:17:30 +0100


This is completely off-topic with bug #435

The shaderlist system in Q3 works on the assumption that foo.shader files
match foo/ directories, and that a foo.shader file won't try to provide
code for shaders that are not in the foo/ directory.

The naming as town_wall / military_wall / xlab_wall is a shortsighting on
GM's side as it doesn't follow Q3's implicit conventions. And it breaks
sub menu cascading, whereas wall_town wall_military wall_xlab would have
worked just fine.

If there is something that needs to be changed, I don't consider that
there should be a design shift on Radiant side, but a cleanup of the Wolf
shaders. 'walls' for instance has to be taken into seperate
town_wall.shader town_military.shader and xlab_wall.shader pieces. You are
absolutely welcome to do those changes and provide some patches.

As Astro made the current version of the scripts we use, I'd be curious to
see what he thinks about this (on CC here)

TTimo

On Thu, 14 Mar 2002 08:55:48 -0600
"jeremiah sypult" <js@mindgrid.net> wrote:

> > ------- Additional Comments From ttimo@idsoftware.com  2002-03-14
> 08:45 -------
> > I am not very clear about what is the actual problem here
> > the menu doesn't fill up the whole screen height on this screenshot
> >
> > I can see that it is moving upward a bit to cope with it's originating
> menu
> > position, is that the problem you have?
> 
> I can comment on this and say that I explained this as a problem with the
> shader handling, especially when editing WOLF. Look at bug #397, as it
> explains what is going wrong from a logistics standpoint.
> 
> The problem: The texture menu is populated with shader FILENAMES. A perfect
> example is walls.shader from Wolfenstein. If you select 'walls' from the
> texture menu, the texture window isnt populated with any textures. This is
> because the walls.shader file has entries for many wall shaders under
> different shader 'categories' like town_wall, miltary_wall, xlab_wall....
> Many of these 'categories' are all specified under one walls.shader file.
> 
> Turn off shaderlist.txt support in Radiant while editing wolfenstein and you
> will see how many bogus filenames are being populated in the texture menu.
> The filenames just reference shader paths, yet the texture menu is filled
> with shader filenames.
> 
> .jer
> 
> 
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