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Thread: Getting started with the GTK Radiant source code




Getting started with the GTK Radiant source code
country flaguser name
Germany
2007-03-12 16:55:50
Hi, I thought it would be a nice boost of my projects if I
simply modifier the GTK radiant for my needs instead of
developing my own editor (did this for some time), I worked
with the q3 radiant source a few years ago


Now back to topic, I am a bit lost with the source since I
can't find any documentations

There are quite a few libraries you use, like the scenelib
....


I tried to figure out some basic mechanisms such as saving
files, from my understanding you have a visitor which is
used to traverse the scenegraph in order to find the
appropriate node and dump them to a txt stream.

The whole map output/input is placed into a plugin

My basic aims are
-  add another input/output plugin for a customized
fileformat
-  I realized the when creating simple patches the afore
created brush is not remove as I am used to in q3radiant,
that also one thing I want to change
- make the focus of the cam windows drag&drop as its
with the orthogonal views, no second right mouse click to
get out of free cam more

-  add a mechanism to place decals into the walls that are
rendered as an additional texture layer



Are there some informations or is the a wiki or something
where I could find some information about the whole frame of
the source code ?


thx in advance

cu
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Re: Getting started with the GTK Radiant source code
country flaguser name
Germany
2007-03-13 07:33:56
Hi!

> Are there some informations or is the a wiki or
something where I could
> find some information about the whole frame of the
source code ?
Unfortunatly there isn't any documentation. This has always
been the major
drawback or weak point of gtkradiant.
There is some documentation in the header files of the most
important libs,
but thats not much. The darkmod people created a wiki which
explains
some of the modules of gtkr, however, since darkradiant is a
fork and
the devs from darkmod start to replace significant parts or
gtkr
some infos in the wiki do not apply to gtkradiant anymore.
Most informative should be this
http://www.thirdfilms.com/darkwiki/ind
ex.php?title=DarkRadiant_scene_graph
and this page
http://www.thirdfilms.com/darkwiki/i
ndex.php?title=DarkRadiant_shader_system
the other pages seem to be too darkradiant specific to be of
use.

> -  add another input/output plugin for a customized
fileformat
Is that really what you want?
I guess you just need output in a custom format. I use gtkr
for
a project of mine and I wrote a little plugin that cruises
through the
scenegraph and dumps everything in a custom format.
This final export is done when I want to export the map into
my game.
During normal mapping I just use the Doom3 mapformat.
The reason I'm doing it this way is that a plugin is _much_
easier to write
for GtkR then a new mapformat.

My personal expierence is, that the fastest way to get
familiar with gtkr,
is to debug it. Place a breakpoint in a sourcepart in which
you are interested
and analyse the callstack which took you there.

namespace


Am Montag, 12. März 2007 22:55 schrieb Eduard Aumüller:
> Hi, I thought it would be a nice boost of my projects
if I simply modifier
> the GTK radiant for my needs instead of developing my
own editor (did this
> for some time), I worked with the q3 radiant source a
few years ago
>
>
> Now back to topic, I am a bit lost with the source
since I can't find any
> documentations
>
> There are quite a few libraries you use, like the
scenelib ....
>
>
> I tried to figure out some basic mechanisms such as
saving files, from my
> understanding you have a visitor which is used to
traverse the scenegraph
> in order to find the appropriate node and dump them to
a txt stream.
>
> The whole map output/input is placed into a plugin
>
> My basic aims are
> -  add another input/output plugin for a customized
fileformat
> -  I realized the when creating simple patches the
afore created brush is
> not remove as I am used to in q3radiant, that also one
thing I want to
> change - make the focus of the cam windows
drag&drop as its with the
> orthogonal views, no second right mouse click to get
out of free cam more
>
> -  add a mechanism to place decals into the walls that
are rendered as an
> additional texture layer
>
>
>
> Are there some informations or is the a wiki or
something where I could
> find some information about the whole frame of the
source code ?
>
>
> thx in advance
>
> cu

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Re: Getting started with the GTK Radiant source code
country flaguser name
Germany
2007-03-13 11:22:21
Hi, thx for the information

The reason I want to implement a new map format is primarily
because I need to, some additions I want to make require me
to either change the existing q3 map format, so I could as
well just grab the q3 .map format plugin and adjust it to my
needs and maybe get it to work as the standard map format.

I ll also need an enhancement of the current shader
definitions, so there s really a lot of work to do 

cu

-------- Original-Nachricht --------
Datum: Tue, 13 Mar 2007 13:33:56 +0100
Von: CodeCreator <spamcodecreator.net>
An: GtkRadiant developer discussion <gtkradiantzerowing.idsoftware.com>
CC: 
Betreff: Re: [Gtkradiant] Getting started with the GTK
Radiant source code

> Hi!
> 
> > Are there some informations or is the a wiki or
something where I could
> > find some information about the whole frame of the
source code ?
> Unfortunatly there isn't any documentation. This has
always been the major
> drawback or weak point of gtkradiant.
> There is some documentation in the header files of the
most important
> libs,
> but thats not much. The darkmod people created a wiki
which explains
> some of the modules of gtkr, however, since darkradiant
is a fork and
> the devs from darkmod start to replace significant
parts or gtkr
> some infos in the wiki do not apply to gtkradiant
anymore.
> Most informative should be this
> http://www.thirdfilms.com/darkwiki/ind
ex.php?title=DarkRadiant_scene_graph
> and this page
> http://www.thirdfilms.com/darkwiki/i
ndex.php?title=DarkRadiant_shader_system
> the other pages seem to be too darkradiant specific to
be of use.
> 
> > -  add another input/output plugin for a
customized fileformat
> Is that really what you want?
> I guess you just need output in a custom format. I use
gtkr for
> a project of mine and I wrote a little plugin that
cruises through the
> scenegraph and dumps everything in a custom format.
> This final export is done when I want to export the map
into my game.
> During normal mapping I just use the Doom3 mapformat.
> The reason I'm doing it this way is that a plugin is
_much_ easier to
> write
> for GtkR then a new mapformat.
> 
> My personal expierence is, that the fastest way to get
familiar with gtkr,
> is to debug it. Place a breakpoint in a sourcepart in
which you are
> interested
> and analyse the callstack which took you there.
> 
> namespace
> 
> 
> Am Montag, 12. März 2007 22:55 schrieb Eduard
Aumüller:
> > Hi, I thought it would be a nice boost of my
projects if I simply
> modifier
> > the GTK radiant for my needs instead of developing
my own editor (did
> this
> > for some time), I worked with the q3 radiant
source a few years ago
> >
> >
> > Now back to topic, I am a bit lost with the source
since I can't find
> any
> > documentations
> >
> > There are quite a few libraries you use, like the
scenelib ....
> >
> >
> > I tried to figure out some basic mechanisms such
as saving files, from
> my
> > understanding you have a visitor which is used to
traverse the
> scenegraph
> > in order to find the appropriate node and dump
them to a txt stream.
> >
> > The whole map output/input is placed into a
plugin
> >
> > My basic aims are
> > -  add another input/output plugin for a
customized fileformat
> > -  I realized the when creating simple patches the
afore created brush
> is
> > not remove as I am used to in q3radiant, that also
one thing I want to
> > change - make the focus of the cam windows
drag&drop as its with the
> > orthogonal views, no second right mouse click to
get out of free cam
> more
> >
> > -  add a mechanism to place decals into the walls
that are rendered as
> an
> > additional texture layer
> >
> >
> >
> > Are there some informations or is the a wiki or
something where I could
> > find some information about the whole frame of the
source code ?
> >
> >
> > thx in advance
> >
> > cu
> 
> -- 
> www.codecreator.net | GPG: 0xD4DB516D

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Q3 Patch tex coord U,V scaling?
country flaguser name
Germany
2007-03-16 14:57:47
Hi, I am implementing my own map format for my engine at the
moment.
One thing I notices or might have missed is how do you get
the u,v scaling of the shaders for patches?

I have searched the code a little and you don t seem save
any scaling values is that correct?

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Re: Analyzing the mapq3 parser & some suggestions
user name
2007-03-16 15:28:43
Exactly my point. I'm glad this is being taken gladly, now all we need to do is actually put one up. Like I said, any of us could set one up on a seperate site, but it'd just 'be another one of those third party sites'. Having one on the official Radiant site in my opinion would benefit us the most because people will see it as the one central place.
 
Who runs the site, again? Is he still active? Maybe we can talk to him about this?
&nbsp;
Oh, I see in the previous message someone mentioned TTimo. Hopefully he can see our point of view and accept. All this day dreaming is pointless though, unless we actually do something about it, so if we want to get serious I say we should talk to the guys in charge, which I hear is TTimo.
&nbsp;
On 3/15/07, "Eduard Aumüller&quot; < basirorgmx.de">basirorgmx.de>; wrote:
in order to get people to contribute to a patch or what ever we need a documentation, the project is pretty huge and nobody can simply dive into it and do any fixes without and indepth investigation about the mechanisms  ;involved.

A message board would add greatly to communication betweens all the peoples around, is usually features a search function ... and its certainly easier to search a message board for information that a 2-3 years old mailing list, that hardly anyone knows about.


-------- Original-Nachricht --------
Datum: Fri, 16 Mar 2007 00:05:02 +0100
Von: namespace < spamcodecreator.net">spamcodecreator.net>
An: GtkRadiant developer discussion < gtkradiantzerowing.idsoftware.com">gtkradiantzerowing.idsoftware.com>
CC:
Betreff: Re: [Gtkradiant] Analyzing the mapq3 parser & some suggestions

> Don't get me wrong. I would love to see gtkr to grow and
> become more popular again.
>; But I won't take any attempt serious until their are hardfacts like a
> patch
> etc.
>
> namespace

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Re: Analyzing the mapq3 parser & some suggestions
country flaguser name
Germany
2007-03-16 15:45:56
I agree with you, hosting a third party forum is not an
option, I am all for an official forum, we could post
tutorials and introductions there, you will have a nice
overview of the structure.

P.S.: can t we move the export & import Tokens functions
out into the modules? otherwise the modules don t make much
sense at all

-------- Original-Nachricht --------
Datum: Fri, 16 Mar 2007 13:28:43 -0700
Von: "Jorge Peña" <jorgepblankgmail.com>
An: "GtkRadiant developer discussion"
<gtkradiantzerowing.idsoftware.com>
CC: 
Betreff: Re: [Gtkradiant] Analyzing the mapq3 parser &
some suggestions

> Exactly my point. I'm glad this is being taken gladly,
now all we need to
> do
> is actually put one up. Like I said, any of us could
set one up on a
> seperate site, but it'd just 'be another one of those
third party sites'.
> Having one on the official Radiant site in my opinion
would benefit us the
> most because people will see it as the one central
place.
> 
> Who runs the site, again? Is he still active? Maybe we
can talk to him
> about
> this?
> 
> Oh, I see in the previous message someone mentioned
TTimo. Hopefully he
> can
> see our point of view and accept. All this day dreaming
is pointless
> though,
> unless we actually do something about it, so if we want
to get serious I
> say
> we should talk to the guys in charge, which I hear is
TTimo.
> 
> On 3/15/07, "Eduard Aumüller" <basirorgmx.de> wrote:
> >
> > in order to get people to contribute to a patch or
what ever we need a
> > documentation, the project is pretty huge and
nobody can simply dive
> into it
> > and do any fixes without and indepth investigation
about the
> > mechanisms  involved.
> >
> > A message board would add greatly to communication
betweens all the
> > peoples around, is usually features a search
function ... and its
> certainly
> > easier to search a message board for information
that a 2-3 years old
> > mailing list, that hardly anyone knows about.
> >
> >
> > -------- Original-Nachricht --------
> > Datum: Fri, 16 Mar 2007 00:05:02 +0100
> > Von: namespace <spamcodecreator.net>
> > An: GtkRadiant developer discussion
<gtkradiantzerowing.idsoftware.com>
> > CC:
> > Betreff: Re: [Gtkradiant] Analyzing the mapq3
parser & some suggestions
> >
> > > Don't get me wrong. I would love to see gtkr
to grow and
> > > become more popular again.
> > > But I won't take any attempt serious until
their are hardfacts like a
> > > patch
> > > etc.
> > >
> > > namespace
> >
> > --
> > Ist Ihr Browser Vista-kompatibel? Jetzt die
neuesten
> > Browser-Versionen downloaden: http://www.gmx.net/d
e/go/browser
> >
> > _______________________________________________
> > Gtkradiant mailing list
> > Gtkradiantzerowing.idsoftware.com
> > http://zerowing.idsoftware.com/cgi-bin/mailman
/listinfo/gtkradiant
> >

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