ODRadiant

Ask questions about mapping in general, and show off your in-progress work.
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gavlig
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ODRadiant

Postby gavlig » Sun Sep 11, 2016 10:15 am UTC

Hey, i've been following OverDose project for a while and recently they've released their own version of radiant, you can find the video with a bit of description here: https://www.youtube.com/watch?v=cu8GJzjjHnw

Don't know if it runs on linux but you can get source codes from here:
https://sourceforge.net/p/odblur/code/H ... e%20Tools/

and win executable from here:
https://sourceforge.net/p/odblur/code/HEAD/tree/
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chris
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Re: ODRadiant

Postby chris » Mon Sep 12, 2016 9:00 am UTC

Is their map format compatible with q3map2 ?
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gavlig
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Re: ODRadiant

Postby gavlig » Mon Sep 12, 2016 1:05 pm UTC

i have no idea tbh, i don't have windows at home :) but something tells me that it should be compatible, maybe i saw some discussions about it on moddb or something. No proofs from me, so unless we have volunteers who can check my theories, the whole thing is useless for us :D
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chris
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Re: ODRadiant

Postby chris » Tue Sep 13, 2016 8:51 pm UTC

I'm on windows but I haven't tried to compile a map yet. However I opened one of their maps with a text editor.

They use the doom 3 map format basically, which is not a huge difference to q3
(but different enough to be not compatible with q3map2 natively, I guess ?).
https://modwiki.xnet.fi/MAP_(file_format)

Possibly to use this radiant with a map converter, but you would also have to write shaders twice once for the ODRadiant and then for Unv.
That would be a pain in the ass.

.... But this model browser would be so cool to have :>
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gavlig
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Re: ODRadiant

Postby gavlig » Tue Sep 13, 2016 9:06 pm UTC

what do you mean by model browser? inside radiant or just a separate software?
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chris
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Re: ODRadiant

Postby chris » Wed Sep 14, 2016 9:29 am UTC

Yes, inside radiant you can preview the models before you spawn them in the map, very handy https://www.youtube.com/watch?v=cu8GJzjjHnw&feature=youtu.be&t=5m28s
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gavlig
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Re: ODRadiant

Postby gavlig » Wed Sep 14, 2016 10:04 am UTC

I see. Well, it's hard to say what's easier: port ODRadiant for Unv or add that feature to the radiant you use :)
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kharnov
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Re: ODRadiant

Postby kharnov » Wed Sep 14, 2016 12:01 pm UTC

Well, illwieckz and TimePath have worked with adding features to Radiant from forks, so I'll show it to them.
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illwieckz
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Re: ODRadiant

Postby illwieckz » Sun Sep 18, 2016 2:35 pm UTC

Oh, YetAnotherRadiant™ ! Awesome, I can add it to my list!
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Re: ODRadiant

Postby illwieckz » Sun Sep 18, 2016 4:00 pm UTC

The sourceforge repository just disappeared. I've read somewhere they were not against using GitHub, so perhaps they are just moving to GitHub.

I've found there they have also developed GUIs for some tools like map compilation, texture compression etc. It's written in the moddb page that it's idtech2 based game (like Xonotic), so I guess most of Unvanquished and Xonotic developers will feel comfortable to read their code. I hope some improvement can be picked up. :-)

[Edit 2016-09-19]
In their 2010's design document they said the network stack is the one from id tech 3, and in their tool set released in 2011 they talk about Doom3 file structure. Their tools look for pk3. It looks like tools run on wine (not extensively tested but they launch) but the map editor crash at startup on wine.

[Edit 2016-09-22]
The sf.net svn repository reappeared, with a commit today.
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