Oh, sorry, didn't see D:/ prefixes. Anyway we've just decided to drop gtkradiant support since no one use it. If you cannot compile it, probably better to try netradiant again. I can say for sure gtkradiant requires code patches and has no way to just download, put some files and get it working.
Search found 10 matches
- Sun Jun 08, 2014 9:23 pm UTC
- Forum: Level Design
- Topic: NetRadiant Unable to find default tag file shadertags.xml
- Replies: 7
- Views: 11090
- Sun Jun 08, 2014 3:55 pm UTC
- Forum: Level Design
- Topic: NetRadiant Unable to find default tag file shadertags.xml
- Replies: 7
- Views: 11090
Re: NetRadiant Unable to find default tag file shadertags.xm
Use git clone https://github.com/neumond/GtkRadiant.git cd GtkRadiant scons i.e. compile as usual (but with patched source). Dependencies you'll need are the same as the radiant's ones: http://icculus.org/gtkradiant/installation.html#linux Running scons will automatically fetch gamepacks. Just run r...
- Tue Jun 03, 2014 3:07 pm UTC
- Forum: Community
- Topic: linux gaming award!
- Replies: 5
- Views: 6294
Re: linux gaming award!
kharnov, will I have my 72 VIRGIN BUILDPOINTS in afterlife?
- Tue Jun 03, 2014 2:52 pm UTC
- Forum: Maps & Textures
- Topic: Mapeditor support & Radiant patching
- Replies: 3
- Views: 6463
Re: Mapeditor support & Radiant patching
http://i.imgur.com/JikH1cW.jpg Here is the radiant.pk3: http://kangz.net:8000/f/cf2263056a/ For GtkRadiant add "radiant" to your pkg/scripts/shaderlist.txt Update your pkg/scripts/entities.def to https://raw.githubusercontent.com/Unvanquished/mapeditor-support/34ddc3cd94f334bf946c20941304...
- Tue Jun 03, 2014 2:45 pm UTC
- Forum: Maps & Textures
- Topic: Create a radiant entities.def
- Replies: 3
- Views: 6180
Re: Create a radiant entities.def
That can be considered done.
- Mon Jun 02, 2014 12:56 am UTC
- Forum: Off-topic
- Topic: The irony is strong in this one
- Replies: 1
- Views: 3777
Re: The irony is strong in this one
Howitzer shells for the invisible man
- Sat May 31, 2014 6:58 pm UTC
- Forum: Off-topic
- Topic: What are you listening to right now?
- Replies: 130
- Views: 114358
- Thu May 15, 2014 12:52 pm UTC
- Forum: Maps & Textures
- Topic: In-editor-translucent caulk
- Replies: 5
- Views: 7848
Re: In-editor-translucent caulk
map textures/common/transparent
At least that.
- Thu May 15, 2014 10:06 am UTC
- Forum: Maps & Textures
- Topic: Mapeditor support & Radiant patching
- Replies: 3
- Views: 6463
Mapeditor support & Radiant patching
Hello everyone! This is a list of what I'm planning to do with Radiant and our mapeditor-support repo: 1. Generate default_project.proj (that's where q3map2 cmdlines are kept) Fine tune paths in default_project.proj (homedir vs gamedir vs anotherdir etc) 2'. Make reference q3map2 build options files...
- Thu May 15, 2014 5:48 am UTC
- Forum: Maps & Textures
- Topic: In-editor-translucent caulk
- Replies: 5
- Views: 7848
Re: In-editor-translucent caulk
Bundle transparent_d.tga to package? Mirrors don't work until you copy the shader and give it any transparent image. I.e. everything ends up in copying shader. Before that we can have out of box working mirror if transparent_d.tga was in common package.