i made a few maps (crappy maps) for urt and trem a long time ago.. i used gtk is that what i should use if i want to make a new map for unvanquished?
do i use DarkRadiant?
or ODRadiant?
im not sure what the best editor to learn is?
i made a few maps (crappy maps) for urt and trem a long time ago.. i used gtk is that what i should use if i want to make a new map for unvanquished?
do i use DarkRadiant?
or ODRadiant?
im not sure what the best editor to learn is?
Hi darkitten. If you want to map for Unvnanquished, the best thing you can do is to use the NetRadiant build by Ingar. Some NetRadiant improvement are coming, but this one is the most advanced release available if you want to map for Unvanquished.
GtkRadiant does not support Unvanquished currently. on NetRadiant side many stuff is still in early state but it already works if you use that Ingar's build.
DarkRadiant support is not there yet (there was only some experiments done but it's not usable yet) and no one did something for ODRadiant. NetRadiant will still be the recommended map editor for a long time.
And welcome !
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thank you very much
do you think ill need the Tremulous support files
"netradiant-support-tremulous.zip"
or more specific unvanquished resources..
iv started construction of assets and build layout
edit* looks like iv got everything already and its all working.. ill just need to figure out how to get textures again
We got more lighting code implemented and merged and more is to come.
Once the next release is published, the game engine will be considered 100% backward compatible with the various lighting modes used in idTech3 legacy assets such as Quake 3 and RTCW/Wolf:ET game and mods. There was also improvements on light styles support and this task is now considered completed as well.
To check for compatibility, I tested the engine against a very large corpus of maps from many games, not only from Tremulous and Unvanquished.
I thought it was a good time to see how maps from those other games now render in the Dæmon engine!
So, here are some examples with plenty of screenshots!
Due to the dynamic nature of light styles, I can't show them in action in static screenshots so those screenshots are from maps not making use of light styles. This is a good enough showcase anyway.
All those screenshots are considered correct on the lighting side. It's possible that some game-specific features unrelated to lighting are not rendered.
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: railhouse, snow
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: sample
The lightmaps were not rendered properly before (wrong overBrightBits).
Shown: abbey, mandolin
Some surfaces were wrong because of grid lighting used instead of vertex lighting on map surfaces without lightmaps
Shown: oasis, goldrush
Shown: church, village1
Shown: beach, assault
Shown: dm7, tourney3
Shown: fuse, ragnarok (×2), qzpractice1
Shown: spirit3, dm5
Shown: padkitchen, padgarden
Shown: alamo2, coyotebluff
Shown: canyon
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I made a video to showcase the goodness:
This comment is licensed under cc by 4 and antecedent. The Crunch tool is awesome!
Looks great!