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netradiant not showing normal and gloss maps

#1
I'm using the netradiant in the git package of Xonotic and sent the path but all I get in my texture browser are diffuse or color maps and no bump maps, normal maps, or specular maps. All the maps are in my git folder though so I know they are there so I'm wondering if there is a setting I'm missing in Netradiant? Thanks for any help in advance.
SAVAGE
[Image: SavageFinal-1.jpg]
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#2
You don't need to see them in radiant. At least that's my understanding. The engine uses the bump/normal/glow/gloss-maps automatically if they exist...
He can talk the talk, but can he caulk the caulk?
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#3
(09-26-2011, 12:31 PM)lda17h Wrote: You don't need to see them in radiant. At least that's my understanding. The engine uses the bump/normal/glow/gloss-maps automatically if they exist...

That's my understanding too.
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#4
Okay, so basically, if I apply the diffuse the corresponding normal and speculars will be applied?
When I was watching tutorials online, they had normal and speculars showing in their texture browsers
SAVAGE
[Image: SavageFinal-1.jpg]
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#5
The normal and gloss and such textures are only important for the engine. Since the NetRadiant isn´t able to render instantly there´s no need to see them. And it also would be a big mess...
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#6
Now gtkradiant had a preview(static lights) for realtime lighting for id tech 4 games, idk if it works for xon/nexuiz
[Image: foxtrotcproggry.jpg]
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#7
No idea how to enable that light preview EVEN though I know quite a lot Radiant code...
BRLOGENSHFEGLE (core dumped)

The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
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#8
This preview you are talking about TH3FTBOT only works in GtkRadiant 1.6 (also know as ZeroRadiant), NetRadiant is 1.5.
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#9
Thanks guys, you've been very helpful, I'll play around with it some more and see if I have any other questions for ya.
SAVAGE
[Image: SavageFinal-1.jpg]
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#10
NO Maddin it does work in gtk 1.5, make a doom3,q4.,, etc map and press "F3". -Edit: works in netradiant too.
[Image: foxtrotcproggry.jpg]
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#11
Yes, I just don't know what needs to be done to make this work in Q3A maps too. In NetRadiant, Q3A maps and D3 maps use a totally different editor, from the code base. It will be hard to make features from one work in the other.

But as always, patches for this are very welcome.
BRLOGENSHFEGLE (core dumped)

The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
My music on Google Play and SoundCloud
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#12
But as long as naming conventions match, I can make a diffuse with the appropriate normal and gloss maps and they will be used? Say I made my own texture named "bloody_rock.tga" I can choose it and it will automatically find my "bloody_rock_gloss.tga" and my "bloody_rock_norm.tga" with them being located in the same file of course?
SAVAGE
[Image: SavageFinal-1.jpg]
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#13
@SavageDogg: Yes.

@TH3FTBOT: Oh ok, then I jumbled something...
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