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Lousy GtkRadiant Setup Guide

Started by Jex, April 08, 2006, 02:48:45 AM

Jex

>> see: http://www.tremulous.net/phpBB2/viewtopic.php?t=697 <<


Original Post:

Gtkradiant is available from the following friendly neighbourhood file host(s):
http://qeradiant.com/?data=files&files_dir=1

I prefer version 1.2.13 over any of the later releases as some of the basic functionality of the editor has changed in ways I don't appreciate, so this little guide will be based upon 1.2.13 (Win32).

~~~  \('-'*) (*'-')/ ~~~

We will start by assuming that you have standalone Tremulous and Gtkradiant installed.

Getting Gtkradiant to operate with Tremulous is really quite simple.

Place the following files in your Tremulous/base/scripts/ directory:
http://tremulous.net/users/jex/radical/entities.def
http://tremulous.net/users/jex/radical/jex.qe4 - You will need to edit the paths in this file unless you are lucky enough to use the exact same directory structure as I.

Install q3map2 to somewhere cool. I have mine in Tremulous/radiant/:
http://tremulous.net/users/jex/radical/q3map_2.5.15_linux_x86.tar.gz
http://tremulous.net/users/jex/radical/q3map_2.5.16_win32_x86.zip
Shaderlab has sort of fallen off the planet. I wasn't able to find a linux version of 2.5.16 anywhere in under 5 minutes but feel free to send me one if you can find it. elfsoup@gmail.com


Within Gtkradiant goto [File] -> [Project settings]
In the basepath box you want to have the path to 'Tremulous/base/'
Set "Select mod" to 'Custom Quake III Modification'
The fs_game box you want to say 'base'

If you downloaded my sample project file simply goto [File] -> [Load project] and excercise your finely tuned directory navigation skills to point to jex.qe4

There is a radiant.ini file with the Win32 version of Gtkradiant with a few lines that should be changed as follows:
Engine=tremulous.exe
EnginePath=C:\Games\Tremulous\

Linux users should be smart enough to make any equivalent changes on their own >.>

That's about it. The rest is just mapping.
If this doesn't work, or I've missed something, hatemail is always an option.

Sandy

Thanks for this, I have a few map ideas of my own.
Because I have never tried mapping before it will more than likely take a few trial-and-error attempts before I get something at all reasonable. Can't promise anything but if I get any significant spare time I'll give it a go.
MG OMG OMG

Sandy

Chickenman gave me his linux q3map2 2.5.16 binary, and it seems to work fine here. I put it on some shonky webspace of mine:

http://www.sdt.dsl.pipex.com/q3map2.tar.gz

Gtkradiant is a really nice mapping tool, however the whole path thing is really annoying, does anyone have an example of getting the paths working with tremulous (as a plain user and not as root - i.e using .tremulous etc).

Cheers.
Sandy.
MG OMG OMG

[EVIL]Unknown

thanks i might play around with it for a while  :wink: again if i can gather the patience to create a map i will but dont count on it having the same amount of detail as the ones that came with trem....most likely to be basic and simple looking.. :)
url=http://userbars.org][/url]


Sandy

Ok I have been faffing a bit to get tremulous to work in gtkradiant under linux, and with the help of just about everyone, I managed it.
Under gentoo (2 fast 2 furious) gtkradiant configs etc are under /opt/gtkradiant

I created the following file /opt/gtkradiant/games/trem.game

<?xml version="1.0"?>
<game
 type="q3"
 index="1"
 name="Tremulous"
 enginepath_win32="C:/Program Files/Quake III Arena/"
 enginepath_linux="/usr/local/games/tremulous/"
 enginepath_macos="/Applications/Quake3/"
 engine_win32="e"
 engine_linux="tremulous"
 engine_macos="Tremulous.app"
 prefix=".trem"
 basegame="base"
 basegamename="tremulous"
 knowngame="base"
 knowngamename="tremulous"
 unknowngamename="Custom Quake III modification"
 shaderpath="scripts"
 archivetypes="pk3"
 texturetypes="tga jpg"
 modeltypes="md3 ase lwo obj 3ds picoterrain"
 maptypes="mapq3"
 shaders="quake3"
 entityclass="quake3"
 entityclasstype="def"
 entities="quake3"
 brushtypes="quake3"
 patchtypes="quake3"
/>


Then executed the following on the command line:


mkdir opt/gtkradiant/trem.game
cp -rp /opt/gtkradiant/q3.game/* /opt/gtkradiant/trem.game/*
mv /opt/gtkradiant/trem.game/baseq3 /opt/gtkradiant/trem.game/base
chown -R root:users /opt/gtkradiant/trem.game/
chown -R root:users /opt/gtkradiant/games/


And put the entities.def supplied above in /opt/gtkradiant/trem.game/base

Hope this helps.
MG OMG OMG

Sandy

Bug in that file, prefix should be ".tremulous" and not ".trem", obviously the win32 stuff can be ignored.
MG OMG OMG

Catalyc

Here is a zip with all the other stuff you need appart from radiant. Extract to your ./tremulous/base folder. It contains:

  • entities.def
  • common-spog.pk3
  • common.shader
  • shaderlist.txt (dunno if its complete, but most of the textures/shaders are there)
[edit]

Other info mappers might want without having to look through overrides.

Tremulous Player Sizes:

Aliens
Granger          40x40x40
Adv Granger      50x50x50
Dretch             30x30x30
Basilisk      36x36x36
Adv. Basilisk         42x42x42
Marauder         50x50x38
Adv. Marauder      52x52x42
Dragoon            52x52x55
Adv Dragoon      64x64x67
Tyrant         64x64x92

Humans
Standing          30x30x56
Crouching         30x30x40

BattleSuits have the same size as the light armour human standing, however, they can't crouch.

[EVIL]Unknown

what about bs humans?? are they diff??

and how high can a human jump??
url=http://userbars.org][/url]


Catalyc

Also, just tested a Radiant 1.5.0 Game file Here. Extract to your Radiant folder. You also need to extract the other zip I posted earlier into your Tremulous/base folder. This works for both Windows and Linux.

After this you go to game selection screen in Preferences and select Tremulous, you can change the Engine Path right away or restart radiant and get asked for it if its not the default I put. Note that if you don't extract the other pack you will be missing the common shaders and the shaderlsit (unless my default_shaderlist works, which i'm too lazy to find out).

chompers

Thanks for those extra files Catalyc, wish I'd seen that before wasting time looking for the notex texture. :/

edit: Might as well remove that info_player_start stuff so as not to give anyone the wrong ideas...

So yeah, I double checked compiling with info_player_intermission instead of info_player_start... Duplicated the same mistake I made before too, since trying to test the new spawn just loaded the old one. I guess the quick BSP compile option from the menu that I used both times doesn't recompile entities.   :oops:

Catalyc

info_player_intermission for spec spawns (thats what you should be missing).

cujotus

got 1.5 in windows w/ laptop. it fux0red automatically few times paths - you may need to manually edit the .ini etc files.
--
[tpa]cujotsi.fi
http://tpa.kicks-ass.net

[EVIL]Unknown

Quotegot 1.5 in windows w/ laptop. it fux0red automatically few times paths - you may need to manually edit the .ini etc files.

so do i and when i did it it worked fine...

maybe catalyc u should edit the first post in this topic to fully summarize everything nice and neat... and get rid of exess posts so this guide isnt long and people dont have to scroll down all the way...
url=http://userbars.org][/url]


Catalyc

I believe jex is working (or is going to work) on a new guide.

Vector_Matt

Good, because I've got GTKradiant 1.5.0 and it complains about missing files in the trem.game.zip and some of the menu items mentioned don't exist in 1.5.

[db@]Megabite

No problems with 1.5.0 March release here. Everything in and fine...

Cheers, Danny

Vector_Matt

I must have done something wrong then. What did you do to get it to work?

WolfWings ShadowFlight

...the GtkRadiant 1.5 installer does NOT include a LOT of software previous versions of GtkRadiant included. Definately get it for the latest Q3Map2 if nothing else, but you won't have access to things like GenSurf and BobToolz plugins in 1.5, you need to get an earlier version such as 1.4 to get those tools. And no, the tools from 1.4 won't work in 1.5, I've tried it. :-P

So I officially recommend NOT getting 1.5 unless you have a REALLY pressing reason to, and get 1.4.

Catalyc

Did you get 1.4 to work with trem? if so, mind posting how? :D

Vector_Matt

yes, and please post a link to 1.4

WolfWings ShadowFlight

Well unfortunately, getting GtkRadiant 1.4 is much less a science and much more an artform at the moment. :roll: I do have it running however, and have been happilly editing Gloom8SE. I have the main 'human start' cliffside with finished geometry, now I need to texture the daylights out of it since it's one of the few areas in heavy direct sunlight. :-)

As for where to download it, the main GtkRadiant website still posts the 1.4 binaries. Unfortunately, the website itself seems to be down at the moment so I can't give a direct URL currently to get mirrors.

The IdSoftware FTP Site has GtkRadiant 1.4 Binaries though for Linux and Windows.

I'll try to figure out a specific 'magic sauce' for Windows at least some time over the next week or so, and re-package v1.4 of the editor with the latest Q3Map2 I'll recompile to directly support Tremulous surfaceflags such as nobuild zones for humans and aliens.

Vector_Matt

I got GKT Radiant 1.2.1 to work with Trem, but when I load the map into trem, it imeadeatly says humans win, then it goes the the victory screen. I have human and alien spawns but the alien spawn explodes right at the start.
Anyone know what I'm doing wrong?

[db@]Megabite

@Vector: Place your spawns at least 8 units in the air and away from walls. It should work then.

Can anybody give me clue how much space spawns need for building by granger/tool?
I have some rooms / corridors that do not support spawns right now and would like to know how wide and high they have to be to be buildable...  :-?

Cheers, Danny

Vector_Matt

Thanks, it works now.

You could get a friend to help you compare the known heights of units to the unknown heights of structures. Unless someone has a list of those heights.


My next problem is the sky and related things.
I wanted to make a level with outdoor stuff so I opened the Karith station 2 file so I could load the .map file into GTK and see how it was done since there is no texture that I could find of just sky. The problem was there was no .map file, only the compiled bsp.
So my questions are, how do I make sky, how do I make death drops, how do I make pieces that aliens can't climb on and humans can't fly over, and how do I make pieces that damage units (like the force fields in ATCS)? If anyone knows or has a link to a tutorial with this info that would be great.

Survivor

I suppose all those default back to their base in q3 mapping so search for q3 mapping tutorials.
I'm busy. I'll ignore you later.

Paradox

Quote from: CatalycAlso, just tested a Radiant 1.5.0 Game file Here. Extract to your Radiant folder. You also need to extract the other zip I posted earlier into your Tremulous/base folder. This works for both Windows and Linux.

I get an alert that says it couldnt find gametools node.

∧OMG ENTROPY∧

Vector_Matt

You have to add a gametools node, that points to the q3map2 installation. Look at at some of the other files in GTKraientdir/games to figure out how to do this.


Anyone know where I can get the original "quake 3"/"quake 3 arena" map textures/shaders without having to download the entire demo version?

Moofed

Quote from: WolfWings ShadowFlight...the GtkRadiant 1.5 installer does NOT include a LOT of software previous versions of GtkRadiant included. Definately get it for the latest Q3Map2 if nothing else, but you won't have access to things like GenSurf and BobToolz plugins in 1.5, you need to get an earlier version such as 1.4 to get those tools. And no, the tools from 1.4 won't work in 1.5, I've tried it. :-P

So I officially recommend NOT getting 1.5 unless you have a REALLY pressing reason to, and get 1.4.

It looks like BobToolz got ported to 1.5 in subversion:
http://zerowing.idsoftware.com/viewcvs/radiant?rev=58&view=rev

Ya know... with gtkradiant being GPL now, maybe Trem could get included as a built-in game?  :wink:

Paradox

Could someone direct me to a good tutorial site.

I understand a few features, but need a good introduction to be successful.

∧OMG ENTROPY∧

Vector_Matt

http://bubba.planetquake.gamespy.com/mapping.html Very complete tutorial. jump-pads don't work in trem though, I tried it.

Also you may need the textures\shaders from q3 in order to do some things, like mirrors. I don't know how to get them without having to download the entire demo though.