Author Topic: Lousy GtkRadiant Setup Guide  (Read 42327 times)

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Lousy GtkRadiant Setup Guide
« Reply #30 on: May 06, 2006, 03:46:12 pm »
I'm missing the hive in the team menu. Could anyone give me the correct information to put into the entities.def file for it.
I’m busy. I’ll ignore you later.

Nosfore

  • Posts: 116
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #31 on: May 14, 2006, 03:23:55 am »
Guys, I tried all of the things mentionned in this guide, but I have trouble creating a simple empty map. I tried Radiant 1.5 and I could'nt load any map I made with it. I tried installing Radiant 1.4 and can't get it to function correctly.

It's really frustrating not to know things.

Could you post a step-by-step guide on how to setup Radiant on Windows/Linux?

Something like:

1- Install Radiant version 1.xyz at http://www.somesite.net/radiant-setup.zip
2- Extract file http://www.somesite.net/archive.zip to Radiant installation folder.
3- Edit file /radiant/someconfig.txt. Put bla bla bla bla
4- Open radiant, create an empty new map (see tutorial http://bubba.planetquake.gamespy.com/tutoril.html)
5- Put entities x y and z in map.
6- Compile map to .bsp (how do we do that?)
7- Run Tremulous, bring the console and type /devmap mapname

Or even create a zipfile with both Tremulous and Radiant pre-configured inside?

Help appreciated, thanks.

phaedrus

  • Posts: 104
  • Turrets: +1/-1
Lousy GtkRadiant Setup Guide
« Reply #32 on: May 14, 2006, 05:18:22 am »
I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed).  I'll write up some docs and post them once I'm done.  

This thread has been great though.  I'm still having to rip stuff open and edit xml files to get this thing working.  Currently jammed on the notex shader (it's where it should be, radiant isn't looking there).  I'm going to bang on it some more tomorrow.  Don't worry folks, I'm a professional.  I can handle this.

Jeff
owered by Slackware.  Dare to Slack.

Neo

  • Posts: 760
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #33 on: May 14, 2006, 11:44:31 am »
you need to set sv_pure 0 for maps before you run them using devmap :D

Found that out in 1.5 as it said it couldn't find the .bsp. Not sure if it has to be fully in a .pk3 file to run without the sv_pure 0.

All we need next is a decent shader tutorial :D

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Lousy GtkRadiant Setup Guide
« Reply #34 on: May 14, 2006, 01:32:43 pm »
For Windows there is a tool called Q3ASE (Quake 3 Arena Shader Editor) that lets you click together your shaders and even preview them in a gl_window. Just google for it, but I think there was a d/l link on Rust (www.gamedesign.net).

It saves a lot of work not needing to load the game everytime to check out a shader effect, but it helps much knowing shader essentials. You may want to take a look at the shader manual: ftp://ftp.idsoftware.com/idstuff/quake3/tools/q3ashader_manual.doc

Cheers, Danny
url=http://www.tremulous.info][/url]


Neo

  • Posts: 760
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #35 on: May 14, 2006, 03:09:43 pm »
i'll try Q3ASE, as the manual doesn't really help that much.

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #36 on: May 14, 2006, 03:50:47 pm »
Quote from: "phaedrus"
I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed).  I'll write up some docs and post them once I'm done.  

This thread has been great though.  I'm still having to rip stuff open and edit xml files to get this thing working.  Currently jammed on the notex shader (it's where it should be, radiant isn't looking there).  I'm going to bang on it some more tomorrow.  Don't worry folks, I'm a professional.  I can handle this.

Jeff


I got radiant 1. 4 working with xubuntu yesterday, bassically all you need to do is edit the q3.game file inside the /radiant1.4/games/ folder, could also add a new tremulous.game if you plan on using radiant later for q3 mods or whatever. The notex shader is in common-spog.pk3, since you didn't install quake3 media, you can grab it from this pack.
ttp://tremmapping.pbwiki.com/

mIc

  • Posts: 3
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #37 on: May 14, 2006, 05:45:16 pm »
Am I missing something or isn't there any of the original q3 common shaders (clips, hints, caulk) ???

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #38 on: May 14, 2006, 05:48:41 pm »
everything you need (including the common shaders) is in that zip.
ttp://tremmapping.pbwiki.com/

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Lousy GtkRadiant Setup Guide
« Reply #39 on: May 14, 2006, 06:00:12 pm »
Quote from: "Survivor"
I'm missing the hive in the team menu. Could anyone give me the correct information to put into the entities.def file for it.
I’m busy. I’ll ignore you later.

phaedrus

  • Posts: 104
  • Turrets: +1/-1
Lousy GtkRadiant Setup Guide
« Reply #40 on: May 14, 2006, 07:09:09 pm »
Quote from: "Catalyc"
Quote from: "phaedrus"
I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed).  I'll write up some docs and post them once I'm done.  

This thread has been great though.  I'm still having to rip stuff open and edit xml files to get this thing working.  Currently jammed on the notex shader (it's where it should be, radiant isn't looking there).  I'm going to bang on it some more tomorrow.  Don't worry folks, I'm a professional.  I can handle this.

Jeff


I got radiant 1. 4 working with xubuntu yesterday, bassically all you need to do is edit the q3.game file inside the /radiant1.4/games/ folder, could also add a new tremulous.game if you plan on using radiant later for q3 mods or whatever. The notex shader is in common-spog.pk3, since you didn't install quake3 media, you can grab it from this pack.


Yeah, I did all that, it's still being fussy.  I'll figure it out.

Jeff
owered by Slackware.  Dare to Slack.

gurkesaft

  • Posts: 2
  • Turrets: +0/-0
Re: Also as a note...
« Reply #41 on: May 14, 2006, 08:56:51 pm »
Quote from: "Moofed"

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


PFF!! With gtkradiant being GPL now, maybe a trem-compatible version of GTKradiant can be distributed with tremulous! ;)

I can't get 1.5 to work.  It keeps making all kinds of q3 directory structure, there's no init file, and it won't let me choose tremulous.exe as the engine.  Alas.  Alas.

If I ever get it working, I swear I will post a zipped version of the thing with all the correct dependencies.  This is nuts.

-Jack

Neo

  • Posts: 760
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #42 on: May 14, 2006, 09:58:51 pm »
For 1.5 just use the .game pack that was listed earlier, worked fine for me.

gurkesaft

  • Posts: 2
  • Turrets: +0/-0
GTKRadiant 1.5 quick tutorial
« Reply #43 on: May 14, 2006, 10:37:06 pm »
Okay, I got GTKRadiant 1.5 to work finally.  Here's how!

All I've got installed is tremulous, GTKRadiant1.5 from http://www.qeradiant.com/ (Q3Map2 came with it) and that def file from the first tutorial in this thread at http://tremulous.net/users/jex/radical/entities.def (goes in Tremulous/base/scripts/)

Then I did this (if I recall correctly):

1.  When GTKradiant starts, select game "Quake 3 Arena / Quake 3: Team Arena".  You can go to the preferences and make it stop asking this on startup.

2.  In Edit->Preferences, go to Settings->Paths and find the path to the tremulous.exe (C:/Program Files/Tremulous/ for me).  You may have to restart radiant.

3.  Next go to File->Project Settings.  Set the mod to "Custom Quake III Modification" and the fs_game to "base".  Q3radiant should be set up correctly now.

4.  What I did at this point is to extract all the *.pk3 files in the Tremulous/base directory, so that I had access to map resources etc...  I used 7-zip (www.7-zip.org), and the pk3's extracted (using "extract here") with no problems.

5.  Then I created a new map, following the tutorial in the Help file for building a basic map (Help->Manual, Basic construction tutorial).  Basically, make a BIG box (1000units), hollow it out, add textures, and make sure you have (well separated from each other and walls!!) the following entities:

  -info_player_start
  -team_human_spawn
  -team_alien_spawn
  -a light with 1000 brightness

Finish following the tutorial, and it should compile and run as described.

Hope this helps everyone!!

Someone should make a deathmatch mod for tremulous :)

-Jack

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Re: GTKRadiant 1.5 quick tutorial
« Reply #44 on: May 15, 2006, 01:37:33 am »
Quote from: "gurkesaft"
Okay, I got GTKRadiant 1.5 to work finally.  Here's how!

All I've got installed is tremulous, GTKRadiant1.5 from http://www.qeradiant.com/ (Q3Map2 came with it) and that def file from the first tutorial in this thread at http://tremulous.net/users/jex/radical/entities.def (goes in Tremulous/base/scripts/)

Then I did this (if I recall correctly):

1.  When GTKradiant starts, select game "Quake 3 Arena / Quake 3: Team Arena".  You can go to the preferences and make it stop asking this on startup.

2.  In Edit->Preferences, go to Settings->Paths and find the path to the tremulous.exe (C:/Program Files/Tremulous/ for me).  You may have to restart radiant.

3.  Next go to File->Project Settings.  Set the mod to "Custom Quake III Modification" and the fs_game to "base".  Q3radiant should be set up correctly now.

4.  What I did at this point is to extract all the *.pk3 files in the Tremulous/base directory, so that I had access to map resources etc...  I used 7-zip (www.7-zip.org), and the pk3's extracted (using "extract here") with no problems.

5.  Then I created a new map, following the tutorial in the Help file for building a basic map (Help->Manual, Basic construction tutorial).  Basically, make a BIG box (1000units), hollow it out, add textures, and make sure you have (well separated from each other and walls!!) the following entities:

  -info_player_start
  -team_human_spawn
  -team_alien_spawn
  -a light with 1000 brightness

Finish following the tutorial, and it should compile and run as described.

Hope this helps everyone!!

Someone should make a deathmatch mod for tremulous :)

-Jack


OR.... you can download this zip and extract it to your Radiant folder. 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.

You'll also need to donwload this zip that contains everything needed by radiant for trem (entities.def, common-spog.pk3, shaderlist) to your /tremulous/base/ folder.
ttp://tremmapping.pbwiki.com/

phaedrus

  • Posts: 104
  • Turrets: +1/-1
Lousy GtkRadiant Setup Guide
« Reply #45 on: May 15, 2006, 04:00:11 am »
I figured out my problem.  I was working off of Sandy's $RADIANT/games/trem.game file, and it was slightly wrong, at least for 1.4.0.  

Here's my guide.  I'm running Slackware 10.2, Tremulous 1.1.0 and GtkRadiant 1.4.0.

I'm going to use $TREM for the base install of Tremulous, and $RADIANT is the base install of GtkRadiant, my defaults are /opt/tremulous and /opt/GtkRadiant-1.4/, respectively.  In the file listings below, I'll have copied and pasted them from the real deal, so they won't have $TREM/$RADIANT in them, you'll just need to do a global replace.

First, install GtkRadiant and (presumably you've already got Trem installed, if not, install it--I'm doing this on my laptop, which didn't have Trem installed, so it's possible).  When you install GtkRadiant, install at least the Q3 datafiles, you'll need these to get the default project files (this is even if you don't actually have Quake3 installed, again, I'm working on my laptop which is not my gaming system).

To fellow Slackware users: I had to install gtkglext, as it didn't come with the base Slackware install (Slackware includes minimal Gtk stuff, since they don't package Gnome).  Other distros: yours probably comes with gtkglext.  

Next, you'll need to grab this zipfile (it's the same one listed in an earlier post).  It has entities.def and notex.tga in it (notex is in the common-spog.pk3 file).  Unzip this into your $TREM/base directory--you should have $TREM/base/common-spog.pk3 and $TREM/base/scripts/.

Now, to tell GtkRadiant that Tremulous exists.  You need to create the $RADIANT/games/trem.game file.  Here's the one which works for tremulous  and GtkRadiant 1.4 (the file uses my default paths):

Code: [Select]

<?xml version="1.0"?>
<game
  type="q3"
  index="1"
  name="Tremulous"
  gametools="/opt/GtkRadiant-1.4/trem/"
  enginepath_linux="/opt/tremulous/"
  enginepath="/opt/tremulous/"
  engine_linux="tremulous"
  engine="tremulous"
  prefix=".tremulous"
  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"
/>


The next thing I did was fire up GtkRadiant and start up using Quake3.  This generates the file: ~/.q3a/baseq3/scripts/user0.proj  Open this up and run two global replace operations:
Code: [Select]

search for: usr/local/games/quake3
replace with: $TREM
search for: baseq3
replace with: base

Under vim, on my system, this looked like:
Code: [Select]

:%s/usr\/local\/games\/quake3/opt\/tremulous/g
:%s/baseq3/base/g

You need to save the modified version to ~/.tremulous/base/scripts/user0.proj (you'll probably need to create the ~/.tremulous/base/scripts directories).

Next time you fire up Radiant, use the "tremulous" option on the "Select Game" dialog box, and map away.

Jeff
owered by Slackware.  Dare to Slack.

OneEyedTrouserSnake

  • Posts: 25
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #46 on: May 17, 2006, 09:00:27 am »
Hey guys, I found a post for the notex texture problem in gtkradiant 1.4

http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=3685&highlight=notex


**edit:

btw, I'm an idiot and didn't read the last post.  What was really helpful to me was the editing of the trem.game file.  Mine reads:

Code: [Select]
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<game
  name="Tremulous"
  enginepath ="C:\Documents and Settings\Danny\Desktop\trem\tremulous/"
  gametools="C:\Documents and Settings\Danny\Desktop\trem\tremulous\Radiant-1.4/"
  gamename="tremulous"
  shaderpath="scripts"
  basegame="base"
/>


And I moved the Radiant-1.4 folder from under the quake III directory over to my base trem install.  I know, I know, I'm using the desktop, but I like it that way...

And the very bottom of my user1.proj file reads:

Code: [Select]
 <key name="mapspath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/maps/"/>
  <key name="autosave" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/maps/autosave.map"/>
  <key name="texturepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/textures/"/>
  <key name="entitypath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/Radiant-1.4/base/scripts/entities.def"/>
  <key name="remotebasepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/"/>
  <key name="rshcmd" value=""/>
  <key name="basepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/"/>
  <key name="version" value="1"/>


Oh, and if you have Quake III Arena, you can copy pak0.pk3 over to your ../tremulous/base/ directory to steal id shaders.

Oh and get all the misc files listed in this thread (trem_stuff.zip, common-spog.pk3) and install them in your ../tremulous/base/ directery (read: unzip the .zip file, and leave the .pk3 file intact)

mIc

  • Posts: 3
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #47 on: May 18, 2006, 08:08:40 pm »
For mapping it might be usefull to know cheat commands to evolve for example to tyrant to check room hights.
Are there anywhere cheat commands (of course for sv_allowcheats 1 and sv_pure 0 servers) ?

Dragoon

  • Posts: 37
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #48 on: June 16, 2006, 09:04:12 pm »
But in the term base folder there is no scripts folder
what do i do?  :O
ax

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Lousy GtkRadiant Setup Guide
« Reply #49 on: June 16, 2006, 09:11:49 pm »
This topic is now outdated, please check the tremulous mapping guide for more complete info and instructions.
ttp://tremmapping.pbwiki.com/

Mirsha

  • Posts: 15
  • Turrets: +0/-0
Lousy GtkRadiant Setup Guide
« Reply #50 on: June 17, 2006, 04:29:08 am »
I'm fucking about with mapping for shits and giggles, but I'm hoenslty having a hrd time finding some of the recommded tools ie Bobztoolz ot whatever, that apparntly come with GTK. But my plugin bar shows no mercy. Anf googleith searchii tell e to fuck off as well. ANy hints etc are welcome.

trigger happy

  • Posts: 108
  • Turrets: +0/-0
    • http://antidrm.org
Lousy GtkRadiant Setup Guide
« Reply #51 on: June 27, 2006, 02:36:57 pm »
Any way to get it on limited account pc's? Says it can't install for all users without admin, but you only want it for the one you're using.
ttp://www.antidrm.org
Never get between a goon and my chaingun.
Danger! Do not feed the dretches.