This is a very useful and well made tutorial. The zip itself consists of 2 more zips.. wich both contain all the files needed for the tutorials as well as the text files.
1st zip teaches you how to make GTKRadiant to work with RTCW 2nd zip teaches you how to compress your map for use with RTCW
It's made by the same Tramdesign guys who made the map Generator very popular, Tunnleram and TiCaL
Definetly worth a download if you want to get into RTCW mapping and dont know how.
Making GTKRadiant work for RTCW Mapping Saturday, November 24, 2001 Introduction This guide is being made because of the non-existence of an editor or editor related files for the newly released Return to Castle Wolfenstein game. This is only a guide showing you how to setup GTKRadiant in order to make it work for RTCW. I’ll go into detail at another time about how the entities work, etc. Please refer to the legal notices on http://tramdesign.cjb.net and pay close attention to how we’re not responsible if you screw up your machine and/or kill yourself because you deleted your Mom’s favorite map. We expect that by reading this you understand that. This is also in no way supported by any of the companies involved with RTCW or with the people who made GTKRadiant. Come to think of it we won’t support it either! Haha, but we will try to help you if we can. Please don’t go to Activision’s support site (if there is one) and ask them about this. Get what I mean? Before you start reading this consider that this is not the proper way to map for RTCW. This is not perfect. There will be things missing and things that aren’t possible using this method. Those missing things will obviously be settled once the real editor is released. We just figured that we’d share the knowledge we have with everyone so that more custom maps could be made and the mod community could grow sooner and stronger. We are by no means the masters of map artistry or the masters of GTKRadiant so if you find a better way or something that’s incorrect please let us know. We’ll update this accordingly. Also keep in mind that this guide was intended for use with the full version of RTCW because of the EULA limitations with both demo versions. So without further issues, let’s begin. Contact information Tunnleram – firstname.lastname@example.org TiCal – email@example.com http://tramdesign.cjb.net You can usually find us in IRC at gamesnet.net room #tram. For those of you new to IRC get yourself MIRC (http://www.mirc.co.uk), connect to gamesnet.net and the /join #tram. You can also visit our forums at http://tramdesign.cjb.net. Setting up 1. Download the latest GTKRadiant (http://www.qeradiant.com) if you don’t have it already. 2. Download the latest version of GTKBuild (http://q3build.gamedesign.net) if you don’t have it. NOTE: GTKBuild may or may not be needed, but it makes life easier and this is how I compile my maps. I’ve had issues with compiling from GTKRadiant for some reason. It seemed the BSP process was taking too long and when VIS attempted to run it would fail because of the BSP stage not being completed. This didn’t happen when mapping for Quake 3, but I can’t say for sure it’s because of what we’ve done here. I think it’s because of the changes that haven’t been made to the Quake 3 compilers that exist in the RTCW compilers (hopefully soon to be released) Regardless, GTKBuild allows for much more control over the compiling process. 3. Install GTKRadiant (I’m using version 1.1.1) and choose all of the defaults installing it to C:\PROGRAM FILES\QUAKE III ARENA. 4. Install GTKBuild (I’m using version 2.0) and choose all of the defaults installing it to C:\PROGRAM FILES\GTKBUILD. When it asks you to select the install location for Q3BuildPlugin.dll simply click cancel. GTKBuild doesn’t work properly from inside of GTKRadiant anyway (at least not that I’ve found) At the end uncheck the boxes at the finished screen and click close. NOTE: If you have Quake 3 installed now is the part where we butcher it. You may want to read what I’ve done here and then figure out a better way to do it instead of following step by step. You might want to back up your current installation because after this your Quake 3 will not work properly. Once again please refer to the legal notices on http://tramdesign.cjb.net and pay close attention to how we’re not responsible if you screw up your machine and/or cry because you can no longer play capture the pig. 5. Go into C:\PROGRAM FILES\QUAKE III ARENA\BASEQ3 and remove all of the files and folders. 6. Go into your RTCW installation folder and under the main folder you should find a bunch of .PK3 files. NOTE: Keep in mind this requires a good amount of disk space. If you’re short on space only bother with MP_PAK0.PK3 since that’ll get you started. If you have the extra space make sure you extract the PAK0.PK3 too since there are tons of textures and models in there. The MP_PAK1.PK3 and MP_PAK2.PK3 shouldn’t have anything valuable to you (At least not as far as this documentation is concerned) 7. Open up the .PK3 files in Winzip and unzip them to C:\PROGRAM FILES\QUAKE III ARENA\BASEQ3 NOTE: For future use you may want to associate .PK3 files with Winzip. It makes life much easier. 8. Copy the SHADERLIST.TXT, WOLFENSTEIN.DEF, and QUAKE.QE4 I’ve included with these instructions to C:\PROGRAM FILES\QUAKE III ARENA\BASEQ3\SCRIPTS. SHADERLIST.TXT – Contains a list of valid shaders GTKRadiant will use. I haven’t looked through all of the shaders to see which ones do what, but for the Generator map I only used about 10 of them. In the shaderlist.txt contained with this documentation you’ll notice that I have lots of them rem’d out so they aren’t used. This is because if they aren’t you’ll surely get MAX_SURFACES errors during compile if all of them were available. It seems that the Quake 3 compiler reaches it’s limit of shaders. WOLFENSTEIN.DEF – This is an entity definition file needed to enter entities into maps for use with RTCW. It’s nowhere close to complete, doesn’t contain the single player entities, and is a mixture between Quake 3, RTCW, and Kingpin. Some things in it don’t work, some are buggy, etc, but at least the main parts work. It is clearly a backyard mechanic duck tape of a job. TiCal and I have taken the liberty to put some comments in here and there. If anyone out there has a better one or would like to make a better one it’s easy enough to do. Just takes time. If you’ve already made a better one please get in touch with us and we’ll include it in this documentation for the good of all RTCW map artists. Of course we’ll credit you. QUAKE.QE4 – This is the project template for GTKRadiant. 9. If you don’t have Quake 3 installed go into your C:\PROGRAM FILES\QUAKE III ARENA folder and create a text file named QUAKE3.EXE. Otherwise GTKRadiant will have issues starting when it tries to locate this file. 10. Start up GTKRadiant NOTE: At this point you should be able to use textures, shaders, and entities defined in the definition file (remember it’s not complete and kind of buggy) Go ahead and start creating your first RTCW map. 11. Go on to the document “Compiling your map to work with RTCW” Compiling your map for use with RTCW Saturday, November 24, 2001 Introduction This document assumes that you followed the document “Making GTKRadiant work for RTCW Mapping” and might not work properly unless you’ve followed it. Please refer to that document first in order to avoid wasting your time. As stated in the other document(s) please refer to the legal notices on http://tramdesign.cjb.net and pay close attention to how we’re not responsible if you screw up your machine and/or kill yourself because you deleted your Mom’s favorite map. We expect that by reading this you understand that. This is also in no way supported by any of the companies involved with RTCW or with the people who made GTKRadiant. Come to think of it we won’t support it either! Haha, but we will try to help you if we can. Please don’t go to Activision’s support site (if there is one) and ask them about this. Get what I mean? Contact information Tunnleram – firstname.lastname@example.org TiCal – email@example.com http://tramdesign.cjb.net You can usually find us in IRC at gamesnet.net room #tram. For those of you new to IRC get yourself MIRC (http://www.mirc.co.uk), connect to gamesnet.net and the /join #tram. You can also visit our forums at http://tramdesign.cjb.net. Ok, how do I compile it? Well, it’s basically the same as Quake 3 compiling with only a few simple differences. I use GTKBuild so for these instructions I’ll be using that. NOTE: When you save your map in GTKRadiant make sure you save it to the default C:\PROGRAM FILES\QUAKE III ARENA\BASEQ3\MAPS folder. 1. Open GTKBuild 2. Select your map from the window that displays the .MAP files in your BASEQ3\MAPS folder. If it’s not listed try clicking on Refresh/Show All or make sure that your .MAP file is located there. 3. Select the compile options you’d like. NOTE: I suggest checking PAUSE AFTER BSP and unchecking RUN Q3 AFTER BUILD. Pausing after the bsp process allows you to make sure there are no leaks in your map among other issues and of course running Q3 after your build wouldn’t make much sense. 4. After your options are set, go up to the BUILD menu and select BUILD. 5. If you selected PAUSE AFTER BSP then make sure you hang around long enough to hit any key to continue when it asks you. NOTE: Also, don’t be surprised when you get errors during compiles such as unknown “surfaceparm parameter”. I’m pretty sure that it’s just because the compiling tools don’t understand some of the parameters that the shaders dictate. The end result will be that some of the textures won’t have the properties they should. However things will still work ok (depending of course) when the proper RTCW compiling tools are released this will be fixed. They’ve also changed the BSP version from 46 to 47 which means that after you compile your map regularly you’ll need to run a utility on the BSP that TiCal has written called UBSP. With this documentation I’ve included two different versions of UBSP. There’s the DOS version (UBSPDOS.EXE in case you’re a fan of .BAT files. I’ve also included a sample .BAT file for it) and the graphical version of UBSP (UBSP.EXE) which is obviously easier to use for you fans of Windows. Both of these utilities convert the BSP format quickly. 6. So that I don’t have to write as much let’s use UBSP.EXE. For you DOS fiends you know how to use the other one. Its command line is simply UBSPDOS.EXE MAPNAME.BSP. 7. Run UBSP.EXE, browse to your file and click upgrade. NOTE: If the .BSP you’re attempting to upgrade has been done already it’ll tell you. I’ll also tell you if it’s been done or not. 8. When you’re done copy your newly altered UBSP version of your .BSP to your RTCW’s MAIN\MAPS folder and run it from RTCW. NOTE: That’s it on compiling for now. I’ll be writing a document on what I know about the entities for RTCW soon.
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