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This is the Linux version installer for the GTK Radiant mapping tool .
Hope to see some great maps ;)
Minimum System Requirements The designers at id used Q3Radiant on some heavy-duty computing equipment to make their game maps. Despite the fact that Quake III Arena runs under several different operating systems, not every computer that can run Quake III Arena will be able to run the Q3Radiant editor. Q3Radiant only runs under MS Windows 95, MS Windows 98, MS Windows NT, or MS Windows 2000 operating systems. There are currently no plans for Mac or Linux versions. The editor requires an Open GL compliant 3D graphics acceleration card (it is expected that all cards capable of running Quake III Arena will be able to handle editor functions … although some may handle it better). A 3-button mouse gives the best performance. Minimum System The minimum system requirements generally require that preferences such as texture quality and screen resolution be set to absolute minimums. The editor will run on the systems described, but speed of operation and visual quality will probably be less than satisfactory. It should also be noted that you would be limited to working on relatively small maps with limited texture and model usage. Processor: P233mmx RAM: 64 meg Video Card: 4 Meg, software Open GL-compliant Screen Resolution: 1024 x 768 Pointing Device: Two-button mouse* Recommended System The more powerful the machine, the better and usually faster the development experience. This will become especially true when you get to the point of compiling your maps (turning them from editor code into game code). It should come as no surprise that, more powerful machines will crunch the numbers faster when compiling a map. Processor: P2450 (or better) RAM: 128 meg** Video Card: Open GL accelerated video card Screen Resolution: 1280 x 1024 Pointing Device: Three-button mouse* * This will work, but not well. A three-button mouse, even on a minimal system is highly preferred. ** id designers often found it convenient to work with several maps open at once. The recommended 128 Meg of RAM may not be enough to accommodate this. What Doesn't Work (well) - and How to fix it The key to a satisfactory editing experience is whether your video card supports the demands of the editor. The original id editor was designed for a workstation card called the Realizm, which ran on Intergraph workstations in a WinNT environment. Robert Duffy expanded this to include the Win9x operating systems and a number of other video cards. But not all video cards support the editor equally well. * The G200 and G400 require updated drivers from Matrox * The 3fx Voodoo 3000 chipset requires a driver upgrade in order for the map grids to show. * If the map grids don't appear when using some ATI chip sets, try turning the settings on you desktop up to 32 bit (true color). * Nvidia TNT and GeFORCE have slowdown issues when the user selects curve patches. While this is a driver issue, it can be addressed by checking the "Solid selection boxes" feature under preferences. Installation & Set Up Installing the editor in the correct place is the first key to successful use. If you are working on a Quake III Arena project, the easiest way to work is to install the editor in the Quake III Arena directory on your computer. The instructions that follow assume that as a given. Installing the editor Extract the zip file for the game into your Quake III Arena directory. Setting up Paths This is done initially by the editor’s set up procedure. If you install it correctly, the paths will be automatically have been created to access the resources sitting in Quake III Arena’s .pk3 directory. Improving Performance If you find that the editor is sluggish on your system, try some or all of the following tweaks: * On the View menu, check Cubic Clipping to be ON. This reduces the number of game components in view, by shortening the distance that the editor can "see." Use CTRL + [ and/or CTRL +] to set the distance to 13 (a good number in this case). * On the Textures menu, open the Render Quality option and select an option higher on the list than your current setting. We recommend not going below Nearest MipMap first. This reduces the amount of blending and filtering in the textures as they are seen in the Camera window, but still lets you see what the textures look like in a relatively undistorted manner. The Nearest setting will further improve performance, but textures may be distorted when seen in perspective. * On View Menu, open the Entities as… option and select an option higher on the list than your current setting. * Select Preferences … from the Edit Menu. Under “Camera”, deselect (uncheck) “Update XY views during mouse drags.” This will stop the 2D-map window(s) from being repeatedly redrawn during Camera window mouse drags. * Select Preferences … from the Edit Menu. Under “Texturing Quality”, move the slider one or more settings to the left, reducing overall texture quality. * Further performance can be gained by turning off curves (CTRL + p) or reducing curve displays to wireframe only. Setting up Preferences To set up your editing preferences, open the Edit menu and select Preferences. Use preferences to set a variety of options that tailor the editor to a specific game: Quake2 or Quake 3; and to set up certain editor behavior based on your personal preferences. Optimize Interface for Choosing Quake2 or Quake3 in this list will reset certain preferences to the appropriate defaults for the selected game. Currently, the default is Quake3. Mouse This lets you choose between two or three-button mouse operation. The default setting is three-button operation. A three-button mouse is HIGHLY recommended for Q3Radiant. Views / Rendering These preferences allow you to choose between one of four general layouts for the various editing windows and set the way that rendering is handled. If you are coming to Quake III Arena editing from a Quake engine editing tool (or from a tool for another game engine), you may want to select a layout set up that is familiar. That being said, we also suggest you check out the “id” way of working. Split Window view This is the QeRadiant default view. The Camera, XY Map, Z-axis Scale, Texture, and Console windows are constantly displayed. While the arrangement of the windows cannot be changed, their size is adjustable by pulling the window border splitters. The Entity and Group windows share a common pop-up window. This arrangement is one that may work particularly well for mappers using smaller monitors and slower computers. Floating Window view This is the view used by id designers. The position, arrangement, and size of the windows are all adjustable. The windows initially come up on top of one another (a known bug), but once positioned, this view offers the greatest flexibility. The Camera, XY Map, Z-axis Scale, and a shared Entity/Texture/Console/Group window are all displayed simultaneously. Changing the size of one window does not automatically affect the others (it can lay atop the others). Additional map layout views can be cycled from menu commands or bound keys. This view only works well if you have a 20+-inch monitor. Make it Big! In floating windows mode (ONLY), you can double-click on any window’s Title Bar to enlarge the contents of the window to fill the screen. Double clicking on it again reduces it back to normal size. Quad view The display window is split into four equal-sized windows: Camera, XY Map, YZ Map, and XZ Map. This is similar to other editors and offers four-way viewing. You see the map components in three views simultaneously. The size of the windows (relative to each other) can be adjusted, by pulling the splitters. The combined Entity/Texture/Console/Group window is brought into view as a single, floating window that lays over the others. The Z-axis window is not used in this view. This is a popular editing configuration, but it has significant performance issues. The editor is drawing all the 2D map components three times (plus maintaining a camera view). Some mappers have notice significant performance slow-downs when working with curves. Using the Quad view is only recommended for mappers with more powerful computers. Reverse Split Window view Essentially the same as the Split Window view, except that the windows are all flopped left to right. Use SGI OpenGL This will cause Q3Radiant to load the SGI software OpenGL drivers. If you do not have hardware OpenGL, these drivers will offer better speed than the standard Microsoft drivers. You must download and install the SGI OpenGL drivers for this option to work. Here’s a link to a direct download: ftp://ftp.qeradiant.com/opengl/sgi/opengl2.exe Buggy ICD If you see garbled text in your 2D view windows, check this. It changes the way Q3Radiant does font rendering which corrects an error in some ICD's. OpenGL Display Lists This is only used for patches (bezier curves) in Quake III Arena editing. Turning this on will speed up curve drawing by a large factor. Solid Selection Boxes Selecting curves, models, or large numbers of brushes causes a noticeable slowdown the Nvidia series. This is an uncorrected driver issue. Solid selection boxes are a workaround for that problem. Checking solid selection boxes reduces the performance hit by turning the dashed line boxes solid. Camera Camera The slider allows you to set how fast the camera moves. Update XY Views during Mouse Drags When interacting with the camera (which you will do a lot), turning this off will NOT update the camera icon location in the Map windows automatically. This can help with speed but prevents you from seeing exactly where the camera icon is positioned. QE4 Update Model Leave this on unless you’re running on a very slow system with software OpenGL. Texturing Quality This slider allows you to set the quality of the graphics displayed in the editor. The higher the quality setting the better the textures will look AND the more memory they consume. Setting the quality lower, reduces the overall visual quality of the textures (but ONLY in the editor, not in the final level), but can also drastically reduces memory consumption. If you are having performance problems, this is one option to set back right away. Texture toolbarThis provides a texturing toolbar. This feature may or may not work. According to Robert Duffy, it hasn’t been tested in about 100 builds of the code. That means use it at your own risk. But here’s what it appears to do: It puts a texture toolbar at the bottom of the program window. The toolbar has six data fields. Five of them have up and down scroll arrow. Shift H: This shifts the texture horizontally in pixel increments equal to the current map grid. Values cannot be typed in. (Shift) V: This shifts the texture vertically in pixel increments equal to the current map grid. Values cannot be typed in. Scale H: Multiplies the texture’s horizontal size by a multiple of the current grid scale. Scaling of textures does not appear to function as it may have been intended. (Scale) V: Multiplies the texture’s horizontal size by a multiple of the current grid scale. Scaling of textures does not appear to function as it may have been intended. Rotate: This rotates the texture clockwise or counterclockwise (using the scroll arrows). The rotation increment (or decrement) uses the degree value set in the field (unnamed) to its immediate right. (degrees): This value is only used by the rotate command on the toolbar and no others. It does not affect the information entered on the preferences field. The value must be typed in. Texture Subset This provides a texture edit window within the texture window. It is still buggy as of build 188. It puts a text field at the top of the Texture window. Type in the first few letters of a texture name and the window will only display the textures beginning with that letter or letters. Texture Scrollbar This adds a Windows scrollbar to the texture window. You can use it (or the customary right mouse drag within the window) to scroll the texture window. New functionality Right click to drop entities This lets you to right click in a Map Window to get a Pop-up menu that allows entity dropping among other things. Remember that a click is different than a press since a right press allows you to move around the map as well (see Moving Around under Map Building Basics). Face Selection If this is checked, the surface dialogue references and pulls it contents from the selected face (ONLY if a face and not an entire brush). If this not checked, the editor uses the current default texture (selected in the texture window) as the source. Rotation Inc This is the default rotation increment used by the keyboard shortcuts and the button bars for all types of texture, brush, and patch rotation. ALT + Multi-drag If this option is checked, you must hold down the ALT key to drag multiple brush edges. This lets you resize more than one brush at a time. Snap T to Grid This snaps the Texture tweak size to the grid size. The texture tweak size is the amount textures are moved with the texture toolbar and the keyboard shortcuts. Mouse chaser Turning this on causes the view to chase the mouse if you drag something off the edge. Patch Toolbar This enables the Quake3 specific toolbar that contains patch (bezier curve) shortcuts. Light drawing This draws lights as shaded triangle things (octahedrons) instead of standard square entities. When enabled, the light entities also show their emitted light color. Paint sizing info This draws size information on the selected item(s). It also draws in real time when dragging out a new brush or altering the size of an existing one. Hi Color Textures This causes the editor to load 24 and 32 bit TGA and JPEG textures. This should be checked for Quake3 editing. Startup shaders Allows you to specify which shaders are preloaded when the editor starts. The default is None. Options are None, Custom, and All. Loading all of the shaders at editor load time is VERY time consuming. Game Path/ Tool Settings/ Stuff that wouldn’t fit anywhere else Game Set this to point at the proper game executable (Quake3.exe, for example). This is not properly set up automatically, as of build 181 and must be set manually. Use Internal (DLL) QBSP This is for Quake2 only and is grayed out for Quake 3 editing. The internal DLL is not provided with Q3Radiant. If you want to use it, you will need to acquire it from an earlier release of QERadiant. To get the .DLL for Quake 2 usage, you will need to download QERadiant from this site: http://www.qeradiant.com/files.cgi?dirin=qeradiant/latest/ Don’t clamp plane points This turns off clamping of plane points. This allows for very precise brush/vertex manipulation but can make it difficult to get things properly aligned and can also cause the bsp process to take a LOT longer. In general, this should be unchecked. Design Tip: Be warned, if at any point during design you change to a snap to grid setting, you may see everything you’ve worked on twist and deform to lock into grid coordinates. If you want to work to work in very fine detail, use a 1-unit map grid. But even then, you’re asking for headaches you don’t need. Autosave Checking this forces the editor to automatically save the map to the autosave name specified in project settings based on the selected time increment. This feature has saved more than one mapper’s bacon. Snapshots This saves an incrementally named snapshot of the user’s map based on the autosave time increment. The problem is it can quickly fill a hard drive, as there is no space checking in force. Current recommendation is to leave this feature turned off. Run game after QBSP3 This will run the game pointed to by the game path with a +set map "yourmap.bsp". Warning. With some video drivers, it is a bad idea to run Quake 2 or Quake III Arena and the Q3Radiant editor. The drivers just will not sustain two demanding OpenGL applications simultaneously. This feature is best left turned off. Load last project on open This causes the editor to load the last project file (.qe4) when it is re-started. This is a good thing. Undo Level There are a maximum of 64 levels or layers of Undo. This field lets you choose how many you want to use. Unless you are having serious memory problems, this it’s good to leave it set at 64 layers. Use +set game for run This is broken as of build 181. Its intended purpose is to allow mod's to run properly when the editor (using run game after QBSP3) starts the game. Load last map on open This causes the editor to load the last map when it is re-started. Status point size This sets the point size for the status bar font. A 10-point font is the default. Use PAK/PK3 files Checking this will cause the editor to load the specific PAK file for Quake2 or *.PK3 file(s) in the basepath for Quake3. Prefab path Allows the user to specify the path from which the editor will to load prefabs (premade map components). User .ini path Allows you to specify an INI file that contains custom key bindings. Most of the commands in Q3Radiant can be bound to specific key combinations. The .ini file should contain a section called 'commands' and a binding for each command you want to rebind under that. You use the normal character for most keys but there are special names for certain keys. You can modify each binding with a ‘+ SHIFT’ or ‘+ CTRL’ or ‘+ ALT’. You can also combine things like: SurfaceInspector = F4 + SHIFT + ALT And so on. Here is an example keymap file (note that this is NOT the default keymap): [Commands] NextView = TAB BendMode = O UpFloor = PAGEUP+shift DownFloor = PAGEDOWN+shift TexRotateClock = PAGEDOWN TexRotateCounter = PAGEUP CameraForward = E CameraBack = S CameraLeft = Q CameraRight = T CameraUp = F CameraDown = D CameraAngleUp = A CameraAngleDown = G CameraStrafeRight = R CameraStrafeLeft = W CenterView = 0 CenterOnCamera = U GridDown = [ GridUp = ] ViewConsole = F1 ToggleConsole = F1 ViewTextures = F2 ViewEntityInfo = F3 SurfaceInspector = F4 EntityList = F6 MapInfo = F7 ToggleGrid = F8 ToggleCamera = F10 DragEdges = B DragVertices = V CloneSelection = SPACE+shift DeleteSelection = BACKSPACE UnSelectSelection = SPACE NextLeakSpot = L+ctrl+shift PrevLeakSpot = K+ctrl+shift MouseRotate = R+shift FlipClip = ESCAPE ZoomIn = Y ZoomOut = H ZZoomOut = DELETE ZZoomIn = INSERT TexDecriment = END TexIncriment = HOME TexScaleDown = DOWN+ctrl TexScaleLeft = LEFT+ctrl TexScaleRight = RIGHT+ctrl TexScaleUp = UP+ctrl ToggleClipper = X CycleGroupSelection = C ToggleSizePaint = P Copy = C+ctrl FileOpen = O+ctrl FileSave = S+ctrl Exit = X+ctrl Undo = Z+ctrl Patch TAB = L MakeOverlayPatch = P ToggleView = V+shift+ctrl ToggleZ = Z+shift+ctrl ConnectSelection = K ShowDetail = F9 MakeDetail = M SelectNudgeDown = DOWN+shift SelectNudgeLeft = LEFT+shift SelectNudgeRight = RIGHT+shift SelectNudgeUp = UP+shift Preferences = F11 The Project File The project file contains the paths for the various Q3Radiant file-processing functions. Using the installer to set up the editor should write these for you. New Project (Menu: File > New Project) This creates a new folder (which you must name) in your Quake III Arena directory. This is really only needed if you’ve messed up your project settings (without overwriting the original), and you want to reload the defaults. Load Project (Menu: File > New Project) This opens up a browse directory pointed at the scripts directory. It is looking for a text file with a .qe4 file extension. Changing the Project File (Menu: File > Project Settings) You can edit the project file by changing the pathnames to various functions in field of the dialogue window that pops up. HOWEVER, before doing this, you should make a backup copy of your Quake project file and give it a new name. Make your changes to this new file. If you mess things up, you can always reload the original. This is a good thing to do if you are making maps for a mod that uses a separate set of definitions for entities or directories for textures and want to easily change between types of projects. Project Settings Basepath: This traces a path, beginning in your root directory to the baseq3 where the editor expects to find resources. Mapspath: This traces a path, beginning in your root directory, to the location where maps are saved and from which they are loaded. The default is the maps directory. Rshcmd: This means "remote shell command." Use it only if you are directing a remote processing device (not your editing computer) to compile maps. The syntax for the field is: "rsh [processor name]" Remotebasepath: If you are running your compile from your editing computer, this should be the same as your basepath. If you are working off a remote compling device, this should trace the full path to the to the baseq3 folder where the compiler will find the resources it requires. Entitypath: This traces a path to the definition file for your game entities. This can either be a .c file which contains the game code, or a .def file which contains more instructive information about the entities. Texturepath: This traces a path, beginning in your root directory, to the location from which textures are loaded. The default is the textures directory. Menu commands These commands are your map compile commands. You can CHANGE these commands or ADD your own. Each new command must start with “bsp_” The following is the compile command string for “bsp_Fullvis” taken off one of our project files. ! q3map $ && ! q3map -vis -threads 8 $ && ! q3map -light -threads 8 $ Command parameters: ! The exclamation mark is replaced by the contents of the rshcmd field. It is the path to the processor. $ The dollar sign is replaced by the Mapspath. && The double ampersand is the command terminator (end of command) q3map This is the process command. Without a switch after it, it performs the .bsp compile phase. -vis This is a switch to select the vis compile phase. -light This is a switch to select the lighting compile phase. -threads This is a switch to break the compile up into a number of different processor threads. The number of processors follows the switch parameter. Other parameters -onlyents Process only the entities in the map. -fast A quicker process. However, it treats the map as if it were all one vis area. -extra As in -light -extra. This is a second lighting pass that more finely subdivides the map into areas of light and shadow. -nowater Compiled without liquids in the map. Used in the first compile phase only. -nocurves Compiles without curves in the map. Used in the first compile phase only. Misc settings Use brush primitives in MAP files. Once this is set for a map, the program converts the texture mapping to this format. Once chosen, there is no going back to the old format. Brush primitives are described in detail under the Working with Textures section. Setting up the Windows There are six configurable windows in Q3Radiant. The Camera Window (CAM) The Camera window initially shows a gray field. This is where the 3D in-progress view of your map appears. You can SHIFT + click mouse button 1 to select objects in this window. If the images in this window appear overly dark, you can adjust the gamma value. Open the Misc menu and select Gamma. Enter a value between 0 and 1 for the light value. Close the program. Reopen the program. Check the darkness. Repeat this until you have a value you like. Entity/Texture/Console/Group Window Depending on the Windows layout view that you’ve chosen, one or more of the following sub-windows share this window. They are selectable by the tab at the bottom of the window, or by shortcut keys. Entity Window (Shortcut: N) The Entity window is one of four windows that share the same window space: Console, Entity and Texture and Group. The entity window is used to create and modify the properties of game entities. The uppermost box in this window contains the entity names. Use the scroll bar to find the one you want or for speed, type in the first letter of the class of entity you desire (“w” for weapon, “I” for item and so on). Refer to the Working with Entities section for more details on this. Texture Window (Shortcut: T) The Texture window displays textures that have been loaded from the texture directories for easy use. The texture subset tool (set in preferences) allows you to quickly jump to a texture if you know the first few letters of its name. The scrollbar tool adds normal Windows functionality to the window. The most common method of navigating the window is to right-mouse click and drag through the window contents. SHIFT + right-mouse click and drag speeds up the rate of movement through the window’s contents. A thin green outline around a texture indicates a non-shadered texture in use in the map. A thin white outline indicates a shadered texture. A bold red outline indicates a selected texture. Console Window (Shortcut: O) The console tracks the editor’s processes, like loading, saving, and compiling. When you compile (selecting an option from the bsp menu), the contents of the console are dumped into the junk.txt file in your Temp file folder on your root drive. In the Split Window view layout, the Console window is always in view. Groups Window (Shortcut: none) This window will deal with the future grouping functions that will soon be a part of the editor. At this time, it is only a non-functioning window. Z-axis Scale Window This window is used by three of the four views to show the Z-axis position (height) of the Point of View and any selected map components. Map Window(s) The Grid Think of the Map window as a piece of graph paper, neatly divided into squares. However, unlike graph paper, you can change the size of the grid to fit your needs of the moment. You can change grid size from the Grid menu, but it’s faster to learn the key shortcuts listed below. Setting Grid Size Grid size Key 1 unit grid (1) 2 unit grid (2) 4 unit grid (3) 8 unit grid (4) 16 unit grid (5) 32 unit grid (6) 64 unit grid (7) Grid Down Decreases the size of the grid. [ key Grid Up Increases the size of the grid. ] key Grid and Window Layouts There are four distinct ways of laying out the work windows for Q3Radiant. Design Notes: Try not to build architecture with a grid smaller than 8 units. Use a smaller grid if you need to build small details. Use a large grid (32 or 64) for roughing in a level. Use a large grid for moving large chunks of architecture around. Snap to Grid When this is checked, the edges and vertices of brushes and patches will “snap” to grid coordinates. Unless you are attempting some very fussy maneuvering of a map component, Snap to Grid makes life much easier. In fact, if you are building objects out of curve patches, it is crucial that you be able to line up patch control points with the vertices of surrounding solid geometry brushes. Colors Q3Radiant allows you to select the colors of your grids and tools. Because the manual refers to the colors of some features, you may wish to wait until you are more comfortable using the editor before changing too many things. You can always revert to the Q3Radiant defaults, should you choose change too much. To change Map window and Texture window colors, select the “Misc” menu and choose colors. The pop-up lists a number of options. Themes Brings up three options: QE4 Original: The settings for id’s original Quake 2 editor Q3Radiant Original: The default setting. Black & Green: a black background with a green grid major. Each of the following options opens the Windows color selector. Grid Background… The background color for the map window. Texture Background… The background color behind the textures in the texture window. This is probably best left a neutral color. Grid Major… These bolder grid lines mark 64 unit increments in the map window. These never change. Grid Minor… The finer grid lines in the map window. Grid Text… The color of the scale numbers along the left and top of the map window. Grid Blocks… These lines mark the 1024 x 1024 unit grids on the map. Default Brush… This is the color of unselected brushes in the map. Selected Brush… The color of selected brushes in the map. Active View Name… This is the text that says “XY Top” or “YZ Side” or “XZ Front” in the map view window(s)
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