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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Wee, Fun Stuff! This Is Gonna Be Long 
Sleepwalker: the short answer:
http://redsaurus.net/gtkradiant/ <-forum

http://www.redsaurus.net/macradiant/GtkRadiant_1.4_1.5_Macintosh.dmg <- should be universal binary installer

The long answer is, the short answer probably doesnt't help much at all. Half that forum is outdated information, the other half is info about useless games like Jedi Academy. The installer and some useful stuff is on there somewhere, though. I'll start from the very beginning because I don't know how far you got.


I am on PowerPC/Tiger and I suspect you are on Intel/Leopard, which is a minor hurdle but not insurmountable. I did have it installed on 10.5 for a while, but this old laptop just didn't get along with Leopard too well.

Install X11 first, nothing will run otherwise. In Tiger this came on the install discs, on Leopard get the latest from http://xquartz.macosforge.org/

OK, inside the DMG I linked to, you find GTKRadiants 1.4 and 1.5, and a Packs installer. There is some documentation in there, but it's not incredibly helpful. Run the Packs Installer; there is no Q1 pack, but it needs to find at least one game to install some files that Radiant needs, so point it at a Q3 installation. Put the Radiants whereever you want on your HD, it will just change the file paths we'll be editing later. I personally hate gtkr 1.5 with a passion, so everything that follows will be for 1.4.

Load that bad boy up and see if it runs. Oops, it almost certainly doesn't. You'll need this: http://www.redsaurus.net/macradiant/MacRadiant14intel.dmg

For more info on getting that to run, I'll refer you to:
http://tremmapping.pbworks.com/GtkRadiant1_4-Intel_MAC
http://openarena.wikia.com/wiki/Mapping_With_MacRadiant
http://alientrap.org/forum/viewtopic.php?p=37611

I don't have an Intel Mac (yet), so I hope that helps enough to at least get the thing to open. The NetRadiant fork may be easier to get up and running, but it's 1.5 based, so bleh.

Quake 1 support section! Once it at least runs, close it again, and do View Package Contents -> Resources -> sw -> radiant14. Hey look, it's the actual Radiant folder, buried in the app package. From here on, the process parallels what Tigger-On describes here, configuring Radiant for Quake: http://industri.sourceforge.net/howto.php

find the games folder, copy q3.game and name it q1.game, change some stuff. Mine looks like:

<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<game
name="Quake 1 / Nehahra"
gametools= "/Applications / Games / Quake1 / pathofthesoul / MacRadiant14.app / Contents / Resources / sw / radiant14 / q1"
basegame="id1"
enginepath= "/Applications / Games / Quake1"
engine="Fitzquake.app"
prefix=".q1"
default_scale="1"
/>

Adjust accordingly. I added those weird spaces just now so the forum doesnt freak out, but you get the idea. Notice I have "Quake1" not "Quake 1" though, I might have done this because because Radiant didn't like seeing any spaces in its file path.

Now you can put stuff into id1/textures, id1/scripts, id1/maps, etc., just like on PC, yay. I later tried to get clever with project files and point it to a mod directory parallel to id1, which kinda works.

Ah, one last thing. every time you try to open or save a map, the file dialog probably isn't pointing to where you want it, and the GTK file dialog box is pretty shit. In your home folder, there is a hidden folder with the name given in the "prefix" line of the .game file, usually this is ".q3a" but I changed it to ".q1". Inside should be a folder with the name of the basegame directory, which probably will be "id1." Inside that folder, make unix symlinks to your actual working maps and scripts folders. The documentation file in the .dmg we downloaded has a simple method of finding the path, and a contextual menu plugin to make the symlinking easier.

It's worth noting, Sleepwalkr, that I'd have given up at this years ago if it weren't for your java mapconverter - works like a charm in OSX! So thanks for that. 
Drew 
It's just 1kb, zipped.

http://www.mediafire.com/?qjnimzdjnjl 
If Sleepwalker Can Quadruple Post, I Can Too 
Everything Sleepwalker said about wrapping hollow pipes around cylinders is correct. That is exactly how I did it, it's just been a while. 
Grahf 
Awesome, thank you very much for your detailed instructions. I'll surely try this out tonight, hopefully I can get it running finally. Cool to see my old mapconverter is still being used! 
Quake.pal 
please?

found this whilst i was looking for a quake.pal palette file for Paint Shop Pro, which was interesting:

http://www.studio-erebus.com/studio/tutorials/palettes.html

Scroll down for some quakey stuff....

Anyway could anyone really help me out and point me in the direction for a qauke.pal file, because i cant find a tool to convert palette.lmp to .pal format, or whatever it is im supposed to do here.....

Starbuck, heeeellllllpppppp!!!!!
Metl....? 
Do This 
1. open a quake texture in photoshop
2. export the palette
3. profit
4. ???

To get a quake paletted texture, open a wad in texmex or whatever, and export it in an 8bit format (gif or pcx should work). The texture has the whole palette embedded in it. 
On Wrapping Curves Around Other Curves 
Grahf:

I don't know if this is true or not, but I I'm pretty sure I remember someone saying that there's a setting in GTKRadiant where you can toggle it to behave like Worldcraft so you can make concave brushes and save a little time on doing curves around curves that way.

Anyone confirm this? 
 
What does it do with the concave brushes? Carve them up at MAP export time? That sounds ... dangerous. 
Hang On 
there are no concave brushes in WC. If one is made then it's invalid - you can still vertex edit it back into validity though, but for curving stuff I only use slice. Sometimes vertex edit if I screw it up, but that's only to get it back on grid / properly aligned. 
Quake.pal 
OK, well thanks for the solution Grahf, but unfortunately I left my copy of Photoshop on the bus last week and.....

So no-one here can hook me up with a .pal file with the Quake palette!?!?

Man how this forum has changes :(

(sulk) 
 
GIMP I think has all or most of the funcionality that Photoshop has and is free. It probably has a palette export option (but I rarely use my copy of GIMP so I don't know for sure.) 
 
http://www.quaketastic.com/upload/files/misc/quakepal.zip

Found this in my wally folder. GIMP can export palettes, but they're not in the same format as POS it seems.

Anyway. Is this the right thing? 
Dude You Are A Lifesaver :) 
I think its the right thing, I will try it when I get home! :) 
Sorry, Missed That 
There's one in RMQ's gfx folder. 
There Also Is One On My Harddisk... 
Vertex Editing In Radiant, Palette Map 
Blitz: The option is "vertex editing splits the polygon" or something. It doesn't actually help the problem, instead it just sends you to vertex editing hell, where all your faces are split into two triangles, and you still can't pull the vertices where you want them, because even with that option enabled it won't let you make an invalid brush.

The way to do the "pipe around a pipe" thing really is as sleepwalkr said, with clipping and face dragging. Maybe I should make a little visual tutorial.

Ricky: Have patience. Also, I found something quake palette related, nice little index of which color is which colormap number.
http://img718.imageshack.us/img718/1070/quakepalette.png 
 
Radiant vertex editing should be avoided if at all possible. 
Well 
Vertex editing should be avoided period. All you need is clipping and face dragging to shape brushes. It avoids a lot of problems and lets you create shapes that are very hard to get right with vertex editing if you get a little creative. 
Ricky 
Ain't you got Wally installed?
There's a q1.pal in it. 
Heh` 
Guess I was wrong.

This is still the forum I thought it was. Im sorry I ever doubted.....

Actually thanks a lot guys, I have no excuses now ;) 
You Drama Queen! 
 
Basic Question.... 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ? 
 
i think that's how the ogres jump down and attack you in....errr...that map...uhh... when the doors shut and the ogres are above you, maybe in episode 3? 
 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ?


e3m7 the haunted halls, 
Just Like Quoth's Trigger_drolejump 
trigger_drolejump

angle
speed
height

Used as described above to fling enraged droles in a specified direction. Identical to a trigger_monsterjump, set the "angle" key for the direction the drole will jump, "speed" for the number of units/sec the drole will move horizontally and "height" for the number of units/sec vertically.
 
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