I have created a pack of 2 separate grid types to be used for initial geometry/lighting and texture placement
grid for preliminary lighting and early geometry

There are 12 duplicate grids per the following sizes (32x32 64x64 and 128x12
texture placement grid

There are 12 unique colors for the texture grids and they come in the following sizes (32x32 64x64 128x12

understanding the texture grid
black boxes fall on the overall row and column that you are viewing (as a whole). Letters/numbers are present so you know how the texture is oriented (backwards? upside-down?). The outermost boundary lines of the grid are slightly blurred to indicate the edges of the texture. These textures reveal as low as 8 unit increments
Download Radiant Gridz for Q1 Mapping
to install, simply unzip gridz.zip to your ID1 (or mod equivalent) folder. Radiant acts just like a Quake engine with texture replacements. Do not rely solely on the wad, let radiant use the replacement textures.
The grid is accurate. All real grid lines will fall in the dead center of my texture grid lines.
note: I'm assuming this could be used for Q3 mapping by simply ditching the wad. Also, the geometry in my screenshots is for example purposes and it does not reflect any work I am doing on an actual map.
Idea Source: This is an elaboration based on various things golden_boy has said over time.

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