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Setting up and using Radiant

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  • bluntz
    replied

    Thanks Michael, I am mutitasking both tuts to work this all out and appreciate any and all help.I have gone to LH's site and grabbed his compiler as you suggested.GB also runs nix so I have need of you both.You are correct junk is indeed empty and I dont see any compilers in the netradient dir.Also I hope there are 64 bit ones for this.
    Last edited by bluntz; 08-16-2012, 12:48 PM.

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  • MadGypsy
    replied
    change

    Code:
    <epair name="BuildMenu">/home/bluntz/.netradiant/1.5.0/q1.game/build_menu.xml</epair>
    to

    Code:
    <epair name="BuildMenu">/home/bluntz/.netradiant/1.5.0/q1.game/default_build_menu.xml</epair>
    then go to "hooker gets soaked" and follow the tut I wrote for you (skipping the part relevant to this thread). You are using NetRadiant, this what I use. You are experiencing a glitch that I already isolated. You haven't even compiled yet. You just pressed a button. To double-check and see I am right, open junk.txt. There won't be any bsp,vis or light compile information in it and there should be.
    Last edited by MadGypsy; 08-16-2012, 12:41 PM.

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  • bluntz
    replied
    Ok so if I understand this correctly then radiant is actually setup correctly and working.
    What remains is converting a .map file to a .bsp file and not really a fault of the editor?

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  • golden_boy
    replied
    Log file looks ok. The missing shadertags stuff shouldn't be a problem in q1.

    Can you post a log of the build/compile process? When you start any compiler from the build menu, its output (and any error messages) should appear either in the radiant console or in the terminal you started Radiant from.

    Can you also post a screenshot of what happens when you do "Customize" in the Radiant build menu? It should show a window with all available build options and their parameters.

    default_build_menu.xml is what comes preconfigured with the gamepack, I think. It probably tries to use hmap or hmap2, so make sure the hmap/2 compiler is in a place where Radiant can find it (probably the Radiant installation folder).

    By the way, for Q1 make sure to set the wad key in worldspawn, such as

    "wad" "/home/bluntz/quake/id1/soandso.wad"

    The compiler needs this to find the textures.

    Leave a comment:


  • bluntz
    replied
    I have installed Netradiant on Debian Squeeze 64 and am in the process of checking that it all works.The textures did not appear in the previewer and looking around many people seemed to have this problem,however it was not a bug it just wanted a double klik on the text entry in the wad list to load them,Doh!
    So I made a box and placed a light and player_start in it with textures.All seems to work fine so I went to the build menu and select hqbsp ?
    After this the map appears in my maps folder but it is in .map format.
    How do I set it to export .bsp?
    Also in local.pref this line:<epair name="BuildMenu">/home/bluntz/.netradiant/1.5.0/q1.game/build_menu.xml</epair>
    There is no such XML file in the dir. There is no shader_tags.xml file either.I chose vanilla Q1 though so I did not think it used such a file?I found a default_build_menu.xml file in there and renamed it to build_menu.xml but it just generated another defaul_menu.xml so I put it back.
    Attached Files
    Last edited by bluntz; 08-16-2012, 11:36 AM.

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  • golden_boy
    replied
    Just download the Quake textures from quaddicted... it is much easier than extracting them yourself. That is the only difference; if you own the game, then I don't see how it is illicit to download a pre-extracted texture wad.

    Texture wads are not supplied with the game; instead the textures are packaged within the BSP files and can be extracted with obscure tools. So the textures ARE on your Quake CD, just not in wad form. Trust me, just download quake.wad or id.wad from quaddicted, it is just a simplification of the process.

    Put your texture wads into quake/id1 and Radiant should find them.

    GTKradiant worked fine for me, it's a slightly older version than netradiant but does the same thing.

    A wad file (in Quake) contains (low-res) textures.

    A pak file is something like a zip file, just without compression. It contains a lot of other files.

    Leave a comment:


  • Mike_Tyson
    replied
    Originally posted by golden_boy View Post
    2. Making Radiant see the textures

    Many people have the problem that when they open Radiant, it doesn't find the textures. Here is the solution: The texture wad files must be located inside the id1 folder.

    Download the Quake textures, or any others you want to use, for example here:

    Quaddicted.com: Quake Texture Wad Archive
    I have installed GtkRadiant 1.5.0 (Apr 26 2007) from Radiant Level Design Tools.

    I have the Q1 gamepak installed and the path configured.

    But I am stuck at this point. My Quake game does not have *.WAD-files! My ID1 folder only contains *.PAK-files.

    Do I need to extract or convert the WAD files somehow?

    I could maybe download the textures from Quaddicted. But in that archive I don't understand what is what, and actually I would prefer to get the textures out of my own game (this way I can be sure that the texture sets are complete and legit etc).

    --
    My development machine: Vaio WGN-Z21GN laptop with GeForce 9300 M GS, Core2 Duo @ 2.4 GHz, 2GB RAM, Windows 7 (32 Bit)

    Leave a comment:


  • Allister
    replied
    thanks
    Last edited by Allister; 06-21-2010, 09:07 PM.

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  • gnounc
    replied
    I realized that shortly after I posted : )

    still, It's a good idea to point it out to anyone else reading.

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  • Lardarse
    replied
    He's well aware of both places already...

    Leave a comment:


  • gnounc
    replied
    lulz. Dude, keep writing the tuts...and just stop reading the board : )

    or better yet.

    Inside3d Forums :: View Forum - Mapping

    post here.

    er wait no... func_messageboard is more mapping oriented I think.

    http://www.celephais.net/board/forum.php

    post there : )

    Leave a comment:


  • golden_boy
    replied
    This tutorial will move to my blog. I tried to do something productive on this board, in this community, but too many people just come on here to talk shit. The admins aren't willing to really put a stop to the dipshitting and pisstaking and shittalking. I know for sure, because we had a long discussion about it.

    I'm gone for a week, and all the new posts are teenage dipshits from that country over there talking shit about boners and ******s and giving head and calling each other ******s. I can't tolerate it anymore. That's not my culture. Luckily, I *have* a culture.

    I don't belong here. I don't see a reason to write tutorials or create content for these people anymore. If you are my audience, I'd rather have no audience. If you are one of the reasonable people here, ask yourself why you tolerate that behaviour. If that is Quake, as people keep saying, then Quake is obviously lost.

    My capacity for dealing with your hatred, bigotry, frustration, culturelessness, relentlessness, heartlessness, thoughtlessness, and so forth is simply up.

    Leave a comment:


  • golden_boy
    replied
    That looks cool Spirit. Nice use of that floor texture as a wall texture Quake's not empty yet.

    Another map that used those metal floor tiles for the walls, and looked very good, was Cogs of Conflict.

    Quaddicted.com: cogs.zip - Cogs Of Conflict by spd

    I'll have something about making terrain here sometime.

    Leave a comment:


  • JPL
    replied
    speedmap ?

    Leave a comment:


  • Spirit
    replied
    As motivation this is what I made so far with tinkering today. Thanks a lot for this tutorial again. Radiant is fun and I can map very quickly with it. I dread editing a complex map though or changing big things. Quark's "groups" are super handy for that.

    Leave a comment:

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