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GtkRadiant. help session CS 196-2 By Alex Rice. Accessing GtkRadiant. On a windows machine run /course/cs196-2/Q3Editor/GtkEditor.exe or Download it at we’re using version GtkRadiant 1.5.0 beta - build 01-16 . On Start.

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help session

CS 196-2

By Alex Rice

Accessing gtkradiant
Accessing GtkRadiant

On a windows machine run



Download it at

we’re using version GtkRadiant 1.5.0 beta - build 01-16

On Start

  • Make sure you select: Quake III Arena / Quake III: Team Arena

  • If you are using it at home, you can enable logging, otherwise don’t


  • Go to Edit > Preferences > Interface > Layout and select your preferred layout

  • If you are working in the MSlab, copy the /course/cs196-2/Q3Editor/Quake III Arena directory into your directory, then go to Edit > Preferences > Settings > Paths and set the path to be your Quake III Arena directory.

  • If you are working from home, replace the installed directory (probably C:/Program Files/Quake III Arena/) with /course/cs196-2/Q3Editor/Quake III Arena

  • Then go to Textures > Flush & Reload Shaders

Navigating gtkradiant
Navigating GtkRadiant

  • The grid views:

    • Right click and drag to scroll sideways

    • Mouse wheel to zoom

    • Right click to bring up entity menu (explained later)

  • The rendered view:

    • Right click to go toggle mouse-look mode

    • Use arrows (not wasd) to navigate

    • Working in this view (particularly when selecting things) can often be easier

  • Selecting:

    • Shift+Click to select an object

    • Alt+Shift+Click to toggle selecting an object (i.e. Alt+Shift+Click once to select, Alt+Shift+Click again to deselect)

    • Esc to deselect everythig

  • Backspace to delete selected object(s)

Adding your own textures
Adding Your Own Textures

  • Look in Quake III Arena/baseq3/scripts/ for shaderlist.txt

  • Add to this list to add new categories of textures (i.e. walls, floors, etc.). These are for your own benefit; everything can be in the same category if you want

  • Here’s an example, say we want to add a texture called default_wall.tga, and put it into category walls:

    • Add “walls” to shaderlist.txt

    • Create a file in the scripts directory entitled walls.shader

    • Add the following to walls.shader:

      textures/walls/default_room notice there is no extension



    • Go to Quake III Arena/baseq3/textures/ and create a directory called walls

    • Put default_wall.tga in Quake III Arena/baseq3/textures/walls/

    • If GtkRadiant is running, select Textures > Flush & Reload Shaders

Beginning a map
Beginning a Map

  • Create new map:

    • File > New Map

  • Create a small hollow room (make a box and hollow it out):

    • Make a box. In the XY Top window, click/hold your left mouse button at coordinates 256,-256 (upper left) - then drag your mouse to the -256,256 (lower right) [you should see a red square appear in grid]

    • Make the box taller. Change to the 'XZ Side' view (Ctrl+Tab) and the 'QE' tool (Q). Click/hold your left mouse button above the upper edge of the box and drag that bar up to about 256. [you have just raised the height of the box]

    • Make it hollow. On your Toolbar below the Menu bar, locate the 'Make Hollow' Button (should be a red box with a dotted box inside of it located under the M in Misc). Press that button. This breaks the box up into six pieces: four walls, a ceiling and a floor. [you should now see a hollow room in the texture view window]

Beginning a map cont
Beginning a Map cont.

  • Put in sky texture:

    • Re-select the sides of the room (Shift+Click on something to select it, in this case it may be easier to select each side in the first-person view)

    • Press T or go to View > Texture Browser

    • Select Textures > Skies, something should appear in the Texture Browser. It should say “Shader Image Missing.” Click on the Shader Image Missing texture. Whenever you texture map something with on of the Skies textures, Dojo will ignore that object. We do this so we can use the Dojo skybox instead of the Quake 3 version. You can, of course, texture the walls however you want when you create your own map

    • Press Esc to deselect everything

Inserting geometry
Inserting Geometry

  • Add a simple plane:

    • In the XY view, click a point inside the box you made in the previous step and drag out another rectangle.

    • In the XZ or YZ view, click outside of your new box and drag until it is 1 unit large in the Z direction

  • Adding Texture:

    • Select Textures > cs196-2

    • Press T, then select your texture of choice

    • Now, press S or select View > Surface Inspector. This allows you adjust how the plane is texture mapped

  • More advanced geometry:

    • Select Curve > Simple Patch Mesh and press OK. Look through the grid views to find the patch, you may have to adjust the size (click outside of it and drag) to be able to see it

    • Press the Select Vertices button (a cube with a blue dot in the corner).

    • Select (Shift+Click) some vertices, then press the Translate button (the blue axes)

    • You can now change the patch to whatever shape you want by moving different vertices

    • Explore the other curves as well

Adding a spawn point
Adding a Spawn Point

  • Right-Click on one of the grid windows and select info > info_player_deathmatch, a box should appear in the map where you clicked

  • Move the box around (using Translate). The character will spawn in the center of the box in Dojo, so make sure not to place the box insed other geometry

Adding lights and triggers
Adding Lights and Triggers

  • Lights:

    • Right-Click in the grid view and select light

    • Position the light in the same way you place the spawn point.

    • Repeat as desired

  • Simple Triggers:

    • We’ve written two example triggers in Dojo, the first of which is the Score Trigger

    • Right-Click in the grid view and select target > target_score, then position it where you want (remember, your character has to be able to reach it)

  • More complicated triggers:

    • We’ve also written an example of a jump pad called the Targeted Push Trigger

    • Drag out a new plane. Press Esc to deselect

    • Right-Click in the grid view and select target > target_position. Press Esc to deselect

    • Select the first plane and right-click and select trigger > trigger_push

    • Without deselecting the plane, select (Shift+Click) the trigger_push and press Ctrl+K or select Entity > Connect

    • If it worked properly, an arrow should appear between the two

Saving compiling and running
Saving, Compiling, and Running

  • Save your map (File > Save)

  • To create the .bsp file, select:

    Build > Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2 -bounce 8

  • This will put a file called <you map name>.bsp in whatever directory you saved you map

  • Copy the .bsp file to dojo/scratch/build/install/q3maps/maps and copy your textures to dojo/scratch/build/install/q3maps/textures. Make sure you maintain the directory structure inside the texture directory (i.e. from the texture example, copy the entire walls directory).

  • Edit the line in App.cpp that reads:

    Q3Map* map = Q3Map::create("Map", "q3maps/", "example.bsp");

    to read

    Q3Map* map = Q3Map::create("Map", "q3maps/", " <you map name>.bsp");

  • Dojo will now load your map when you run it.

Look in Help > Manual, it has everything else you need

There are many more features that aren’t currently supported in Dojo, but don’t let that stop you. If you add support for something cool enough we’ll give you extra credit