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My problems with GtKradiant editor

Postby MsH » Sat Jun 12, 2010 3:13 pm

I just started mapping with GtKradiant, but it is very different than BSP editor and i can't load textures, so how i load textures?
(BSP editor is for Quake 2)
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Postby Pardner » Sat Jun 12, 2010 3:22 pm

Good to see more mapping interest!! :D This should help you out.

[thumb=http://forum.smokin-guns.org/userpix/357_Untitled_6.jpg][timg]357_Untitled_6.jpg[/timg][/thumb]
Most textures can be found in that "sg" folder. For your caulk, hint, no draw, etc textures can be found in the common folder. If no textures appear then GTK has no been configured correctly.
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Postby MsH » Sat Jun 12, 2010 5:14 pm

AH, this editor is too hard for me, I can't do nothing! :|

How to..
-select brushes
-make entities
-change height of the brush?

I think GtKradiant isn't for me... :|
Last edited by MsH on Sat Jun 12, 2010 9:24 pm, edited 1 time in total.
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Postby Pardner » Sat Jun 12, 2010 5:40 pm

GTK takes a little getting used to. try reading some of these tutorials:
http://www.1upclan.info/hosted/bubba-ma ... pping.html
Bubba is the BEST beginner tutorials for GTK. I have not met a Q3 mapper who does not know Bubba! :D Don't give up
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Postby MsH » Sat Jun 12, 2010 9:17 pm

Wow, this bubba is nice! A bit practise more and i'll make the best maps of SG :wink:
Thanks a lot for this link!
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Postby Pardner » Sun Jun 13, 2010 1:08 am

Take a look through some of our tutorials and links:
viewforum.php?f=32
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Postby MsH » Thu Jun 17, 2010 2:34 pm

What on earth?

Image

Can you see? All textures are smaller than in GtkRadiant.. And ladders are strange too... What i do now?
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Postby LuckyGenDago » Thu Jun 17, 2010 2:41 pm

press "s" and "fit" than it looks like that

Image

i had the same problem to at my beggins check your .bat to (could be that a space betwin the " " are missing.
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Postby Pardner » Thu Jun 17, 2010 3:41 pm

Actually, That looks like q3map2 cannot find the shaders. If you look in the editor, you may notice that things look correctly, but they look funny in game. This is because the editor (GTK Radiant) can find the shaders, the game can find the shaders, but the compilier (q3map2.exe) cannot find the shaders. The result is that q3map2 sets the shaders to a deafult size and location.....

Make sure that you are setting fs_basepath in the compile script.
Code: Select all
-fs_basepath "C:\Program Files\Smokin' Guns"

Read this tutorial and make sure you pick up on the fs_basepath parts (tutorial covers both batch file compiling and Q3Map2Toolz GUI compiling)
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Postby LuckyGenDago » Thu Jun 17, 2010 11:28 pm

You can remamber pard ... i got the same thing after my first compile
And the mistake by mine was a issing space betwin " and a later.

A screenshot of your .bat would help.

Greetings
zIu
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Postby ReD NeCKersoN » Thu Jun 17, 2010 11:55 pm

Make sure you've added the name of the map to your shaderlist.txt
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Postby Pardner » Fri Jun 18, 2010 12:49 am

LuckyGenDago wrote:You can remamber pard ... i got the same thing after my first compile
And the mistake by mine was a issing space betwin " and a later.

A screenshot of your .bat would help.

Greetings
zIu


You have better than a screenshot.... you have my exact compile script here:
viewtopic.php?t=1491#compile
  1. copy and paste script into new batch file
  2. Replace the map name with the name of your map
  3. Replace the paths to match paths of your computer
  4. Run

Make sure you've added the name of the map to your shaderlist.txt

From the screenshots it looks like he is trying to compile the dm_test1.map. Also, i think the shaderlist .txt is for the editor only. I have been using 1.5 which does not use a shaderlist per-say.
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Postby MsH » Sun Jun 20, 2010 1:39 pm

In Pardner's tutorial: Image

And My: Image

Is this important part of compiling?
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Postby Pardner » Sun Jun 20, 2010 4:30 pm

Not really, but this part is VERY important:
Pardner (from tutorial) wrote:A q3map2.exe compiler (which was installed by Radiant) may be found in "C:\Program Files\GtkRadiant-1.4" but this compiler does not support the entities needed to make a Smokin' Guns map. You will need to use the compiler that is included in our package to compile.


Image Image

You need to use the q3map2.exe that came with the Smokin' Guns mapping package: */Smokin' Guns/smokinguns/compiler/q3map2.exe. Its not important if you use the bsp2aas.exe that came with Radiant or with our package, but for your info there is a */Smokin' Guns/smokinguns/compiler/bsp2aas.exe.

You should have copied the Q3Map2Toolz folder from the sg_mapping_toolz_v2.zip and pasted it over your Q3Map2Toolz installation. If that doesn't work, then you will need to go to File/Options or File/Configure (can't remember which) and configu8re your q3map2.exe and bsp2aas.exe paths manually.

(Me thinks it might be a good idea to do a video tutorial on how to install and setup the mapping tools)
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Postby MsH » Mon Jun 21, 2010 3:03 pm

Wee! Now i can compile maps! :lol:
Textures works perfectly!
Thanks :D
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