GtkRadiant "Newbie"


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #1

Hi ,
I’m very new to this . But not to making structures I got all that learned from school and Tech . I’m only wondering if I need the Return of Castle Wolfenstein full edition to use this . I wanna make maps for EnemyTerritory but I have deleted my old Quake a while back almost a year now . I’m sure its the same thing as that . I just need to know if I got to have Rtcw to use the Bsp . It’s say’s it can’t locate c:Rtcw when I try the bsp … i’m sure thats what that means .

I’m also wondering being I don’t have no essentals for this but GtkRadiant and ET How am I to fill out the Q3map2build never used it .

If I need quake or the rtcw game I can’t buy these things online if there’s any links to freeware I would appreciate it .


(kamikazee) #2

Welcome to the forums!

W:ET is completely free and it’s the only game you need to make maps for it. However, we can’t help you with mapping if you won’t give us more information.
For example, what did you try after installing W:ET. Followed any tutorials, or did you even make a small map allready?

Once we know more about that, we can try to give you a hand in finding out the problem and possibly adding a solution.

With some patience, you’ll get there. :wink:

/* Kamikazee */


(nUllSkillZ) #3

Hmm, theres a GTKRadiant version that is used to make maps for Q3, RTCW and W:ET.
You have to choose somewhere in the menu’s for which game you want to map.
And I guess you have chosen RTCW.
It’s in “Edit->Preferences” (Just had a look).


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #4

I made a small map like off of tut . 256 x256 hallow with death spawn and light used bsp “Q3map2:(singletest)-vis-fast” and made a name for it Like Test1 and at the end of it it just showed a error like " c:Program Files/Return to Castle Wolfenstein/ main/maps/Test 1srf: no such file or directory " is that due to the fact I don’t have no version of RTCW ?


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #5

Can you explain how I can change it to W:ET from RTCW


(Shaderman) #6

Set “Edit --> Preferences --> Globals --> Game Settings” to “Wolfenstein: Enemy Territory”.


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #7

Thx a million …


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #8

Never mind I still get that same error :confused:


(nUllSkillZ) #9

You have made a -vis compile.
But you have to start with -meta.
Then -vis and if you have light -light.
In the beginning -meta is OK.
Later if you have lights you can choose one of the (final) compiles.


(]UBC[ McNite) #10

For compiling… check this thread:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14819


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #11

Yes that worked but it says brushleaked. I did this I went 256 x256 -->esc–>shift control mouse 1 --> make hallow --> esc–. right click --> info --> death match " i put box in between floor and ceiling " --> esc --> light 300 ok --> bsp meta --> were’s the leak ?


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #12

I’m sorry its a enity leak :twak:


(nUllSkillZ) #13

Entity leak -> an origin of an entity is inside a structural brush.


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #14

If I do it right and its save properly it would say at last connection closed ?


(]UBC[ McNite) #15

As for the difference of structural and detail brushes: every brush you make new is structural.

To make a brush detail: select and ctrl+m
to make a detail brush structural: ctrl+shift+s
View what s structural and what s detail: ctrl+d

The outer box of a map (the skybox) has to be structural. As long as u stay in small dimensions of boxmaps you can make everything inside the skybox detail.

And that s what u want at the end of a complete logfile:

Subsampling...collapsing...sorting...allocating...storing...projecting...done.
  1034304 luxels used
   983040 luxels stored (105.21 percent efficiency)
     4095 solid surface lightmaps
     4673 identical surface lightmaps, using 106611 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
       60 BSP lightmaps
       60 total lightmaps
     1160 unique lightmap/shader combinations
Writing E:\ETmapping\etmain\maps\warbell.bsp
Wrote 14.8 MB (15482160 bytes)
      647 seconds elapsed
Disconnecting

Just include a LIGHT-compile too even in your first boxmaps, it doesn’t take much time anyways.


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #16

Ok I got it . Just one question how can I veiw or play the map I made I got the Q3map2 made it a .map in my programs/W:ET main maps thx for the help I just wanna see it ? :drink:


(psyco_mario) #17

in GTKradient, click the BSP menu, then click BSP -meta

this is a basic complie without light though


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #18

thx .

I just wanted to know how can I play the map I made for my self to see what it looked like in game veiw …I got it made into a .map Like for W:ET


(]UBC[ McNite) #19

Christina, I think you should have a look at the top of this forum… there is a sticky with mapping resources. I strongly recommend you read one or two tutorials for the basics, or how to make a first map in ET. That will answer all your questions.


(Brandon C. Gainey {aka} [TfL]DoubleDragon) #20

I will do that thank you . Sorry to have mad that not clear enough .