RTCW & GTKRADIANT-1.1.1
HOWTO - 22 Jan 2002 - OBSELETE
Latest Updates indicated by date, * and bold red text.
* 22 Jan 2002 - This document is now OBSELETE !
The
GTKradiant team have released GTKradiant-1.2.1 with
full RTCW support - visit http://www.qeradiant.com/
for info
and downloads. *
*
The official editing tools have been released
http://www.bluesnews.com/files/idstuff/wolf/sdk/wolftoolssdk.shtml
20
Jan 2002 - This Howto is now partially obselete - if you still want to follow
this Howto to get
GTKradiant up and running for RTCW editing, ignore all the info about the .def
file,
the clean shaders and Wolfcompile. After you've followed this readme, install
the official tools
and then copy all the media from the 'main' folder of the install into
your wolfenstein 'main' folder. Copy the compile tools to the same folder.
A Gtkr for wolf is being developed and should be released soon, which will make
this HOWTO totally obselete.
Use this HOWTO at your own risk - I take no responsibility if you bork out your
RTCW install. If your uncomfortable with hacking folders and config files, use
the official tools or wait for the wolf version of GTKradiant. *
The purpose of
this HOWTO is to get GTKradiant-1.1.1 (or the latest nightly build) setup to
edit for RTCW
I'm assuming a
basic knowledge of windows in this document - the ability to work with folders
and text files etc.
At the time of
writing this, there are very few tutorials for RTCW, however, there are tons
of tutorials for quake3 editing. If you are a total newbie to mapping or a newbie
to mapping
for quake3 engine based games, I suggest you either learn editing for quake3,
or if you don't
have quake3, follow some basic quake3 editing tutorials as many of the concepts
of mapping
for RTCW are identical to quake3 mapping.
If you spot any errors or have some suggestions, drop me a line at bushboy@ritualistic.com
Step 1 - What you require :-
Step 2 - Setting up your RTCW 'Main' folder
The only real directory
difference between quake3 and RTCW is that quake3's 'baseq3'
folders
equivalent is 'Main' for RTCW - all the subfolders
have the same names.
There should already be a 'scripts' folder in your
RTCW Main folder, so you shouldn't need to create
that. Create a 'textures' folder and a 'maps'
folder.
* OBSELETE (see notes on official tools above) * Place the entities.def file you downloaded from Masochists site into the RTCW Main\Scripts folder.
Create a sub-folder in the textures folder called
'common' and place the modified version of blackish.jpg
you created if you
decided not to remove it from the pak0.pk3 file (see above) .
* OBSELETE (see notes on official tools above) * Place the clean .shader files and shaderlist.txt file you downloaded into the RTCW Main\Scripts folder.
Step 3 - Beggining the install
If you already have GTKradiant-1.1.1 (or later) installed for Quake3, skip to Step 3a
Run the GTKradiant-1.1.1
installer and simply install it in your RTCW folder, in most cases, this
will be C:\Program Files\Return to Castle Wolfenstein.
Personally I prefer to install games into
custom folders, such as D:\wolfenstein, but for the purpose of this HOWTO I
will assume that the default
install folder has been used.
Once installed,
before starting GTKradiant, you will have to do a bit of directory cleaning.
By default, the GTKradiant installer will create a 'baseq3'
folder with media relevant to Quake3 editing,
which will most likely be the 'common textures' pk3 file, such as common-spog.pk3
and a quakev2.qe4
file inside a scripts sub-folder. For now, you
can simply move the quakev2.qe4 file from that
scripts
folder and place it inside your RTCW Main/scripts
folder. The common textures pk3 file will not be required,
you can safely remove it.
Now start GTKradiant
At this point,
you will be asked for the location of the game engine, for now, browse to your
RTCW
folder and select either 'WolfMP.exe' or 'WolfSP.exe'
If you have removed the baseq3 folder that was
created in your RTCW folder during install, as mentioned
above, you will be asked to locate a default project file.
Browse to your RTCW Main/Scripts folder where you
moved the quakev2.qe4 file to (as mentioned above)
and select the quakev2.qe4 file.
Radiant will
start up and then more than likely crash - don't worry about this too much -
in win2k you'll probably
get a lot of hard-drive grinding and the like, I have no idea whether in other
windows versions, this crash
will cause your whole machine to hang - if your worried about this, simply keep
the baseq3 folder that was
created during the GTKradiant install - and refer to Step 5 for info on how
to change project settings.
Step 3a - Setting up GTKradiant-1.1.1 in your RTCW folder if you already have it installed in your Quake3 folder
If
you just finished a fresh install of GTKradaint-1.1.1 as mentioned in step 3,
skip to step 4.
Copy the GTKradiant-1.1.1 folder from your quake3 folder and place it in your
RTCW folder.
Copy the quakev2.qe4 file from your quake3 baseq3/scripts
folder and place it in your RTCW Main/scripts
folder.
Copy the latest user*.qe4 from your baseq3/scripts
folder and place it in your RTCW Main/scripts folder.
Step 4 - Finishing off the install and getting GTKradiant-1.1.1 setup up with RTCW media
If you followed
step 3 and chose to remove the baseq3 folder, a user.qe4
file should have been created in your
RTCW /Main/scripts folder, if not, then it will
have been installed in the baseq3/scripts folder
that was created during the
GTKradiant install - move this to your RTCW Main/Scripts
folder.
Open up the user.qe4 file in the RTCW Main/Scripts folder in a text editor.
Now replace every instance/path to quake3 or baseq3 with :-
C:\The path to your RTCW folder\Main
i.e. :- C:\Program Files\Return to Castle Wolfenstein\Main
The top of section of your User.qe4 file will look like this :-
{
"version" "2"
"basepath" "C:\Program Files\Return to Castle Wolfenstein\Main"
"rshcmd" ""
"remotebasepath" "C:\Program Files\Return to Castle Wolfenstein\Main"
"entitypath" "C:\Program Files\Return to
Castle Wolfenstein\Main\Scripts"
"texturepath" "C:\Program Files\Return to Castle Wolfenstein\Main\textures"
"autosave" "C:\Program Files\Return to Castle Wolfenstein\Main\maps\autosave.map"
"mapspath" "C:\Program Files\Return to Castle Wolfenstein\Main\maps"
In my case, I have
RTCW installed in D:\rtcw, so mine user.qe4 file looks
like this :-
{
"version" "2"
"basepath" "D:\rtcw\Main"
"rshcmd" ""
"remotebasepath" "D:\rtcw\Main"
"entitypath" "D:\rtcw\Main\Scripts"
"texturepath" "D:\rtcw\Main\textures"
"autosave" "D:\rtcw\Main\maps\autosave.map"
"mapspath" "D:\rtcw\Main\maps"
You'll notice that
in the above cases, I've high-lighted the entity path in green - this
you'll have to modify to suit as it seems that unless the entities.def
file is
placed into the Main\Scripts folder, GTKradiant-1.1.1
cannot find it.
Now start up GTKradiant again, hopefully, it won't crash !
Go into your preferences
- Edit --> Preferences and check to see that
the path to
the RTCW game engine is correct :-
Just browse to the location of your RTCW install and choose either WolfSP.exe or WolfMP.exe
At this point,
if you followed step 3a (copying GTKradiant from quake3) you will have to 'load'
in
the modified user*.qe4 project file from your RTCW
main\scripts folder before proceeding.
Now go to File --> Project settings and make sure all your paths are correct :-
In my case, I have RTCW installed in D:\rtcw.
Installing RTCW
to a folder that doesn't have 'wolfenstein' in it's
name will prevent the Wolfcompile modified q3map from working properly !
All you need to worry about is that the path to your RTCW install is correct
and that anything
that has 'baseq3' in it should be changed to 'Main'
Finally, from the
Select Game dropdown, choose 'Custom
Quake III modification' and type
in a name in the box below - this can be anything you want.
If you enter a
name of the game in the box below 'Select Game'
GTKradiant will create a folder with that name and a maps folder inside that
- to prevent
this, simply leave the 'Select Game' at default Quake III
Now close GTKradiant and start it up again.
If everything went
well, you should have a working entities and textures menu - if the textures
menu contains any references to quake3 texture folders, your user*.qe4
file is incorrect or
the wrong file is being loaded - check the radiant log window for any errors.
* OBSELETE (see notes on official tools above) *As far as compiling goes, you can head on over to http://www.planetpointy.com/wolf/mapping.shtml and get hold of the WolfCompile tools - until the official tools are released, this is your best option.
*
OBSELETE (see notes on official tools above) *There's
a very useful file on the site above which not only contains the wolfcompile
frontend, but also contains a wolf.qe4 file (that can be used in place of a
user.qe4 file) and a brief text file
along the same lines as this HOWTO - it also contains a wolf_entities.def file
and a shaderlist.txt file - in the
case of the shaderlist.txt file, I would highly recommend using Astrocreeps
clean shader files and shaderlist.txt
file instead, linked at the beggining of this document.
* OBSELETE (see notes on official tools above) * It should be noted that there are new RTCW specific q3map shader parameters that will not work with the modified version of q3map.
I don't have the
time to add any kind of decent support to this HOWTO. If your having problems,
head on
over to the Mapcenter Forums - http://mapcenter.digitalarenas.com/