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FaNtM's Weekly Tutorials
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FaNtM
Tue Sep 22 2009, 06:10PM
Registered Member #3
Joined: Tue Sep 22 2009, 10:40AM
Posts: 18
Hello Urban Mappers! I will be posting weekly tutorials on user-requested topics. I will make another thread where you can do this. I am a big fan of mapping and a bigger fan of Urban Terror. So i thought i'd give a little gift to those who want to map. If you have any questions, don't hesitate to post! I will almost ALWAYS answer!

[ Edited Thu Oct 01 2009, 08:18PM ]
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FaNtM
Tue Sep 22 2009, 06:30PM
Registered Member #3
Joined: Tue Sep 22 2009, 10:40AM
Posts: 18
\\\\\\Tutorial 1: How to setup Mapping for Urban Terror in GTKRadiant 1.5.0//////

//This is my gift to those who want to map. Use this guide to help on your way to making the best Urban Terror map the world has ever seen!


****Vista users: please view the Vista Troubleshooting area if you encounter any problems.****

1. in your q3ut4 folder, extract ALL files from zpack_000.pk3 and zpack_000_assets.pk3 into the q3ut4 directory.

2. Delete everything in your maps folder. You wont need anything in there yet.

3. Place Shaderlist.txt and UrbanTerror.def in your q3ut4/scripts folder

4. Install GTK Radiant 1.5.0. (w00t!)
When the installer asks what type of installation you want, choose "full"

5. Open up Radiant (yay!). when a dialog box appears, change the game to quake 3/team arena. click ok. then when radiant appears, click file then click project settings. change the game to custom quake 3 modification and the fs_game to q3ut4. click ok. then press P, and the preferences will popup. scroll down to layout, and then check the third bubble. scroll down to Orthographic and check the box that says "display size info". this may be bothersome at first, but you will come to learn the true magic of this feature. Now scroll down to paths and set the engine path to your Urban Terror folder. click ok. the close radiant (awwww). now open up radiant (yay!). you should see 4 views. the top left is the camera view, the top right view is the 2-D top view, the bottom right is the 2-D side view, and the bottom left is the 2-D side view. now press T. this should bring up the texture browser. scroll down to a folder called common. double click on common to view its textures. notice all of the pretty textures we have in here. now find the texture called "nodraw" in that folder. check to make sure that it has a white box around the texture. this means that this texture has a shader assigned to it. shaders are files that gives textures special properties like transparency and physical properties like water, lava, or things that are nonsolid. if your "nodraw" texture has a white box around it, read on. if it does not, scroll down to the troubleshooting area. Now, press T again. this will close the texture browser. right-click in one of the grids and look for ut_mr.sentry. if you do not see it, then scroll down to the trouble shooting area. Now you are ready to map!

6. Extract the Q3map2 build folder

7. Run Q3map2build.exe and setup your directories like this:

game executable: point it to ioUrbanTerror.exe
Q3map2.exe location: point it to your Q3map2build folder, and then select Q3map2.exe

BSPC.exe: this is located in your GTKRadiant 1.5.0 folder.

-Game: set to Urban Terror

-Press save and then restart the application.

-Uncheck all boxes that say "pause"

-Now change all fileds except for BSPC to "custom"

In the BSP section, check the following boxes:
-skyfix
-meta
-v

In the Vis section, check the following boxes:
-hint
-merge
-saveprt
-v

In the Light section, check the following boxes:
-dirty
-dirtscale 2
-dirtdepth 32
-fast
-v
-bounce 8
-samples 8
-super 2

Set BSPC to "none"

Click "save" after you change ANYTHING!!!

Now select your .map file and press "build"

After it is done building, you can press "play" and it will load your map in Urban Terror.

8. Installing the radbump package (optional)
Extract the radbump package to anywhere you want. Open the radbump package. Inside, you should see three folders:
glsl
textures
scripts
Copy the glsl folder and place it in your q3ut4 folder
Open the texture folder and Copy "twoseven" and place it in your q3ut4/textures folder
Open the Scripts folder and Copy "foamyseawater.shader" and place it in your q3ut4/scripts folder
Copy ioquake3_bumpy.exe and place it in your Urban Terror folder along with ioUrbanTerror.exe
Copy FS_q3map2_radbump.exe to your Q3map2build folder. To use this updated compiler, open Q3map2build and click "directories". In the Q3map2.exe section, point the application to FS_q3map2.exe. To use the radbump feature, open the LIGHT settings and check -radbump. Read the reade in the radbump package for more info.

** for advanced mappers**
The radbump compiler has self-hint capabilities! its a dream come true!


\\\\\Troubleshooting/////

Q: The "nodraw texture described in the tutorial does NOT have a white box around it. What do i do?!?!?!
A: Copy your shaderlist.txt and place it in your GTKRadiant 1.5.0/q3.game/baseq3 folder. Then close and re-open radiant.

Q: I do NOT see ut_mr.sentry in the menu when i right clicked on the grid!! HALP!!!!!
A: Copy your urbanterror,def file and place it in your GTKRadiant 1.5.0/q3.game/baseq3 folder. Close and re-open radiant.

***Vista Section***

Some Vista users might get a "network error" when trying to install Radiant. I have not yet found a solution to this problem, but if i do, i will be sure to post it here.

**************************************************************************************************

If you have any other errors, please let me know. If you have any comments, questions or concerns, make a post about it in the Help and Support Area. Good Luck, and happy mapping!

Download the package here, or in the Downloads section under releases.

Link:
http://www.mediafire.com/?sharekey=6c000d3d20e324e4391d7d881749d3a7e04e75f6e8ebb871

[ Edited Thu Oct 01 2009, 08:16PM ]
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FaNtM
Wed Oct 07 2009, 03:14PM
Registered Member #3
Joined: Tue Sep 22 2009, 10:40AM
Posts: 18
\\\\\\Tutorial 2: Distances and Player Dimensions//////

Alot of people start off mapping by building a jump map. Jump maps are an EXCELLENT way of getting used to radiant. Although, this does not mean that people wont run into problems along the way. So, i ahve compiled some info on distances and dimensions and stuff.

***Player Dimensions***
A standing player is 72 units tall and 32 units wide (based on default grid setting)
A crouching player is 64 units tall and about 35 units wide

A player can walk up a ledge no higher than 16 units tall. The steepest angle he can walk up is about 60 degrees.

The players walking speed while pressing only the forward key is 220 UPS. A player that is sprinting, not jumping, is traveling at 330 UPS. Some players that know how to circlejump very well can reach speeds of 1000 UPS in a short distance. Please remember to space your jumps appropriately and compensate for the insane ammount of speed that the player can achieve.

Ledge Grab Ladders: ALOT of people have toruble spacing these correctly. A noob-friendly spacing for ladders is about 2-3 units apart. An intermediate spacing is a generous 4-5 units, and a Pro spacing is a daring, 5-8 units. Do not make the rungs too tall either, because this will essentially disable the player from reaching the next ledge.

Thats all for now. Next weeks topic is a beginners guide to shaders unless someone else requests a tutorial.
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FaNtM
Wed Oct 07 2009, 09:54PM
Registered Member #3
Joined: Tue Sep 22 2009, 10:40AM
Posts: 18
This is a sorta ripped-off guide for installing radiant on linux. i do not have linux, threrefore i cannot write an extremely in-depth tutorial on setting up radinat for linux. so, i asked a friend to help me. here is what he came up with:


1. You have 3 different gtkradiant versions to choose from: 1.4, 1.5, 1.6.
1a. 1.4 is buggy, however it's been around forever.
1b. 1.5 can be construed as a bit of a different editor, as it deviates from 1.4 a lot.
1c. 1.6 is like 1.4, with more stability, the 1.5 texture search bar, and native Urban Terror support.

2. 1.6 is experimental, beta, etc. It's missing a few things, or a few things don't work, for example:
2a. You don't get the plugins that 1.4 offers (or 1.5).
2b. Filtering, like hiding all hint brushes by default, doesn't work. See notes below.
2c. Every time I open 1.6, I have to resize my Z-window (which I never use).
2d. 1.6 forks a cmd window off in the background. Leave it alone and ignore it.
2e. Toolbar doesn't have as many shortcuts as 1.4.
2f. Doesn't come with the manuals and tutorials like 1.4.

3. Advantages of 1.6.
3a. Rendering appears faster.
3b. Helluva lot more stable. Since the speedmapping contest in November 2008, I've unexpectedly crashed in 1.6 maybe twice.
3c. Referring to 3b, vertex manipulations are way more stable.
3d. The texture search bar is great for revealing textures buried in the texture window.
3e. It's like 1.4 but better.
3f. Native Urban Terror support!!
3g. Can be installed completely seperately from 1.4 or 1.5.

4. Caveats and workarounds.
4a. There are some tasks you have to rely on 1.4 or maybe 1.5 on.
4b. * I want to use plugins like bobtools! * - You have to save your map, close 1.6, open 1.4, run the plugin, save, close 1.4, load 1.6.
4c. Regarding filtering in 2b, after I load 1.6, the first thing I do is use shift-control-alt and leftclick a texture face of whatever it is I want to hide, like a hint brush face. Then I press shift-a to select all brushes that have hint on them. Then I press h to hide those. Of course if you hide other stuff then unhide it, everything is revealed and you have to re-hide the unfiltered brushes.
4d. Installation is almost but not quite straight-forward, see below.


Installation in 10 steps:

0. Read that stuff above. It's really important otherwise I wouldn't have wrote it.

1. Download the GTK 2 framework:
gtk+-2.10.13-setup.exe

2. Download Zero Radiant, i.e. Radiant 1.6:
http://zerowing.idsoftware.com/files/radiant/developer/1.6.1/

3. Run the GTK 2 framework exe file.

4. Open the 1.6 .zip file, you'll find a single directory/folder called "install". Drag that install folder to C:Program Files

5. Rename "install" to GtkRadiant-1.6
5a. Copy the project (.proj) config file to your q3ut4/scripts dir.
5b. Quote from Yas: you can find the proj file in radiant-1.6/installs/urtPack/install/q3ut4/scripts
5c. [MAY BE MISSING INFO HERE - if radiant complains when you load up 1.6 in step 6 or 7 about missing a .proj file, there will be a configuration file that points radiant to the .proj file. Post if this occurs.]

6. Run radiant.exe in the new gtkradiant 1.6 folder.

7. A config window pops up. Use the following parameters:
7a. Select Urban Terror (standalone) from the drop-down
7b. Set your engine path to wherever your iourbanterror.exe resides
7c. Hit OK, another config window appears.
7d. [ x ] auto load selected game on startup
7c. Hit OK, radiant starts! Yay!

8. Now close radiant. Aww.
8a. Right-click on the GtkRadiant-1.6 folder, hit properties. Deselect [_] read-only. Hit OK.
8b. Then open radiant again. Now your preferences will actually save.

9. Go to Edit -> preferences. Modify the following (some settings may be slightly debatable).
2d Display/Rendering > [ x ] Solid selection boxes
2d Display/Rendering > [ x ] display size info
3d View > Movement velocity = 50 (slows down crazy 3d window movements)
Texture settings > Texture compression = none
Texture settings > Startup shaders = common
Layout > [_] detachable menus
Layout > [_] start on primary monitor
Mouse > Wheel Mouse inc = 16 (makes using the mouse wheel more friendly when getting close up with objects)
Editing > [_] Vertex editing splits face (avoid this to prevent normal-less brushes, it turns into a hassle later)
Editing > [ x ] Clipper tool uses caulk
Editing > undo levels = 99 (your choice depending on how much memory you have, I like to max this out)
Startup/Auto save > [ x ] Snapshots (never actually got this to work)
Startup/Auto save > [ x ] Load last map on open

Hit OK. Restart radiant.
10. Resize the various windows. Here's some basic guidelines.
10a. Upper right is the 3d window, for now give it about 1/3 the screen real estate.
10b. Lower right is the texture window. Give that about 1/3 of the screen height.
10c. Z-window on the left. Squish that one in real good!
10d. At the bottom there's a hidden console window. Raise it up a few lines. This window is important to tell you what's going on as you do stuff.

Addendums:
A1. Go to View > [_] Cubic clipping. (max draw distance in 3d window)
A2. Open your .proj file in q3ut4/scripts. Might be a couple in there, fix em all up. Replace all (control-h) entries in the file(s) :

Replace: -game quake3
With: -game q3ut4


[ Edited Thu Oct 08 2009, 10:20PM ]
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St0rm
Mon Oct 12 2009, 02:06PM
Registered Member #4
Joined: Tue Sep 22 2009, 02:02PM
Posts: 3
Damn FantM if I understood this or had the time to do it I would make a map...but seeing as I can't.... :/ For any mapmaker these are really helpful!

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kingpotatoe
Sun Nov 08 2009, 05:22PM
Registered Member #18
Joined: Sun Nov 08 2009, 05:15PM
Posts: 1
Okay im on vista but i dont think that's the problem when i open up my textures box and go to common theres a mirror texture in there but no other ones. When i go into my urban terror q3ut4 folder textures find the common folder the only 1 in their is the mirror one i think im supposed to have more in there?
Also when i try and build a map with the Q3Map2Build by DBL i get this error

ioQ3 1.35urt win-x86 Dec 20 2007
----- FS_Startup -----
Going through search path...

----------------------
0 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...65 PFDs found
...hardware acceleration found
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4850
GL_VERSION: 2.1.8543 Release
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
SetDeviceGammaRamp failed.
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Initializing DirectSound
----- Sound Info -----
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
164D0050 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
VM file ui compiled to 737597 bytes of code
ui loaded in 33931488 bytes on the hunk
UI menu load time = 181 milli seconds
UI menu load time = 98 milli seconds
16 bots parsed
13 crosshairs parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: KeysPC
IP: 10.0.0.3
Working directory: C:\Users\John\Documents\My Games\New Folder\q3map2build
------ Server Initialization ------
Server: ut4_abbey
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Going through search path...

----------------------
0 files in pk3 files
Loading vm file vm/qagame.qvm...
VM file qagame compiled to 1870844 bytes of code
qagame loaded in 34524832 bytes on the hunk
------- Game Initialization -------
gamename: q3ut4
gamedate: Dec 21 2007
2 teams with 31 entities
-----------------------------------
-----------------------------------
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4850
GL_VERSION: 2.1.8543 Release
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
WARNING: no shader files found
----- finished R_Init -----
Loading vm file vm/ui.qvm...
Failed.
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown (Server fatal crashed: VM_Create on UI failed) -----
==== ShutdownGame ====
---------------------------
VM_Create on UI failed


Any help much appreciated :D


[ Edited Sun Nov 08 2009, 05:38PM ]
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FaNtM
Sun Nov 15 2009, 08:52PM
Registered Member #3
Joined: Tue Sep 22 2009, 10:40AM
Posts: 18
compile it in radiant and try again
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