first keep in mind this is a beta mod so if you have done this before
then you already know that file names can change from build to build.
and if and when a final version comes you might have to remove all of the beta file's
IMO: it doesn't matter what folder you point GTK to as your mod folder.
I use 5thhors folder for all my map editing.
just make sure you save the .map file to whatever mod you want to compile the devmap for.
I recommend
not using any of the GTK compile bat's
use either of theses UI's instead and also make a separate install of the latest q3map2 and have the UI point to that and not the radiant default q3map2.
q3maptoolz
http://www.planetquake.com/hro/
or
shadowspawns version of q3map2 builds.
http://www.shadowspawn.net/beta/quake3_ ... 2build.htm
to make sure you see all your textures and shaders put everything in the base folder.
for enemy territory it's the etmain folder.
if you have enough hard drive space uncompress everything to your etmain folder
all the base pk3's and all the tce pk3's.
the editor and devmaps will load much faster and you will be able to use some of the GTK hot keys better.
like for instance if you hold shift + double left click on a shader image
it will open up the shader file in a text editor.
you should be able to uncompress everything to your own editing folder if you don't want to clutter up the etmain folder.
I have no problem working out of a mapping folder and mod folder but I can't gurantee it will work for everybody.
also double check the shaderlist text and make sure you have only one and it's in the etmain /scripts folder and that you included thoses shaders that are listed.
same goes for the def file.
make sure you add the extra shader's that come with q3map2 if you haven't already.
and back up the original shader text and def file .