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 Post subject: helping setting up editor and mapping
PostPosted: Wed Feb 07, 2007 10:28 pm 
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Marksman
Marksman

Joined: Tue Feb 06, 2007 9:38 pm
Posts: 5
hello everyone, im very newto this game and this editor. i am however very familer with unreal editor, 3d studio max and admit i am confused by this.

let me tell you what i have done so far..

i have installed radient 1.4.0
downloaded pakscape 011 - someone said you needed it in another thread.
tc:e mdk ver.1

-----------------------------------------------

i am utterly confused by how to set this up correctly, the instructions are not completey clear either.


can anyone help me? im a great map maker for unreal ed and want to make some sick maps for this game that i know people will love.

some other side questions :

do i need quake 1.2 or 3 installed at all ?

how would i open a tc:map in radient ? where are the maps stored ?

wha the freak do i do with this mdk ? i see no simular directorys in
my et directory. i read that i haveto link the editor to them but it didnt explain how.

basicaly im hitting a brick wall, im confident i can learn to build maps in this editor but i want to make sure its all setup properly.

also wtf is pakscape for ?

the only map i seem to be able to open is in this directory :
C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps

thanks for any help and ty to admin for approving my account here lol


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 Post subject:
PostPosted: Wed Feb 07, 2007 11:38 pm 
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Pwnzer
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Okay, well for the map editor, just download the GTKRadiant's most recent and stable version for Enemy Territory (very specifically the ET editor as each game has its own version)

As for the TCE MDK (map developer kit), im not sure if has been updated for 049. The mapeditor package is an addon for the ET GtkRadiant editor and lets you use TCE's unique shaders and advanced new features letting you make quality maps similar to the offcial maps.

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 Post subject:
PostPosted: Wed Feb 07, 2007 11:59 pm 
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Marksman
Marksman

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thank you for responding, so i have already installed the et radient, how would i use it ? im totaly clueless here.


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 Post subject:
PostPosted: Thu Feb 08, 2007 12:57 am 
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Pwnzer
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Me too. But as I know, it is simply starting off with a box, then building the pieces of the maps from walls to objects etc inside that box. After which you apply the textures, shaders, and lights - then scripts if you want. There should be a help guide in the Radiant website.

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 Post subject:
PostPosted: Thu Feb 08, 2007 1:04 am 
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Marksman
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Posts: 5
well, that i understand, but i mean as far as like, getting the mdk files in my radient etc. i mean i can build a box but i mean getting it to be synced with the files i need etc.

what is the map extention for tc maps and how do i open ones that ive downloaded


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 Post subject:
PostPosted: Thu Feb 08, 2007 1:16 am 
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Pwnzer
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Those are in Pk3 files, those can be opened with WinZIp or any archiving program. or simply rename them to *.zip files and open them with the windows zip tool.

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 Post subject:
PostPosted: Thu Feb 08, 2007 1:37 am 
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Marksman
Marksman

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Posts: 5
okay, so far i have tried using quark army knife program and i put q3map2 in the correct directory.

i did quickgo! and i was able tp test a map in a box, yummy. i saved it as a .map file called newmapdefault.

now how would i get this to play in true combat ?

it saved 4 files :

newmap.bsp
newmap.map
newmap.prt
newmap.srf

these files are in :
C:\Program Files\Wolfenstein - Enemy Territory\tmpQuArK\maps

i liked quarks 4 different windows and it seems less frustrating then radient.
any ideas ?

i need a idiots guide, bottom up tutorial =(


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 Post subject:
PostPosted: Thu Feb 08, 2007 2:33 am 
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Pwnzer
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Yeah we should get someone to write a mapping guide to come with the MDK.

Im sorry I cannot help you any further - perhaps you might be able to get help by asking in Quake3 and WET mapping forums on the topic of TCE mapping, someone should be able to help you there.

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 Post subject:
PostPosted: Thu Feb 08, 2007 4:45 pm 
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Team Terminator
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Joined: Sat Apr 09, 2005 6:22 am
Posts: 1396
These links should be helpful:

Tutorials:

GTK Radiant setup for TC:E:
GTK Radiant setup by LifeForm
GTK Radiant setup by Punisher
GTK Radiant setup by RabidWolf
Bubba's arena tutorials:
Introduction
Your first room
Introducing entities
Models and Shaders
Connecting rooms
Jump Pads
Liquids
Editing Shortcuts
Compiling
Making the .pk3 file
In-game support
Teleporters
Building Stairs
Fog
Basic shapes
Bending columns
Water Tunnels
Arches
Camera Portals
Using Prefabs
Rotating Brushes
Creating Landscapes
Moving Platforms
Creating Doorways
Using Sound
Complex doors-Buttons
Mirrors
Ramps
Light Beams
Twisted Pillars
Using Custom Textures
Bobbing Brushes
Creating Pendulums
Spiral Staircases
Moving Spines
Making Team-CTF Levels
Suspended items
QWorkshop3 tutorials:
First Room
Q3Radiant Basics
Creating .arena files
Creating .pk3 files
Leaks
2 Point Clipping
Aligning Textures
C4 Trip Wires
Curved Corners
Curves and Shadows
Curves and Patches 101
Detail Brushes
Doorways
Duel Entities
Fog
Free Standing Arch
Glass
Grates
Hanging Banners/Flags
Lens Flares
Light Beams
Lighting Help
Mirrors
Rain
Skies
Sparkles / Glitches
Spiral Staircase
Stairs
Starfield Shader
Target_Location
Team Specific Doors
Terrain 1
Terrain 2
Trap_Door_Floor
Water
Texturing walls
Capture The Flag
Mirrored Levels
Buttons
Doors
Func_bobbing
Func_pendulum
Func_timer
Func_trains
Jump Pads
Launchpads
Lights
Lighting Help
Misc_model
Portals
Shooters
Target_Location
Target Speaker
Teleporters
Worldspawn Entity
Area Portals
Clip Brushes
Alpha Channels
Custom Textures 1
Custom Textures 2
Custom Textures 3
Custom Textures 4
Custom Textures 5
Custom Textures 6
Bsp Compiling Options
Creating .pk3 files
Sounds Descriptions
Q3Map dissected
TrueCombat-Maps.tk tutorials:
Custom clip textures for making your models solid By P0k3r OF Sm0t
Model clipping, when where and how you should do it By P0k3r OF Sm0t
3 point clipping By Jeff Godfrey
Basic sky making basics made basically basic By P0k3r of Sm0t
Advanced sunflares from Shadowspawn.net
Skyportals from Shadowspawn.net
Hint Portals By Spunkmonkey
Areaportals By Joel 'DeathMongrel' Caesar
Rotating Doors By P0k3r OF Sm0t
Breakable Windows By NRGizeR
Stained Glass windows By P0k3r OF Sm0t
Placing bombs at correct cooridinates By P0k3r OF Sm0t
Showing objectives on mission screen in game By P0k3r OF Sm0t
Mission Scripting Basics Part 1 By Fragator
Mission Scripting Basics Part 2 By Fragator
Basic Lighting By drakaza
More Basic lights By Sir Fragalot
Beam Lights By Bot Killer
Flickering lights and more By Splashdamage forums
Getting Your map to show up on the server start screen + Levelshots By P0k3r OF Sm0t
Using caulk By EutecTic and Ricebug
Excelent First room tutorial By Ricebug
Decals By 5thHorseman
Decals Part 2 By 5thHorseman
Leaks explained By EutecTic and Ricebug
Detail brushes By Q3workshop
Very technical explanation of vis By William 'SmallPileofGibs' Joseph Thanks to MrElusive and Maj
r_speed basics By Claudec
Q3map2 Manual By Shaderlab
RUST | Gamedesign.net tutorials:
Making a mirror
Making a Spiral Stairway
Making Complex Doors
Making Custom Textures
Making Doors
Making Stairs
Patches 101
Perfect Arch Tutorial - Part 1
Perfect Arch Tutorial - Part 2
Perfect Arch Tutorial - Part 3
Prefabricated Prefabs in GTKradiant
Surface tutorials:
Make a basic room
r_speeds
simple scriptmover part1(splines)
simple scriptmover part2(tank)
Getting Started
Basic Construction
Make a Room
Compiling
Ladders
Sliding Door
Rotating Door
Damage
Sky
lights
Models
Entities
Alpha textures
Sounds
Water
Fog
pk3
Sparklies
Caulking
Glass
Key Binding
Manipulating Brushes
Texturing
Curves & Patches
Arch (bevel method)
Arch (end cap method)
Arch (with trim around arch)
Script Mover
Hint Brushes
Easygen (terrain making)
Vaults
Bump Mapping
Caulk Hulling
Making an installer
Objectives - Explosive
Objectives - Documents
Objectives - Checkpoints
Nib's Mapper Resource Center tutorials:
Getting Started
Basic Door (rotating)
Move A Platform
Script Movers Part 1: The Setup
Script Movers Part 2: Scripting 101
Script Movers Part 3: Final Script
Destructable Radios
Your Second Room
Connecting Rooms Basic
Connecting Rooms Advanced
Terrain Based Skybox
Detail brushes
Hint brushes
Lightmapped Terrain
Simland tutorials:
2 point clipping
rock wall corridors
Terrain blending
Q3 skybox bug
Phong shading
Rock wall detail
Have you read the readme file yet!?!
Scripted doors
Basic lift
Advanced lift
RichDiesal's JK2Radiant Mapsource
Introduction to the Mapping University
The Tools You Need
Getting Around JK2 Radiant
Basic Brushes
Basic Entities
Basic Lighting
Adding More Rooms
Conclusion to General Concepts 101
Caulk
Compiling
Detail Brushes
Basic Curves
Models
Shaders and Skies
MP Mapping / Basic Level Distribution
Conclusion to General Concepts 102
Liquids
Fog
Throwing the Player
Injuring the Player / Bottomless Pits
Doors
Auto-Moving Brushes
Switches
Glass / Destructible Brushes
Conclusion to Brushes 201
Domed Ceilings
Corridor with a Curved Ceiling
Circular Hole in the Floor/Ceiling
Arches
Spikes
Texturing Tricks
Conclusion to Curves 201
Dynamic Lights and Light Switches
Special Visual Effects
Special Auditory Effects
Rain and Snow
NPC Spawning and NPC Routing
Worldspawn
Conclusion to Entities 220
Custom Skyboxes
Custom Liquids
The Necessities of Scripting
Dynamic Light References
Common Errors
Importing Custom MD3 Models from GMax/3DS Max into Radiant
The Massassi Temple
JK2Radiant Beginners Tutorial
Basics - Your First Room
Arches/Domes
Clipping Basics in Radiant
Connecting Rooms Using Corridors
Creating Custom Shaders
Curved Pipes
Doors
Doors (Switch Doors)
Elevator Script (Simple)
Spiral Staircase
Map Review
Fully Automatic Elevators
Three-Point Cuts
Rotating Doors With Areaportaling
Basic Q3map2 Areaportal Usage
Target_Counters
Antiportals
Saberpeak's tutorials:
Eliminating terrain texture stretching and blending textures projected on different axis.
General notes on terrain making
Alpha blending and alphaGen notes
Alpha blending and alphaGen notes
Other tutorials:
Quake3 Arena shader manual
ET level designers reference
Rubble tutorial by Matt Bell

Prefabs & Models:

Gamedesign.net Quake3 prefabs
sPUNKmonKEY's models
Drakir's map lair prefabs
Quake3Bits models (Use menu on the left to cycle through models)

Utilities:

GTK Radiant homepage
Quake3 Arena shader editor
GTK Radiant plugin for creating .pk3 files

Textures:

Noctua Textures
Texture Warehouse
Texture Bin
Lemog textures
3DViewPort Textures
vehicle reference photos

Sounds:

Find Sounds

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 Post subject:
PostPosted: Thu Feb 08, 2007 7:37 pm 
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Sharp Shooter
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Joined: Wed Oct 04, 2006 1:51 am
Posts: 74
Amazing post. I love tutorials. This should be stickied. Maybe I'll pick mapping back up.

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 Post subject:
PostPosted: Thu Feb 08, 2007 9:29 pm 
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Pwnzer
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Posts: 4573
Location: Canada, ON
Done and done.

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 Post subject:
PostPosted: Sat Feb 10, 2007 10:31 pm 
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Marksman
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Joined: Tue Feb 06, 2007 9:38 pm
Posts: 5
wow thanks for the list of links, i was feeling like giving up but ill givr it another go


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 Post subject:
PostPosted: Fri Feb 05, 2010 3:13 pm 
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Master
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Posts: 433
Location: tri(p) city
would be cool if someone had those all sites backed up =)

also new list would be cool


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