Thanks for downloading the ÜberTools Game Development Kit!
Ritual's ÜberTools for Quake III v4.0 offer a lot of potential for
creating user made content. Whether you’re looking to create a total
conversion, a player model, or a level, the ÜberTools provide you
with lots of power and flexibility. There are so many features to cover
that we just could not document them all, but we’ve tried to cover
the major areas, and then provide you with ways on where to look to find
some additional help. So sit back, relax, and welcome to the wonderfully
magical world of the UberTools.. *insert wonderfully magical world music
cue here*
As with most GDKs, the ÜberTools are released as-is and are not
an officially supported product by Ritual Entertainment or Activision.
This documentation consists of four major sections:
Level Design |
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Contains setup instructions and tutorials for ÜberRadiant,
the latest generation of Ritual's in-house map editor. |
Scripting |
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Contains tutorials and reference material for Ritual's scripting
language. |
Older Documentation |
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This section features documents that were originally written for
Heavy Metal FAKK2, but which may still apply to newer generations
of the ÜberTools. |
Other |
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Contains web links and GDK credits. |
In addition to the documentation and the utilities listed below, we've
included two single player levels, a multiplayer map and one of the character
models from the game. Examining those files should answer most of your
questions not discussed in the documentation.
The following is a list of tools and utilities included with the ÜberTools
GDK. Some of these utilities are DOS-based and need to be executed from
a command prompt.
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Used to generate an .aas file for a multiplayer map. This enables
bot support. |
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Compiles a .map source file into a .bsp file that can be loaded
by the game engine (more). |
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Map editor, used to create a .map level file. |
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The GDK license agreement. Read this carefully to find out what
you can and cannot legally do. |
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What you're reading right now. |
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Used to created graphical user interfaces that can be used by the
game engine (more). |
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Used to generate .ritualfont fonts that can be used by the game
engine. |
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Used to edit level-of-detail distances in .tik files. |
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Used to generate lipsyncing files for characters. |
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Sound driver required for lipsync.exe |
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Converts a 3DS MAX file to a skeleton-based model that can be loaded
by the game engine (more). |
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Converts a 3DS MAX file to a triangle-based model that can be loaded
by the game engine (more). |
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Contains plugins for MAX4/MAX5 that allow the loading and export
of .tik models. Put all of these files into your 3DS MAX plugins directory. |
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Map source files. |
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Skin source files |
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3DS MAX model source file |
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