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UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#2">Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#3">Source Files</a><br>
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<br>Level Design<br>
<div class="menutitle" onclick="SwitchMenu('sub1')">&raquo; Setting Up UberRadiant</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html">That Scary Error Msg</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#2">General Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#3">Display Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#4">User Interface Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#6">Colors Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub2')">&raquo; Building Your First Room</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#3">Building The Room</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#4">Adding a Light</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub3')">&raquo; Constructing Terrain</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html">Setting up the Tools</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#2">Creating Terrain</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub4')">&raquo; Additional Reference</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="ldesign_lighting.html">Lighting System</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
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<br>Scripting<br>
<div class="menutitle" onclick="SwitchMenu('sub5')">&raquo; Scripting Tutorials</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_syntax.html">Scripting Syntax</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_waves.html">Spawning Waves</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_flying.html">Creating Flying Creatures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub6')">&raquo; Global Script Synopsis</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_g.html">Game Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cl.html">Client Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cg.html">Client Game Module</a><br>
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<br>Older Documentation<br>
<div class="menutitle" onclick="SwitchMenu('sub8')">&raquo; Heavy Metal FAKK2</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_camera.html">Camera Documentation</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_gui.html">GUI Documentation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_shadermanual.html">Shader Manual</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_soundsystem.html">Sound System</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_tiki.html">TIKI Model System</a><br>
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<br>Other<br>
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<td valign="top" width="533"><p class="header"><br>
setting up radiant</p>
<p class="subheader"><a name="1"></a>1. That Scary Error Msg... !@#$</p>
<p>The first time you load &Uuml;berRadiant you might get a dialog box saying:</p>
<span class="menu">&quot;C:\program files\activision\ef2\base is not a
valid basepath. Please choose a new path.&quot;</span>
<p>Click OK</p>
<p>You will be brought to the &Uuml;berRadiant preferences screen where
you can setup your editor.</p>
<p class="subheader"><a name="2"></a>2. General Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant01.jpg" width="450" height="467" />
</p>
<p><strong><br>
Layout</strong><br />
Choose the layout you want, the 3rd from the left may look like the best
since it gives you all the different view ports but it doesn&#8217;t take
advantage of the fact that you can easily switch views in one view port,
thus maximizing that one view ports size.</p>
<p><strong>Mouse</strong><br />
Choose either 2 or 3 button mouse movement, if you have a mouse wheel
you can use that to zoom in the view ports.</p>
<p><strong>Camera</strong><br />
Make sure flying camera movement in the camera section is checked. This
allows you to move much better in the 3d view. More will be explained
later.</p>
<p><strong>Troubleshooting</strong><br />
Leave it checked on Use OpenGL display lists</p>
<p><strong>Behavior</strong><br />
It&#8217;s safer to leave &#8220;load last map on open&#8221; unchecked
because if the map file some how gets corrupt you can crash the editor
on load which will be a pain to fix.</p>
<p>Choose if you want the editor to save or not and how often</p>
<p>Saving the map snapshots might be good if you want to keep back ups of
your map without explicitly saving different copies (room01.map, room02.map,
etc)</p>
<p class="subheader"><a name="3"></a>3. Display Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant02.jpg" width="450" height="467" />
</p>
<p><strong><br>
2D View</strong><br />
A lot of these items will be up to your own personal tastes. </p>
<p> [ ] Use solid selection lines &#8211; will make it easier to see what
is selected in the 3d view</p>
<p>[ ] Models Wireframe in XY &#8211; will increase the speed of rendering
the models in the 2d view ports. </p>
<p>[ ] Use anti-aliased lines in XY &#8211; will decrease speed of rendering
but make the lines look smoother with less jagged edges</p>
<p>[ ] Snap Camera in XY &#8211; unsure of what this does</p>
<p>[ ] Mouse chaser &#8211; view will scroll with mouse if it moves off
screen while dragging a selection</p>
<p>[ ] paint sizing info &#8211; VERY useful, as you drag out a brush it
will tell you the size of it in real time</p>
<p>[ ] paint selection centroid &#8211; draw a blue dot that represents
the center of the selected brushes</p>
<p>[ ] show actual light colors in XY &#8211; will show you the specific
color of the light entity in the 2d views</p>
<p><strong>All Views</strong><br />
[ ] light radiuses &#8211; will show you the actual size of the light
as a sphere</p>
<p>[ ] light drawing &#8211; draws the light radiuses in the XY view</p>
<p>[ ] update lights on slider drag &#8211; there is a hot key to easily
increase the brightness of a light by dragging your mouse. Checking this
will show you the change in light intensity as you drag.</p>
<p><strong>Texture Window</strong><br />
[ ] texture scrollbar &#8211; will allow you to use a scrollbar to scroll
through the texture view port instead of using the mouse wheel or right
click and drag.</p>
<p>[ ] texture name filtering &#8211; will allow you to type into a text
box that will help filter textures. If there are 100 textures and 20 of
them have the prefix of wtr_, when you type wtr_ the texture view port
will only show you the 20 textures that have the prefix of wtr_.</p>
<p>[ ] show shaders &#8211; will show you the shaders in the texture window,
you should leave this on</p>
<p>Gamma &#8211; the lower the number the brighter the textures will appear
in the texture view port</p>
<p><strong>Distances/Scales</strong><br />
Texture Scale &#8211; will change the default size of the texture, if
the texture is 64x64 a scale of 0.5 will make it 32x32.</p>
<p>Model Cull Dist &#8211; will remove rendering of models if they are beyond
the distance entered.</p>
<p>Brush Scale Increment &#8211; when scaling a brush it will increase it
by 0.25 each iteration</p>
<p>Patch Shift Increment &#8211; amount to shift patch textures by</p>
<p>Path Scale Increment &#8211; when scaling the size of the patch do so
at the entered value</p>
<p>Rotation increment &#8211; rotate all objects by the degrees entered</p>
<p class="subheader"><a name="4"></a>4. User Interface Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant03.jpg" width="450" height="467" /></p>
<p><br />
<strong>Miscellaneous</strong><br />
Clipper Tool Shader &#8211; when clipping brushes, the face that was clipped
can have a caulk texture applied to it. The caulk texture tells the engine
not to render that face and improves compiling time and rendering.</p>
<p>Status Font Size &#8211; size of the font in the status bar </p>
<p>3D console lines visible &#8211; number of console lines displayed in
the Camera view. Set it to 0 to disable the console. This shows what is
being displayed in the console window (accessed by pressing 'o')</p>
<p><strong>Interface</strong><br />
ALT to multi-drag &#8211; forces you to hold alt in order to drag multiple
objects. This helps keep mistakes to a minimum.</p>
<p>Snap Texture Shifts to Grid &#8211; will make the texture alignment tools
position the textures based on the grid size. If you are using a grid
of 2, you can make much more precise adjustments.</p>
<p>Use Tablet settings &#8211; adjusts the selection keys to be easier to
use if you're using a pen/tablet instead of a mouse.</p>
<p>Don&#8217;t clamp plane points &#8211; don't clamp brush planes to integer
values.</p>
<p>Right click to drop entities in XY &#8211; brings up the entity menu
system when right clicking, very useful</p>
<p class="subheader"><a name="5"></a>5. Keyboard Shortcuts Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant04.jpg" width="450" height="467" />
</p>
<p><br>
Have a look through all the key bindings, this is a great way to learn
how to best use the editor.</p>
<p> If you want to change an action, select it and in the Assign Key area,
type in a new key and then press Assign to Key. Or you can assign a special
key to it instead.</p>
<p class="subheader"><a name="6"></a>6. Colors Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant05.jpg" width="450" height="467" />
</p>
<p><br>
Allows you to set up your own color theme or use a previously designed
one.</p>
<p class="subheader"><a name="7"></a>7. Game/Paths Tab</p>
<p align="center"><img src="../images/tut01_uber_radiant06.jpg" width="450" height="467" />
</p>
<p><br>
User settings &#8211; tell Radiant to load keyboard bindings from a file
other than keyboard.ini</p>
<p>Prefabs &#8211; directory where you want prefabs to be loaded / saved
in.</p>
<p>Base Path &#8211; where the &#8220;base&#8221; dir is on your computer</p>
<p>The rest of the fields you can leave as they are. &Uuml;berRadiant does
everything else for you. It will find all the textures, entities and models
without you having to unpack all the files. That&#8217;s right, you can
save precious hard drive space by NOT unpacking the files as most Q3 based
editors force you to do.</p>
<p>You are now finished with setting up the editor for use and can click
the OK button. It will ask you to restart the editor, simply relaunch
from the executable. Once you do this it will take a few seconds to load
everything since it is scanning for all the resources like textues and
models.</p>
<p>&nbsp;</p>
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<td class="legal"> Copyright &copy;2003 Ritual Entertainment, Inc. All rights reserved.<br>
Please do not email Ritual Entertainment with questions about the
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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