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180 lines
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HTML
180 lines
6.2 KiB
HTML
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<html>
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<head>
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<title>Q3Radiant Editor Manual: Page 1.1</title>
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<link rel="stylesheet" type="text/css" href="../styles/q3rad.css">
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</head>
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<body>
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1><a name="pref">Preface</a></h1>
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The authors would like to thank the many supporters of Quake Engine
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editing who made this work possible. Several sections in the manual
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are based on material written by dedicated fans. Others were
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"corrected" by fans who found undiscovered bugs in both the editor
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and game code. Where possible, we have noted the contributors in
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the sections they helped produce.
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<p>Paul Jaquays<br>
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Robert A. Duffy
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<p>GtkRadiant note: This version of the manual is meant to be distributed with
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GtkRadiant. Being for Q3Radiant 192, some parts are very outdated, specially all
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the ones dealing with configuration. But the core features (curves and brush
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manipulation, texturing) are still very relevant. If you are willing to help
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maintaining this version more up to date get in touch with us (<a
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href="http://www.qeradiant.com" target="_new">http://www.qeradiant.com</a>)
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<p><b>Note:</b><i> Chapter 1 has been updated to follow the GTKRadiant 1.2.1. Mainly the preferences menu and some information on this page and appendix E (links and resources).</i>
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<h1><a name="intro">Introduction</a></h1>
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Part of the fun of games like Quake III Arena is the ability to add
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to your own ideas to a favorite game and then have others play and
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enjoy them. While the technical skills needed to create a 3D
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graphic engine is beyond many game fans, the skills and equipment
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necessary to make modifications to the game are not. It has become
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the custom of many game developers to share their development tools
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with the public. This allows fans make their own game content. The
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Q3Radiant editor is the software used by the designers at id to
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create the arenas in Quake III Arena. In fact, it's an
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improvement on that editor, since it contains features that have
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been added since the game was completed. If you are familiar with
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Q3Radiant's immediate ancestor, the QeRadiant editor for
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Quake 2, then a good share of what's in this manual will be
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old hat to you. Whether you are a veteran mapmaker or new to the
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art of making game arenas, we think you will find some
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indispensible information in this manual.
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<p>Now comes the caveat.
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<p>This manual will tell you how to use the tools, but not
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necessarily, how to make what you have in mind. Many fine on-line
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tutorial and resource sites will be listed at the end of the
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document.
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<h1><a name="minsysreq">Minimum System Requirements</a></h1>
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The designers at id used Q3Radiant on some heavy-duty computing
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equipment to make their game maps. Despite the fact that Quake III
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Arena runs under several different operating systems, not every
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computer that can run Quake III Arena will be able to run the
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Q3Radiant editor. Q3Radiant only runs under MS Windows 95, MS
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Windows 98, MS Windows NT, or MS Windows 2000 operating systems.
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There are currently no plans for Mac or Linux versions. The editor
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requires an Open GL compliant 3D graphics acceleration card (it is
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expected that all cards capable of running Quake III Arena will be
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able to handle editor functions … although some may handle
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it better). A 3-button mouse gives the best performance.
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<h2><a name="minsys">Minimum System</a></h2>
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The minimum system requirements generally require that preferences
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such as texture quality and screen resolution be set to absolute
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minimums. The editor will run on the systems described, but speed
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of operation and visual quality will probably be less than
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satisfactory. It should also be noted that you would be limited to
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working on relatively small maps with limited texture and model
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usage.
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<p><table>
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<tr>
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<td>Processor:</td>
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<td>P233mmx</td>
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</tr>
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<tr>
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<td>RAM:</td>
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<td>64 meg</td>
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</tr>
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<tr>
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<td>Video Card:</td>
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<td>4 Meg, software Open GL-compliant</td>
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</tr>
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<tr>
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<td>Screen Resolution:</td>
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<td>1024 x 768</td>
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</tr>
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<tr>
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<td>Pointing Device:</td>
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<td>Two-button mouse*</td>
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</tr>
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</table>
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<h2><a name="recsys">Recommended System</a></h2>
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The more powerful the machine, the better and usually faster the
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development experience. This will become especially true when you
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get to the point of compiling your maps (turning them from editor
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code into game code). It should come as no surprise that, more
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powerful machines will crunch the numbers faster when compiling a
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map.
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<p><table>
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<tr>
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<td>Processor:</td>
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<td>P2450 (or better)</td>
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</tr>
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<tr>
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<td>RAM:</td>
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<td>128 meg**</td>
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</tr>
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<tr>
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<td>Video Card:</td>
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<td>Open GL accelerated video card</td>
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</tr>
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<tr>
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<td>Screen Resolution:</td>
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<td>1280 x 1024</td>
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</tr>
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<tr>
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<td>Pointing Device:</td>
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<td>Two-button mouse*</td>
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</tr>
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</table>
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<p>* This will work, but not well. A three-button mouse, even on a
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minimal system is highly preferred.<br>
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** id designers often found it convenient to work with several maps
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open at once. The recommended 128 Meg of RAM may not be enough to
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accommodate this.
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<h2><a name="nowork">What Doesn't Work (well) - and How to
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fix it</a></h2>
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The key to a satisfactory editing experience is whether your video
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card supports the demands of the editor. The original id editor was
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designed for a workstation card called the Realizm, which ran on
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Intergraph workstations in a WinNT environment. Robert Duffy
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expanded this to include the Win9x operating systems and a number
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of other video cards. But not all video cards support the editor
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equally well.
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<ul>
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<li>The G200 and G400 require updated drivers from Matrox</li>
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<li>The 3fx Voodoo 3000 chipset requires a driver upgrade in order
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for the map grids to show.</li>
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<li>If the map grids don't appear when using some ATI chip
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sets, try turning the settings on you desktop up to 32 bit (true
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color).</li>
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<li>Nvidia TNT and GeFORCE have slowdown issues when the user
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selects curve patches. While this is a driver issue, it can be
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addressed by checking the "Solid selection boxes"
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feature under preferences.</li>
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</ul>
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<p align="center">Back | <a href="../index.htm">Home</a> | <a
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href="pg1_2.htm">Next</a>
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</body>
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</html>
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