mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 05:11:43 +00:00
8037810110
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
179 lines
6.2 KiB
HTML
179 lines
6.2 KiB
HTML
<html>
|
|
<head>
|
|
<title>Q3Radiant Editor Manual: Page 1.1</title>
|
|
<link rel="stylesheet" type="text/css" href="../styles/q3rad.css">
|
|
</head>
|
|
<body>
|
|
<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
|
|
<hr>
|
|
<h1><a name="pref">Preface</a></h1>
|
|
|
|
The authors would like to thank the many supporters of Quake Engine
|
|
editing who made this work possible. Several sections in the manual
|
|
are based on material written by dedicated fans. Others were
|
|
"corrected" by fans who found undiscovered bugs in both the editor
|
|
and game code. Where possible, we have noted the contributors in
|
|
the sections they helped produce.
|
|
|
|
<p>Paul Jaquays<br>
|
|
Robert A. Duffy
|
|
|
|
<p>GtkRadiant note: This version of the manual is meant to be distributed with
|
|
GtkRadiant. Being for Q3Radiant 192, some parts are very outdated, specially all
|
|
the ones dealing with configuration. But the core features (curves and brush
|
|
manipulation, texturing) are still very relevant. If you are willing to help
|
|
maintaining this version more up to date get in touch with us (<a
|
|
href="http://www.qeradiant.com" target="_new">http://www.qeradiant.com</a>)
|
|
<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>
|
|
|
|
<h1><a name="intro">Introduction</a></h1>
|
|
|
|
Part of the fun of games like Quake III Arena is the ability to add
|
|
to your own ideas to a favorite game and then have others play and
|
|
enjoy them. While the technical skills needed to create a 3D
|
|
graphic engine is beyond many game fans, the skills and equipment
|
|
necessary to make modifications to the game are not. It has become
|
|
the custom of many game developers to share their development tools
|
|
with the public. This allows fans make their own game content. The
|
|
Q3Radiant editor is the software used by the designers at id to
|
|
create the arenas in Quake III Arena. In fact, it's an
|
|
improvement on that editor, since it contains features that have
|
|
been added since the game was completed. If you are familiar with
|
|
Q3Radiant's immediate ancestor, the QeRadiant editor for
|
|
Quake 2, then a good share of what's in this manual will be
|
|
old hat to you. Whether you are a veteran mapmaker or new to the
|
|
art of making game arenas, we think you will find some
|
|
indispensible information in this manual.
|
|
|
|
<p>Now comes the caveat.
|
|
|
|
<p>This manual will tell you how to use the tools, but not
|
|
necessarily, how to make what you have in mind. Many fine on-line
|
|
tutorial and resource sites will be listed at the end of the
|
|
document.
|
|
|
|
<h1><a name="minsysreq">Minimum System Requirements</a></h1>
|
|
|
|
The designers at id used Q3Radiant on some heavy-duty computing
|
|
equipment to make their game maps. Despite the fact that Quake III
|
|
Arena runs under several different operating systems, not every
|
|
computer that can run Quake III Arena will be able to run the
|
|
Q3Radiant editor. Q3Radiant only runs under MS Windows 95, MS
|
|
Windows 98, MS Windows NT, or MS Windows 2000 operating systems.
|
|
There are currently no plans for Mac or Linux versions. The editor
|
|
requires an Open GL compliant 3D graphics acceleration card (it is
|
|
expected that all cards capable of running Quake III Arena will be
|
|
able to handle editor functions … although some may handle
|
|
it better). A 3-button mouse gives the best performance.
|
|
|
|
<h2><a name="minsys">Minimum System</a></h2>
|
|
|
|
The minimum system requirements generally require that preferences
|
|
such as texture quality and screen resolution be set to absolute
|
|
minimums. The editor will run on the systems described, but speed
|
|
of operation and visual quality will probably be less than
|
|
satisfactory. It should also be noted that you would be limited to
|
|
working on relatively small maps with limited texture and model
|
|
usage.
|
|
|
|
<p><table>
|
|
<tr>
|
|
<td>Processor:</td>
|
|
<td>P233mmx</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>RAM:</td>
|
|
<td>64 meg</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Video Card:</td>
|
|
<td>4 Meg, software Open GL-compliant</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Screen Resolution:</td>
|
|
<td>1024 x 768</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Pointing Device:</td>
|
|
<td>Two-button mouse*</td>
|
|
</tr>
|
|
</table>
|
|
|
|
<h2><a name="recsys">Recommended System</a></h2>
|
|
|
|
The more powerful the machine, the better and usually faster the
|
|
development experience. This will become especially true when you
|
|
get to the point of compiling your maps (turning them from editor
|
|
code into game code). It should come as no surprise that, more
|
|
powerful machines will crunch the numbers faster when compiling a
|
|
map.
|
|
|
|
<p><table>
|
|
<tr>
|
|
<td>Processor:</td>
|
|
<td>P2450 (or better)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>RAM:</td>
|
|
<td>128 meg**</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Video Card:</td>
|
|
<td>Open GL accelerated video card</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Screen Resolution:</td>
|
|
<td>1280 x 1024</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td>Pointing Device:</td>
|
|
<td>Two-button mouse*</td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p>* This will work, but not well. A three-button mouse, even on a
|
|
minimal system is highly preferred.<br>
|
|
** id designers often found it convenient to work with several maps
|
|
open at once. The recommended 128 Meg of RAM may not be enough to
|
|
accommodate this.
|
|
|
|
<h2><a name="nowork">What Doesn't Work (well) - and How to
|
|
fix it</a></h2>
|
|
|
|
The key to a satisfactory editing experience is whether your video
|
|
card supports the demands of the editor. The original id editor was
|
|
designed for a workstation card called the Realizm, which ran on
|
|
Intergraph workstations in a WinNT environment. Robert Duffy
|
|
expanded this to include the Win9x operating systems and a number
|
|
of other video cards. But not all video cards support the editor
|
|
equally well.
|
|
|
|
<ul>
|
|
<li>The G200 and G400 require updated drivers from Matrox</li>
|
|
|
|
<li>The 3fx Voodoo 3000 chipset requires a driver upgrade in order
|
|
for the map grids to show.</li>
|
|
|
|
<li>If the map grids don't appear when using some ATI chip
|
|
sets, try turning the settings on you desktop up to 32 bit (true
|
|
color).</li>
|
|
|
|
<li>Nvidia TNT and GeFORCE have slowdown issues when the user
|
|
selects curve patches. While this is a driver issue, it can be
|
|
addressed by checking the "Solid selection boxes"
|
|
feature under preferences.</li>
|
|
</ul>
|
|
|
|
<p align="center">Back | <a href="../index.htm">Home</a> | <a
|
|
href="pg1_2.htm">Next</a>
|
|
</body>
|
|
</html>
|
|
|