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How to load textures for GTKRadiant?

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  • How to load textures for GTKRadiant?

    I want to do a map for quake, I use GTKRadiant,
    but somehow the editor doesn't load any textures and so I cannot even do a simple room, can you help me how I can load the textures in the editor?

  • #2
    The best place to ask that question is Func_Msgboard, the home of Quake map development on the internet.

    There is a thread called "Mapping Help", if you post the question in that thread I know lots of them use Radiant.

    Also:

    irc://irc.quakenet.org/terrafusion You can ask at that IRC Channel

    Or maybe even

    irc://irc.anynet.org/darkplaces (those guys know EVERYTHING, I swear)

    And, not related to your question, but you might check out:

    http://www.quakeone.com/navigator if you haven't already seen it. A ton of mapping resources on one of the tabs of the page.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Originally posted by cyronix
      I want to do a map for quake, I use GTKRadiant,
      but somehow the editor doesn't load any textures and so I cannot even do a simple room, can you help me how I can load the textures in the editor?
      if you find out, please come back and tell us how!!!

      I've got the exact same problem. I installed GTKRadiant 1.5, selected quake. I extracted my wads to jpgs and put them in id1/textures/q1_base, etc. and then zip... All i get is "Shader Not Found".

      If you find out, please let us know, this has been driving me nots and googling to no avail. Zip in the documentation either

      Comment


      • #4
        You should try Worldcraft 3.3.

        http://www.quakeone.com/forums/showthread.php?t=1242

        Worldcraft 3.3 with the QuakeAdapter is the atom bomb of mapping.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Originally posted by Baker
          You should try Worldcraft 3.3.

          http://www.quakeone.com/forums/showthread.php?t=1242

          Worldcraft 3.3 with the QuakeAdapter is the atom bomb of mapping.
          I'm using WorldCraft 1.6b atm, but i've found it has inadequet tools for creating curves and structure for a newbie like me.

          I can make a box room, and lighting and what not with worldcraft, but when i want to edit vertices and the like its a bit "square" I found it much easier building levels in BUILD for duke3d, you could very easily make non-box rooms, winding corridoors, arches, etc. without editing a rectangle.

          Had worldcraft 3.3 changed much in this department?

          Comment


          • #6
            Originally posted by spamalam
            Had worldcraft 3.3 changed much in this department?
            Worldcraft 3.3's main advantages over Worldcraft 1.6a is rotation without messing up texture alignment terribly bad. There are some other great features but that is the main one that made me switch from 1.6a to 3.3 (without the QuakeAdapter, 3.3 isn't very Quake friendly).

            I'm using WorldCraft 1.6b atm, but i've found it has inadequet tools for creating curves and structure for a newbie like me.
            Quake maps do not support curves like Quake 3 maps do. If you try to use those features in GTKRadiant, the map will not compile as those features aren't for Quake 1.

            Maps in Quake that have things that resemble curves are actually "cylinders" using 12, 16 or 32 sides. When using the block tool, there is a drop down box with rectangle/wedge/cylinder. Indicate the number of sides.

            CZG's curve tutorial (try to ignore the broken images):

            http://web.archive.org/web/200503081...t/curv_tut.htm

            I can make a box room, and lighting and what not with worldcraft, but when i want to edit vertices and the like its a bit "square" I found it much easier building levels in BUILD for duke3d, you could very easily make non-box rooms, winding corridoors, arches, etc. without editing a rectangle.
            All of this can easily be made in Worldcraft 3.3

            The rotation in 3.3 makes it easy. You can copy an object and rotate the clone by 15 degrees and repeat, for example, to make winding stairs. Kinn, the author of the Marcher Fortress, used almost exactly the same editor as Worldcraft 3.3 to make his gigantic map, and it has a lot of "curves" in it.

            http://underworld.planetquake.gamesp...ev050114d.html

            If you have more detailed mapping questions, 2 outstanding resources are:

            Func_Msgboard at http://www.celephais.net/board which is the central Quake mapping site and on the accompanying IRC channel irc://irc.quakenet.org/terrafusion (Need IRC? Get Mirc http://www.mirc.com/get.html)
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              If you haven't figured it out yet: The textures, in .wad format, should be in the "id1" folder, within the "Quake" folder.

              Comment


              • #8
                After 4 years he should have figured it out or given up forever.
                dfsp*spirit
                my FPS maps

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