Gridz for Radiant
I have created a pack of 2 separate grid types to be used for initial geometry/lighting and texture placement
grid for preliminary lighting and early geometry

There are 12 duplicate grids per the following sizes (32x32 64x64 and 128x12
. The idea is that you can use the duplicates where a new material is introduced and easily replace it with the find/replace option when you are ready to move to texture grids or your actual texture.
texture placement grid

There are 12 unique colors for the texture grids and they come in the following sizes (32x32 64x64 128x12
. Care was taken to ensure that none of the colors closely resemble another color. The idea is that you can use these different colored gridz to establish detail and proper texture placement, but have enough of them so you can use find/replace to quickly retexture your map away from the grids when you are ready to move to your actual texture.

understanding the texture grid
black boxes fall on the overall row and column that you are viewing (as a whole). Letters/numbers are present so you know how the texture is oriented (backwards? upside-down?). The outermost boundary lines of the grid are slightly blurred to indicate the edges of the texture. These textures reveal as low as 8 unit increments
Download Radiant Gridz for Q1 Mapping
to install, simply unzip gridz.zip to your ID1 (or mod equivalent) folder. Radiant acts just like a Quake engine with texture replacements. Do not rely solely on the wad, let radiant use the replacement textures.
The grid is accurate. All real grid lines will fall in the dead center of my texture grid lines.
note: I'm assuming this could be used for Q3 mapping by simply ditching the wad. Also, the geometry in my screenshots is for example purposes and it does not reflect any work I am doing on an actual map.
Idea Source: This is an elaboration based on various things golden_boy has said over time.
I have created a pack of 2 separate grid types to be used for initial geometry/lighting and texture placement
grid for preliminary lighting and early geometry

There are 12 duplicate grids per the following sizes (32x32 64x64 and 128x12

texture placement grid

There are 12 unique colors for the texture grids and they come in the following sizes (32x32 64x64 128x12


understanding the texture grid
black boxes fall on the overall row and column that you are viewing (as a whole). Letters/numbers are present so you know how the texture is oriented (backwards? upside-down?). The outermost boundary lines of the grid are slightly blurred to indicate the edges of the texture. These textures reveal as low as 8 unit increments
Download Radiant Gridz for Q1 Mapping
to install, simply unzip gridz.zip to your ID1 (or mod equivalent) folder. Radiant acts just like a Quake engine with texture replacements. Do not rely solely on the wad, let radiant use the replacement textures.
The grid is accurate. All real grid lines will fall in the dead center of my texture grid lines.
note: I'm assuming this could be used for Q3 mapping by simply ditching the wad. Also, the geometry in my screenshots is for example purposes and it does not reflect any work I am doing on an actual map.
Idea Source: This is an elaboration based on various things golden_boy has said over time.
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