||Installing GtkRadiant for use
with Elite force
||9th June 2001
||11th June 2001
GTKRadiant is based upon QERadiant which is described on
"QERadiant is FREE. It is based on the source code released by id software
for QE4 (the editor they used to make Quake2)."
"GtkRadiant is a cross-platform version of Q3Radiant.
The editor runs on Windows 98/ME/NT/2000 and Linux x86"
However there's a lot more to it than that. GTKRadiant is a maintained and
updated quake editor which is still in development, unlike EFRadiant, which
is updated as and when Raven Software
feel like it. This brings several advantages over EFRadiant, mainly in that
if there's a bug in the software, or if you have problems these may be
addressed in the next version. GTKRadiant is also an
source project, meaning anyone can contribute to it.
GTKRadiant is intended for quake 3 editing mainly, thankfully star trek
elite force uses the same engine which is why we can use it.
Before i go any further, I'd like to say that this tutorial
involves changing directory names, and other stuff which WILL break all your
shortcuts. Don't proceed unless you know what you're doing, i don't want any
emails blaming me for the impending doom. Okay!
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First of all go and download GTKRadiant from
download is 9.68mb, quite a chunk compared to EFRadiant, but it does come
with textures, example maps, etc.
As GTKRadiant is intended for quake3 the installation assumes we're
installing it to edit quake3 maps, and that we have quake3 installed. This
is why I'm writing this tutorial, to show you how to 'fix' it's installation
to work with elite force.
Your installation directory of elite force might look a little something
Although you probably have it installed into a different directory than
d:\games\stvef, it doesn't matter where you've installed elite force.
GTKRadiant assumes the word 'quake' is somewhere in the installation
directory, don't ask me why, it just does. So, here's the tricky part, we
have to rename the elite force installation directory so that it has quake
in the name. NOTE I've found that it doesn't like long folder names
(longer than 8 characters), or directories names beginning in !
Obviously this can cause some nasty problems with
shortcuts, and any server browsers you have such as
gamespy arcade etc. So you'll
need to change the shortcuts afterwards, also, if you ever want to uninstall
elite force (which surely, you never would) you will have to rename it back
to its original name before uninstalling. The other option, if you have
ample disk space would be to make a second installation, but for most people
this isn't an option.
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Run the setup program for GTKRadiant from wherever you downloaded it to, and
continue through the first couple of screens.
can see I've changed the install directory to where I have elite force
installed, making sure there is quake in the folder name, this window
also explains about the need for the directory name change. Click next,
next again, making sure Full Install is selected.
Choose whatever you want for the program shortcut files location, I've stuck
with the default though. Click next a couple of times..
GTKRadiant will now setup.. lovely.
GTKRadiant is now installed. But the job is far from done..
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Now we have to fix the installation of GTKRadiant to make it think that it's
actually editing maps for quake3, which of course it isn't.
First of all browse to your elite force installation directory, in my case
d:\games\quakeSTVEF!! and look inside the GtkRadiant directory which is now
there. As you can see, it's chock-a-block full of goodies..
We need to move or copy the contents of the baseq3 to the baseEF
directory in your elite force installation location. There's some important
stuff in there, like the default project file, demo maps, textures etc.
Before you do read the footnote about shader lists.
You may want to take a copy of your list before overwriting it.
once those files are placed inside the baseEF folder you can run
GTKRadiant from the start menu
This will be the first screen you see when you run GTKRadiant from the start
menu. Click OK to bring up the next screen.
The interface is a little strange at first, unless you've used Linux, it's
certainly not standard, but after a short while you'll get used to it. Find
your installation directory for elite force and select stvoy.exe as shown,
and click OK
GTKRadiant will now load.
however it may bring up an error about a project file..
you get this screen hit OK,
select quakev2.qe4 as shown in the above shot.
This should now be located in \baseEF\scripts inside your elite force
installation directory. Click open, and GTKRadiant should continue to load.
its finished you should see a screen which looks like this
you can see it looks a little bare. No textures loaded, and a couple of
errors at the bottom in the console pane, not good. Unlike EFRadiant the
preferences appear to be okay by default, however if you want to check them
out hit the P key, or go to edit » preferences. Personally
I've turned on openGL antialiased points and lines, this just results
in a much cleaner 2d view, so it's not necessary.
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we need to get GTKRadiant to load textures, and to know where everything is
located. Go to the file » Project Settings menu, a window should
appear like this.
Obviously a lot of these paths are incorrect, and point to the baseq3
directory, so change the values so they look more like this..
Remember, my installation is d:\games\quakeSTVEF!!, chances are yours isn't,
so make sure you're pointing it to the right location! Click OK
OK again, close GTKRadiant, and then re-load it. You should now see all the
normal elite force textures in the texture menu. Great! You're now ready to
do some map editing
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There are a couple of other things you can do to make the
experience of using
GTKRadiant a little more elite force oriented, as you may've noticed there
are a lot of quake 3 related entities, and also textures there which you
don't really need unless you are designing a map which can be used for quake
3 and elite force.
The entities that come with EFradiant are files installed into the GDK tools
directory called SP_entities.def and HM_entities-def.txt. These are the single player, and holomatch entities respectively. So,
if you're making a holomatch map move HM_entities-def.txt into the
\gdkradiant folder which sits in your elite force installation
directory, then rename the file to HM_entities.def. There should be
two other .def files in this directory. entities.def and entities-TA.def,
you can delete these, or rename them, as long as they don't have .def
extensions they wont be used by GTKRadiant
The original elite force GDK comes with a file which is called
shaderlist.txt, as you may be able to guess this is a list of all the
shaders that the editor will load, as far as I can tell these match up to
the .shader files in the scripts directory, and tells the editor
which shader files to load into the editor. If you don't load the elite
force shader files your map probably wont compile correctly if you use
shaders such as caulk, no entry, die munro, clip, etc etc. In fact on my
first test compile of a map I could see the clip and no entry brushes in
game; not good. ;-) If you've overwritten your shaderlist.txt file
you can download a copy here. Or you
may prefer to just add the following lines into the GtkRadiant version of
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