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author osmium
title Installing GtkRadiant for use with Elite force
creation date 9th June 2001
modify date 11th June 2001
vesion 1.04

 

 table of contents
 What is GTKRadiant?

 

GTKRadiant is based upon QERadiant which is described on www.qeradiant.com as:

"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 open 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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 Preperation

    First of all go and download GTKRadiant from here, the 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 like this.

    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 game spy, 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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 Installing

    Run the setup program for GTKRadiant from wherever you downloaded it to, and continue through the first couple of screens.

 

    You 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,

 

Click Next again,

 

Click 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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 Post Installation Setup

    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..

 

If you get this screen hit OK,

 

    and 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.

 

Once its finished you should see a screen which looks like this

    As 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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 Projects

    Ok, 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

 

    Click 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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 What next?

 

    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.

 

 

Entities

    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

 

 

Shader List

    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 the file.

common
gfx
dreadNought3
voyager
transporter
borg
engineering
damagedvoyager
stmodels
scavenger
decals
stasis
forge
holodeck_temple
holodeck_training

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