FNF -- THE FRIDAY NIGHT FRAG | ||||
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Q3Radiant Basics - 24/08/00
Nothing like writing a tutorial first thing in the morning! Q3Radiant is very basic to use, you might not need any help in building your first box. However if you are a complete f&*king retard then please indulge your self in the first couple of parts of my first tutorial. How to make a brush: On the map view (the one with the grid) hold down the left mouse button and drag it a bit, a red dashed rectangular outline should appear. This is the outline of brush. Release the mouse when you are happy with it. Congratulations you have just made your first brush. Manipulating your brush: Manipulating the brush is fairly simple. Clicking and dragging within a selected brush on the map view will move it around in the selected axis. The same applies to the small Z-axis bar at the side (this only deals with the height of the brush). To reshape the brush click an drag on the outside of the edge that you want to change, once again the same applies to the Z-axis bar. I would provide screenshots but I can't be bothered to install some jpeg handling software and convert bitmaps right now, maybe later. To select a brush hold shift and click it on either view. (Note that in map view the highest brush will be selected) That is all that is really needed right now. Making your brush into a box shaped room: I am about to introduce one of the two powerful CSG functions. The CSG functions will create difficult shapes for you by carving one brush with another. Anyway select your brush, make it high enough for a bot to stand in (about 128 is a good room height). Now click the CSG Hollow button (looks like a 3x3 grid - 13th button from the left) or menu option (Selection -> CSG -> Make Hollow). Hey presto a box! Now to add a spawning point. Placing a spawning point in your map: Right click in the middle of your new box/room in the map view, this brings up the entity menu, and select info -> info_player_deathmatch. Make sure that the entity overlaps no brushes (don't forget the Z axis). You have now made a plyable level, although it has no light. Placing a light source: Right click where you want the light source in the map view and choose light from the entity menu. Hey presto a light source. Now for some textures Changing textures: You can load a texture set by selecting one from the textures menu option. The texture sets are the last set of options in the menu option. Load one by clicking the menu option, I recommend gothic_block. Then select a texture from the texture area (the gray square full of texture pictures) and select a brush, double click on the texture that you want to apply to the selected brush and it becomes applied. Apply textures to all of the brushes in the map or the default black and white grid texture will be applied at compile time, speaking of compile time... Compiling your map: Select the bsp option from the menu, for full level beauty select the top option and for crappiness select Bsp_novis (nolight). The last option is useful for huge levels which are incomplete, which reminds me I better do some more work on gothicdm1... And before I go... I expect this bit might be useful, it took me ages to find out what some of the most needed shortcut keys were. These are the ones that I use the most. Useful keys: A - Camera tilt up Right Click (Camera View) - Free look Hope it's all useful! -- }h3r!k0 |
FNF 'Unreal Tournament is so much better than Quake 3' - some newbie 'Quake 3 is so much better than Unreal Tournament' - the same guy 3 months later
CSG Subtract Hollow
Change view axis |