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Radiant Editor Resources and Links

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 Wilhuf
05-31-2001, 12:05 PM
#1
In preparation for Jedi Knight II : Jedi Outcast, I'm starting this thread to document existing links to internet resources for Radiant, the Quake3 technology editor and supporting resources.

Please post links to tutorials, supporting documentation, FAQs, tools, and examples for how to use Radiant, for any Quake3 technology based game, such as Quake3, Elite Force, etc.

I'll start with a few.

--------------------------------------------
Quake3 Radiant (Q3Radiant) Links:

The Quake3 Radiant Editor (http://www.fileplanet.com/index.asp?file=57875). Download Q3Radiant here (http://www.fileplanet.com/index.asp?file=57875).

The GtkRadiant (http://www.qeradiant.com/gtkradiant.shtml) editing toolkit.

GtKRadiant (http://digitalarenas.com/download.php?op=getit&lid=26) (at digitalarenas.com).

QERadiant (ftp://ftp.idsoftware.com/idstuff/qeradiant/) from IdSoftware.

Must see: Claudec's Lair of Q3A Design Tutorial Index (http://www.claudec.com/the_tutorial_Index/q3a/tutorials.shtml). A huge list of tutorials for Q3 Design.

Paul Jaquay's Modeling & Skinning Tools, Tutorials, & Resources (http://www.quake3world.com/ubb/Forum11/HTML/001100.html?) at Quake3World. Extensive list of links.

An Introduction to Level Design in Quake III : Arena (http://www.cgonline.com/features/010626-f1-f1.html) by Raven's Kenn Hoekstra. Good, coherent introduction to setting up and using Radiant.

The structure of a game company and where you fit in (http://www.cgonline.com/features/020102-f1-f1.html) by Raven's Kenn Hoekstra. Part II in his series. Features links (http://www.cgonline.com/features/020102-f1-f1-pg4.html) to many game design online resources.

A huge list of links to Radiant Editing Resources (http://www.quake3world.com/ubb/Forum6/HTML/013172.html), from the Quake3world editing forums (http://www.quake3world.com/ubb/Forum6/HTML/013172.html).

Equim and Ttimo's Q3:A Mapping FAQ (http://www.qeradiant.com/faq/fom-serve/cache/1.html) has answers to frequently asked questions on Q3 Radiant.

Quake3World.com's Editing Help Section (http://www.quake3world.com/editing/) is an excellent resource that has
Tutorials & Guides (http://www.quake3world.com/editing/guides.html)
Tools and Utilities (http://www.quake3world.com/editing/tools.html)
Textures (http://www.quake3world.com/editing/guides-textures.html)
Files (http://www.quake3world.com/editing/files.html)
Additional Links (http://www.quake3world.com/editing/links.html)
The Quake3world editing forums (http://www.quake3world.com/cgi-bin/Ultimate.cgi?action=intro&category=2&showall=1)

planetquake.com (http://www.planetquake.com/quake3/hosted/editing.shtml) hosts a number of Quake3 editing sites.

quake3.qeradiant.com (http://quake3.qeradiant.com/tutorials.shtml) has a collection of basic and specialized Radiant tutorials.

QWorkshop3 (http://planetquake.com/qworkshop3/tutorials/) has a number of introductory Q3Radiant technique tutorials.

Bubba's Arena (http://planetquake.com/bubba/) has a number of Tutorials (http://planetquake.com/bubba/tutorial.html) and Editing Links (http://planetquake.com/bubba/qlinks.html)

The Mean Arena (http://www.planetquake.com/meanarena/) has Quake3 and F.A.K.K.2 maps, textures, coding tips and more. Includes a tutorial on Creating a New Main Menu Background (http://www.planetquake.com/meanarena/q3/coding/q3_code_tut02.html).

Quakeitecture.com (http://www.quakeitecture.com/) has detailed QERadiant (http://www.qeradiant.com/) manuals.

The Official Q3Radiant Manual (ftp://ftp.cdrom.com/pub/idgames/idstuff/quake3/tools/q3rmanpdf.zip) (Adobe Acrobat Format, Downloadable)

The Official Q3Radiant Online Help File (http://www.quake3world.com/files/editing/Q3RManual.zip)

Gamedesign.net (http://www.gamedesign.net/quake3/)'s) Radiant Control Reference (http://www.gamedesign.net/quake3/rcr.html) lists out Radiant keyboard commands.

QERadiant tutorials at http://www.qeradiant.com/tutorials.shtml) and http://www.gamedesign.net/tutorials/qeradiant/)

Gamedesign.net's Quake3 Arena Prefabs (http://prefabs.gamedesign.net/game.php3?game_id=13&num=0). A large datbase of prefabricateds for Quake3.

Commander Keen's Quake3 Arena Console Page (http://www.planetquake.com/q3console/) has a list of Variables, Console Commands and Tweaking options for Quake3.



--------------------------------------------
Q3 Scripting and Coding Resources

Code3 Arena (http://www.planetquake.com/code3arena/) has a number of tutorials and code examples for Q3 modification work.

QuakeDeveLS The Quake Developer's Library Site (http://www.planetquake.com/qdevels/) is a great source of code examples and tutorials for Quake2 development.

Quake3Arena/Team Arena 1.29h source code (http://www.fileplanet.com/index.asp?section=258&file=53726).


------------------------------------------
Elite Force Radiant (EFRadiant) Links:

The EFRadiant Game Development Kit 1.2 (http://www.3ddownloads.com/?file_id=147269). Download EFRadiant here (http://www.3ddownloads.com/?file_id=147269).

Raven Mapping (http://www22.brinkster.com/ravenmapping/) offers a portal to Elite Force Radiant Tutorials, forums and downloads.

http://www.efmodcentral.com) (http://www.efmodcentral.com/) has a number of basic EFRadiant tutorials (http://www.efmodcentral.com/tutorials.shtml).

Eric Schafenburg's EFRadiant tutorial (http://www.effiles.com/file.php3?287), an introduction to EFRadiant.

A number of editing tools, including plugins, terrain generators, file explorers and converters can be found at the efmodcentral downloads section (http://www.efmodcentral.com/downloads.shtml)

The Official Raven Elite Force Mod Community Message Board (http://www2.ravensoft.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&forum=Elite+Force+Mod+Community+Board&number=19&DaysPrune=10&LastLogin=)

Fileplanet's collection of Elite Force Utilities (http://www.fileplanet.com/index.asp?section=1103), including the Game Development Kit, PAK explorer, scripts, shader editor, and more.

------------------------------------------
Return to Castle Wolfenstein Links:

Tram Design (http://www.planetwolfenstein.com/tramdesign/) hosts a number of tools and tutorials (http://www.planetwolfenstein.com/tramdesign/resources.htm) for editing the Quake3-powered Return to Castle Wolfenstein. Includes DeBSP (http://www.fileplanet.com/dl/dl.asp?/planetwolfenstein/tramdesign/debsp.zip), a tool for decompiling Wolfenstein, Quake3, Quake2, Kingpin, and Half-Life maps.


--------------------------------------------
3D Model Editing Resources

Paul Jaquay's Modeling & Skinning Tools, Tutorials, & Resources (http://www.quake3world.com/ubb/Forum11/HTML/001100.html?) at Quake3World. Extensive list of links.

Chumbalumbasoft's Milkshape 3d (http://www.swissquake.ch/chumbalum-soft/) is a low-polygon modeler that allows you to create, convert, edit, and animate 3d models for use in Radiant and other 3d level building programs.

Chumbalumbasoft hosts a number of Milkshape3d tutorials (http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html).

Polycount (http://www.planetquake.com/polycount/) has a number of tutorials, 3d model databases, accessories and resources for 3d modeling for Quake3-based and other games.

Modeling by ISO (http://www.planetquake.com/POLYCOUNT/COTTAGES/BLACKBOARD/) has movie tutorials (http://www.planetquake.com/POLYCOUNT/COTTAGES/BLACKBOARD/tutorials.htm) of modeling using Milkshape.

gmax (http://www.discreet.com/products/gmax/gmaxconsumer/), the freeware 3d model design, rendering and animation tool by Discreet (http://www.discreet.com/).

gmax tempest (http://www.discreet.com/products/gmax/gmaxconsumer/downloads_text.html), an extension which adds Quake3 support to gmax.

How to build and compile a Quake III level using the gmax tempest gamepack tutorial (http://www.discreet.com/products/gmax/gmaxconsumer/quake3_level_text.html).

--------------------------------------------
Texture and Image Editing/Processing Resources


Right Hemisphere's Deep Paint 3D (http://www.us.righthemisphere.com/products/dp3d/index.htm). Deep Paint 3D provides authentic artistic media such as oils, watercolors, crayons, and pastels as well as photographic textures, which can be brushed directly onto 3D models. Ideal for film, television, game development, or web design.

Deep Paint 3D Tutorials (http://www.us.righthemisphere.com/community/tutorials/index.htm#LW)

SkyPaint (http://www.wasabisoft.com/). A tool for developing panoramic backgrounds for sky boxes.
 Ki-Adi-Mundi
06-03-2001, 1:30 PM
#2
I don't have any links or anything to add, Wiluf, but which tutorial would you suggest for someone just starting Q3 Editing? I have edited Jedi Knight before. I did levels, and even tried a mod or two. I also tried Half-Life.
 Wilhuf
06-03-2001, 1:53 PM
#3
Well, I'd try Ricebug's Creating a Basic Room Tutorial (http://quake3.qeradiant.com/q3afiles/creatroom.htm) first. It quickly gives you results: a gun and a box room to run around in.

Since you're experienced, you'll know what kinds of questions to ask, and what kinds of level editing operations to conduct. Look at Claudec's Tutorial Index (http://www.claudec.com/the_tutorial_Index/q3a/tutorials.shtml) for tutorials by theme. For instance, tutorials on doors, sound, curves, bots, exteriors, lighting etc.

[ June 03, 2001: Message edited by: Wilhuf ]
 Ki-Adi-Mundi
06-03-2001, 7:34 PM
#4
Thanks so much man. Now... to borrow my friend's Quake III tomorrow. :)

[ June 03, 2001: Message edited by: Ki-Adi-Mundi ]
 Wilhuf
06-03-2001, 9:22 PM
#5
Sure thing Ki-Adi-Mundi. Be sure to post links to any good references, tutorials, and information that you come across.
 Ki-Adi-Mundi
06-04-2001, 9:33 PM
#6
This page of tutorials is a MUST for a person first starting out editing with a Brush Engine. Like me. :)

<h3><a href="http://planetquake.com/bubba/tutorial.html">Bubba's) Arena Tutorials</a></h3>

I highly recommend this if you are new to brush engines or just to quake editing at all.

[ June 04, 2001: Message edited by: Ki-Adi-Mundi ]
 Jedi_Killer
06-04-2001, 11:27 PM
#7
gamedesign.net has some great resources. I reccomend especially looking at Quake 2 tutorial sites. Since it was basically just lower poly, most of the methods are going to apply and there was a wealth of information on Q2 editing--even more so than what is available for the Q3 games.
 Wilhuf
06-05-2001, 12:27 PM
#8
Please post your links as enabled hyperlinks. E.g. gamedesign.net (http://www.gamedesign.net)
 TegSkywalker
06-05-2001, 5:55 PM
#9
I recommend getting GtkRadiant from http://www.qeradiant.com/gtkradiant.shtml) which many people consider to be the best (since it is the newest) of the Radiants.

I recommend using that.
 Ki-Adi-Mundi
06-05-2001, 11:02 PM
#10
Could you let us in a some of the latest features on it and why people like it so much? I'm currently using Quake III Radiant version 201. And I like it. I think it may also be known as 202. Not sure.
 Jedi_Killer
06-06-2001, 1:34 AM
#11
Radiant was open sourced and GTK Radiant is a community maintained version of the editor. It has some bug fixes and some of the tools work slightly better. It's definitly what you need to use for Team Arena editing. For simple basic Q3 it shouldn't matter too much I would think. Although I'll admit I'm using GTK now.
 Archie
06-06-2001, 6:12 AM
#12
GTKRadient is also cross-platform for all you rabid linux guys ;-).
 Ki-Adi-Mundi
06-06-2001, 2:05 PM
#13
I guess I'll try it out. What could go wrong? (heh, how many times have we heard that backfire?) :D
 runab0ut
06-09-2001, 6:23 AM
#14
add polycount (http://www.planetquake.com/polycount) as a resource for Quake3 models and some tutorials.

[ June 09, 2001: Message edited by: runab0ut ]
 TegSkywalker
06-09-2001, 8:06 PM
#15
Oh and btw.. I am starting up a new site at http://www.jk2editing.com) but I am still waiting for my stupid host to setup their DNS servers for it. I got the site design done, but I cant upload anything, setup the PHP forums, or finish my server side includes stuff until they fix that.

Dontcha hate slow service? heh
 Ki-Adi-Mundi
06-09-2001, 10:56 PM
#16
It does suck. Who's your provider? And didn't you already start a thread on this?
 Wilhuf
06-10-2001, 1:37 AM
#17
Please post links only. The less noise we have here the better. Otherwise, I'm gonna start pruning a bit. ;)
 Sine Nomen
08-21-2001, 8:00 PM
#18
Heh, damndest thing is though, I started to make a Tantive IV level for Q3 in preparation for JO (possibly to be ported), but the damn q3 engine screwed up my white textures. Now, instead of looking like a corellian corvette, it looks like ..a white void. Raven had better fix that.. :)
 UniKorn
08-22-2001, 1:45 PM
#19
Originally posted by Sine Nomen:
<STRONG>Heh, damndest thing is though, I started to make a Tantive IV level for Q3 in preparation for JO (possibly to be ported), but the damn q3 engine screwed up my white textures. Now, instead of looking like a corellian corvette, it looks like ..a white void. Raven had better fix that.. :)</STRONG>

That is probably because your lighting is wrong.

For lots of tutorial links : http://www22.brinkster.com/ravenmapping)
check out the tutorials section
 Wilhuf
09-19-2001, 11:38 PM
#20
A new release candidate of GtkRadiant is available at zerowing.idsoftware.com (http://zerowing.idsoftware.com/nightly/)

[ September 19, 2001: Message edited by: Wilhuf ]
 Wilhuf
09-28-2001, 12:22 AM
#21
Discreet (http://www.discreet.com), the producers of 3dStudioMax, has released gmax (http://www.discreet.com/products/gmax/gmax_index.html) to the public.

As described on the gmax page (http://www.discreet.com/products/gmax/gmax_index.html), 'gmax is a free 3D content creation platform designed to let game enthusiasts create custom art for their favorite titles. It includes many powerful tools including polygon and patch editing, texturing, lighting, and simple keyframe animation.'

gmax tempest (http://www.discreet.com/products/gmax/gmaxconsumer/downloads_text.html) is also available for download, and adds Quake3 level creation support to gmax.
 matt--
12-11-2001, 3:20 PM
#22
Decided to put this as a sticky thread...its usually bumped anyway.
 ReAcToR
12-11-2001, 11:42 PM
#23
I and a few people that I have talked to haven't been able to download GtkRadiant from 3dDownloads so I figured that I would post a reliable mirror...

http://digitalarenas.com/download.php?op=getit&lid=26)

Hope that helps. Seems to be a fast server.
 ReAcToR
12-12-2001, 3:29 PM
#24
Another mirror provided by ID Software...

ftp://ftp.idsoftware.com/idstuff/qeradiant/
 Wilhuf
12-20-2001, 9:16 AM
#25
Thanks for the sticky matt. Pruned and ironed out the bumps.

Keep those resource links coming!
 Sine Nomen
01-13-2002, 3:40 PM
#26
Originally posted by UniKorn


That is probably because your lighting is wrong.

For lots of tutorial links : http://www22.brinkster.com/ravenmapping)
check out the tutorials section

I'm pretty sure it's the engine.. I've heard reports of similar problems from other people. Oh well.

I've been messing around a bit more in gtkradiant, and I have come to the conclusion that it sucks.;) It's basically impossible to create a geometrically perfect parabolic wall, e.g. the window/canopy type thing at the front of a Star Destroyer bridge. It lacks a snap to vertex function, which, in my experience is absolutely necessary, the drag vertices function doesn't seem to work all that well, the rotate function rounds off to the nearest degree, etc... Went to telefragged and talked to the people there, and they pretty much confirmed it. (not that it sucks, that you can't do it :) )

I'm hoping that Raven will run into the same problems I, and a few others from Massassi have, and find a way to fix them.
 wolf359
01-26-2002, 2:44 PM
#27
from my experience (mapping for another q3 based raven game elite force) i'd say the claudec's lair site linked to above is the best mentioned. also efmodcentral.com has tutorials and Q&A (which i do :) ) that are informative.
 Wilhuf
01-27-2002, 4:01 PM
#28
Please post links that haven't yet been posted. And when you do, please post them as URLs (e.g., efmodcentral (http://www.efmodcentral.com)).
 SL_Ki-Adi-Mundi
02-01-2002, 9:14 PM
#29
Your link to the gmax page is a bit out of date according to Discreet. The link to gmax in this part of your post:

Discreet, the producers of 3dStudioMax, has released gmax to the public.

Please update using the following: http://www.discreet.com/products/gmax/gmax_index.html)
 JPMaximilian
02-01-2002, 10:35 PM
#30
Can you create custom weapons with gmax?
 Wilhuf
02-03-2002, 9:19 AM
#31
Yes, you can create custom weapon models with gmax, or with MilkShape3d.

Ki-Adi-Mundi thanks for the link update. It will take some effort to keep the links current as more and more come in. The more people who keep us updated the better.

Keep those new links and updates coming in.
 KanoZ
02-19-2002, 4:40 PM
#32
I'd say Gmax is the best alternative to the $20 milkshape modeling program or the $25,000 3D max ;)
if you get it dont forget to get the tutorials with it because they are very well made and i'd say they are also alot better then some of the user made tutorials for MS3D if you're completely new to 3d modeling (like myself)
you learn how to make some basic 3d level design, a head, a powercharger, a character and an airplane the tempest add-on allows you to create maps for Q3 so you might want to get that as well.



I started using it on sunday and I’m finishing up the head model right now instead of doing my school work. :D
 PraetorJudis
03-18-2002, 7:13 AM
#33
Here's my favorite Quake engine editor.

Click here for QuArK (http://www.planetquake.com/quark/)

It currently has support for Quake 1, 2, and 3, Hexen 2, Heretic 2, Half Life, SiN, Kingpin, SoF, Elite Froce, Crystal Space, and the latest snapshot has support for 6DX and RtCW. I suspect JK2 support will be forthcoming, especially if we bug them about it. ;)

I used QuArK to build all but my first map for Heretic 2, and I loved it's features (vertex snap is my god). For yo ucoder types out there, it uses mini python libraries, and is inherently customisable.
 Zoe-x
03-20-2002, 2:10 PM
#34
I havnt taken much C++ yet but in the tutorial:

"gentity_t *bolt;

VectorNormalize (dir);

bolt = G_Spawn();"

"Line 372 is creates a new entity (called bolt). The G_Spawn() function creates a 'blank' entity... then next job is to flesh out all the details (what sort of entity is it "

Am I wrong or is bolt just a pointer of type gentity_t and "bolt = G_Spawn();" Is bolt pointing to a *forgot the term* object .
 nJR Exar Kun
03-20-2002, 10:40 PM
#35
I was told to use GMax for animating/keying Q3, which is what I want to do for JO. Just double checking to see if that's the right prog and if anyone knows of some real good tutorials for it.
 Singularity
03-21-2002, 9:37 PM
#36
As people have said, the best gmax tutorials are the ones that come with it.
 Bejitt
03-27-2002, 4:01 PM
#37
Originally posted by Zoe-x
Am I wrong or is bolt just a pointer of type gentity_t and "bolt = G_Spawn();" Is bolt pointing to a *forgot the term* object .

gentity_t *bolt; <--create pointer to a game entity
VectorNormalize (dir); <--turn vector dir into a direction
bolt = G_Spawn(); <--create a new game entity and make bolt point to it


btw, q3 code is in pure C :)
dunno about jk2 though. they coulda rewritten it all in c++ *shrug*
 ]-UnderTOW-[
03-30-2002, 6:58 PM
#38
Originally posted by KanoZ
I'd say Gmax is the best alternative to the $20 milkshape modeling program or the $25,000 3D max

Gmax is useless, you can only use it for games where the developers have modified itto export to their file format. There's only two companies that have done it that i know of, iD and microsoft. No other companies want to do it because they don't want to pay the rediculous price of $80,000 US. On it's own Gmax, can't export or import and can only save as a gmax file. Plus, Gmax is still just a cut down version of 3ds max, max's UI sucks already, although it is much better than milkshape IMHO.
I'm just gonna stick with my pirated version of Maya 4. Alias don't care that i have a pirated version of maya, because i'm NOT doing anything commercial with it at all. If i did, i'd get a loan and pay the $1999 US for Maya 4 Complete (recently dropped).

BTW, 3ds Max 4 is not $25,000. It's $3,000 US, unless they dropped the price to try and compete against Maya and Lightwave's sudden price drop.

Also, is it me or are these forums REALLY slow?
 KevinUK
03-30-2002, 7:40 PM
#39
I have some tutorials for EF on www.kevinuk.co.uk) . Granted the design isnt that good and the tutorials could be better but its a start :)

I have made a new design and am in the process of re--writing all the tutorials, this can be found on www.uffiles.com) within the month :)
 Darth Draugmahl
03-31-2002, 9:06 PM
#40
Hey PJ Long time no see!! Thanks for the great links everyone, I haven't edited a game on this engine for quite some time (since heretic 2) and I look forward to doing so. Any words from people who've started before I get started?
 Teranite
04-02-2002, 4:39 AM
#41
You should wait for the official sdk because the Raven guys seem to have quite changed the BSP format. No, this is not one of those "don't do that it'll get you killed"-threads, I'll just explain:
The first four bytes of a BSP file are the so called magic code, the fifth is the version number. (Just open the map with a Hex editor)

For a normal Q3 map this looks like:
49 42 53 50 46 | IBSP Bsp version 46
But for JO:
52 42 53 50 01 | RBSP Bsp version 1

So I think something totally new has been introduced to the BSP format, otherwise changing the magic code sucks :D :D
I chose to post it in here for all those unsuccesful mappers out there. :)
 Jafo
04-03-2002, 5:04 AM
#42
TramDesign as listed under RTCW resources is now open for JKII Editing, mapping and the rest. We have 700 memebers in our forums and look forward to more. Although we are hosted by Planetwolfenstein, we are not a RTCW only resource but dev in all areas of game development. Our forums are not open to anon users so registration is a must, only one banner that you never have to see if you cut right to our forums.
Thanks

TramDesign (http://planetwolfenstein.com/tramdesign)
http://tramdesign.darktech.org/jafo/jafosig.jpg)
 Singularity
04-03-2002, 10:34 PM
#43
To the guy who said gmax is useless - I've poked around the pk3's, and saw many md3 files...what would be wrong with building your model in gmax and then converting it to md3 format?
 Dax
04-04-2002, 4:48 AM
#44
does the Quake 3 map editor (Radiant), work for Jedi Outcast? I'd really love to make maps for it. Also, is it possable to use Gmax with JO?
 Jedi-Kemp
04-04-2002, 7:17 PM
#45
no not untill redaint release it.

They said it should be soon.

:( :rolleyes: :D
 Jedi-Kemp
04-04-2002, 7:29 PM
#46
Q: Hi i was woundering if JediKnight2-JediOutcast was going to be supported by Radiant as it is using the Q3 Engine Hope this can be answered soon as I am itching to make maps for JK2 thanks.

A:Nothing official at this time. It is very likely that we are going to
support JKII mapping to some extent though.

regards

TTimo

There you have it should be soon I hope
 jbizkitz
04-04-2002, 10:26 PM
#47
I have read the tut and I made the skin ok and my skin shows up in the setup section...but when try to host a server it doesnt show up. I have 2 other skins that work. Please help.
 INFERNOJHC
04-07-2002, 12:18 PM
#48
Is there a tool to convert a .bsp to a .map-file?
 B0rG
04-08-2002, 7:43 AM
#49
A really good way to find solutions to problems you may (and will encounter with Radiant is to hit the level editing forums at www.quake3world.com) and use the search function. Saved my butt several times.
 B0rG
04-08-2002, 7:46 AM
#50
INFERNOJHC, yes there is - you'll find a link if you do a search at quake3world.com in the level editing forums as I just mentioned. However, curved brushes do not convert properly and I'm fairly certain you lose all existing texturing as well.
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