Changes between Version 10 and Version 11 of content/tools/MappingForOrxonox
- Timestamp:
- Apr 5, 2007, 7:31:55 PM (18 years ago)
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content/tools/MappingForOrxonox
v10 v11 8 8 {{{ 9 9 data 10 worlds10 levels 11 11 baseq3 12 12 · maps … … 28 28 Get the newest version of GTK-Radiant from [http://www.qeradiant.com/ www.qeradiant.com] and start the installation. You can, if you want, uncheck all components except "Quake III Arena Support". We don't need them, we will just use the Q3A support. 29 29 30 Start GTK-Radiant. If you get asked for which game you want to build maps, choose "Quake III Arena". You will be asked where the engine path is. Choose your ...orxonox/data/ worlds as path. GTK-Radiant should start now. Continue with the configuration.30 Start GTK-Radiant. If you get asked for which game you want to build maps, choose "Quake III Arena". You will be asked where the engine path is. Choose your ...orxonox/data/levels as path. GTK-Radiant should start now. Continue with the configuration. 31 31 32 32 … … 42 42 Settings 43 43 Undo: Increase the Undo Queue Size to the maximum 44 Paths: If you've chosen the wrong path, you can enter your ...orxonox/data/ worlds/ path here44 Paths: If you've chosen the wrong path, you can enter your ...orxonox/data/levels/ path here 45 45 Camera: Disable "Discrete movement" 46 46 Build: Enable "Build Process Monitoring" … … 52 52 53 53 == Implementation == 54 Go to your data/ worlds folder an create "youprojectname.oxw". Open it and enter the following code:54 Go to your data/levels folder an create "youprojectname.oxw". Open it and enter the following code: 55 55 {{{ 56 56 <WorldDataFile> … … 60 60 61 61 <BspEntity> 62 <Name> worlds/baseq3/maps/yourmapname.bsp</Name>62 <Name>levels/baseq3/maps/yourmapname.bsp</Name> 63 63 </BspEntity> 64 64 … … 89 89 After that, we add a light to the map, otherwise it would be really dark. 90 90 91 Open data/ worlds/DefaultCampaign.oxc and enter the following code:91 Open data/levels/DefaultCampaign.oxc and enter the following code: 92 92 {{{ 93 93 <SinglePlayerWorld> … … 95 95 <nextid>0</nextid> 96 96 <name>Your Project Name</name> 97 <path> worlds/yourprojectname.oxw</path>97 <path>levels/yourprojectname.oxw</path> 98 98 <menu-entry>1</menu-entry> 99 99 </SinglePlayerWorld> … … 114 114 The "orxonox_common_textures.pk3" package contains several common textures for GTK-Radiant. With them you can realize special things in your maps like invisible walls or cubes without collision. 115 115 116 If you don't have "orxonox_common_textures.pk3" in your ...orxonox/data/ worlds/baseq3 folder, download it from [https://dev.orxonox.net/attachment/wiki/MappingForOrxonox/orxonox_common_textures.pk3?format=raw here].[[br]]117 If you got the package, but the textures dont't appear in GTK-Radiant, unzip the package (it's a zip folder) and move the textures to your ...orxonox/data/ worlds/baseq3/textures/common folder and the common.shader file into the scripts folder. Now they should be available in GTK-Radiant.116 If you don't have "orxonox_common_textures.pk3" in your ...orxonox/data/levels/baseq3 folder, download it from [https://dev.orxonox.net/attachment/wiki/MappingForOrxonox/orxonox_common_textures.pk3?format=raw here].[[br]] 117 If you got the package, but the textures dont't appear in GTK-Radiant, unzip the package (it's a zip folder) and move the textures to your ...orxonox/data/levels/baseq3/textures/common folder and the common.shader file into the scripts folder. Now they should be available in GTK-Radiant. 118 118 119 119 If the texture are in the editor, but have no effect, you should export the common.shader file to the scripts folder.