Game Development Community

Gtk/qe radiant?

by Roger Bacon · in Torque Game Engine · 08/10/2003 (2:50 am) · 3 replies

Hi,

Does anyone know if there is a tutorial for setting up gtk/qeradiant for torque usage?

i gather it should be similar to quake/worldcraft but im very keen on radiant for construction. they all export text based .maps right?

im wondering how much of the quake-style Maps are supported. is it just geometry brushed and textures? what lights are supported etc.

what is the bare minimum map2dif expects to work? (just a map file and a link to the textures?)

apologies if this has been answered many times before, but im brand new to this and currently trawling the (very large and apparently unsearcheable) forums to no avail! ;)

many thanks,
RB

#1
08/10/2003 (3:22 am)
I should add, that this is for hobby purposes so licensing (-shouldn't-) be a problem.
#2
08/11/2003 (7:17 am)
Err....currently there isn't any support for radiant generated .maps

The problem is that the .map created by radiant is a different format than map2dif uses. I have written a q3map2dif but it is currently only for use with a project I am working on. If you wait another couple months (estimate), I will be able to release it to the public.

For now you'll need to use Hammer/Worldcraft or Quark.
#3
08/11/2003 (10:27 am)
Thanks, my current solution is to export to map from *radiant, open in Hammer and save it again. it needs a little bit of find/replacing for the texture names in notepad but that seems to work okay for now!

cheers,
Rog