How to use GtkRadiant with Quake or Tenebrae 1.x
The following pages will step through the process of setting up GtkRadiant 1.2.x for editing Quake (or Tenebrae or any Quake based engine). The process may seem long but that is only because I have gone into a lot of detail. This How-To is targeted at Windows users but should be easy enough for Linux/Unix users to use as a guide.
The required files
The following files are the required for the success of this how-to. Make sure you have them all before going any further.
- GtkRadiant 1.2.x for Quake3/RtCW
- SleepwalkR's Map Converter (local copy). Converts a Quake 3 .map file to Quake format
- Java Runtime Environment 1.3 (Only required if you do not have Java set-up)
- Compile tools - TreeQBSP (local copy), visbjp (local copy) and tyrlite (local copy). TreeQBSP and visbjp are by Bengt Jardrup. tyrlite is by Tyrann. You may want to check their websites for the latest versions and more information.
- Quake .wads - All the wads in one download or Base, Medieval, Metal, Wizard, Start.
- TexMex (local copy). A wad file editing tool
- Compile.bat A simple batch file for compiling maps
- md3 editor models. Includes the industri.def file so the md3's turn up in the editor. Not all models are currently included. See this screenshot for a sample view.
- Alternative Menu Bar graphics They just look better.
- radiantgtkrc Customise your GtkRadiant interface.
- More wad files - ctf4, hipnotic, rogue and Zerstörer
- compile.sh a sh script that can be used on Linux/Unix and under cygwin. This is what I use to compile maps.
- industri.def A custom entity file that includes Tenebrae and Industri entities and comments for them. Also includes model paths for md3 editor models.
- XnView An excellent, 'free for non-commercial use' graphics browser with conversion tools.