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How to use GtkRadiant with Quake or Tenebrae 1.x
Previous: Extracting textures + Index + Next: quakev3.qe4 and quake.def
Scripts and common textures
Move (or copy if you are editing for Quake 3 as well) d:\quake3\baseq3\common-spog.pk3 to d:\quake\id1\common-spog.pk3. This .pk3 file contains a number of common editing textures as well as a few default ones that are required by GtkRadiant.

We now need to make a basic shaderlist.txt file. Open up Notepad and write the following:

common
q1_base
q1_medieval
q1_metal
q1_wizard
q1_start
If you have custom textures, include the base folder name here as well. For example, I have my custom textures in tig_concrete, tig_metal and tig_wood, so these folders are also included in my shaderlist.txt file.

Save the file as shaderlist.txt into your d:\quake\id1\scripts folder.

NOTE:GtkRadiant has auto-grouping of texture folders. Any folder that starts the same as another and includes an '_' (underscore) will be sub-grouped. Very handy!

We are now going to make a simple shader so that certain editor only textures are rendered semi-transparent in the camera view of the editor. Open up Notepad copy down the following:

textures/common/clip
{
        qer_trans 0.4
}

textures/common/trigger
{
        qer_trans 0.4
}
The line qer_trans 0.X tells GtkRadiant how transparent to render this texture in the editor. Completely solid is 1 and completely transparent is 0. You may notice that I did not include a file extension. GtkRadiant does not care about file extensions (for this part of a shader anyway) so do not include them here.

We now need to save the file as d:\quake\id1\scripts\common.shader but there is a problem with this. Notepad will always place a .txt on the end of a file unless you place quotes around the filename. So, to save our new common.shader, navigate to d:\quake\id1\scripts and save your file as "common.shader", including the quotes. (Otherwise, select the file in Windows Explorer and press F2. Then remove the .txt from the end of the filename)

You can also make a shader for other textures. For example, to make the #slime texture semi-transparent in the editor, make a new file called q1_base.shader and add the following to it:

textures/q1_base/#slime0
{
	qer_trans 0.6
}
Keep adding textures that you want semi-transparent from the q1_base texture list until you are happy. For textures in a different folder you should make a new .shader file with the folder name as the prefix. For example q1_metal.shader for textures in the q1_metal folder.
Previous: Extracting textures + Index + Next: quakev3.qe4 and quake.def