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Tutorial ET Mapping Bible (links, tips etc.)
#1
Main mapping applications:

GTK Radiant 1.4 download:
http://www.pythononline.co.uk/et/gtkradi...nt_1.4.zip

GTK Radiant 1.5 download:
http://www.gamefront.com/files/service/t...d=11895360

GTK Radiant 1.6+ download:
http://icculus.org/gtkradiant/ - stable
https://github.com/TTimo/GtkRadiant - development

NetRadiant download:
http://www.icculus.org/netradiant/files/
You'll need to download this + copy files in right folders (etmain to etmain, NetRadiant to NetRadiant location):
http://www.4shared.com/file/GZ_tsjIm/ETmappingpack.html

Q: Which Radiant should I use? What is the best choice?
A: There aren't many differences between them but I recommend NetRadiant - it has more functions (but some are missing too) than GTK Radiants and the latest Q3map2. It's also very stable.
GTK Radiant 1.4 is a good choice too (because of easy work with it) but it has problems with rotating brushes and doesn't have useful plugins by default.
GTK Radiant 1.5 is similar to NetRadiant (but older and more unstable) and in my opinion it is the worst choice out of these three.
Haven't tested 1.6+ yet so can't tell anything about it.

Other applications:

PakScape - allows opening/editing .pk3 files:
http://www.pythononline.co.uk/et/pakscape.zip

Tank, truck and more - prefab generator:
http://www.ujeclan.com/

Few brushwork generators:
http://mapgen.nerius.com/

Q3 Model Tool - allows adding tags to models, converting .map to .md3 and more:
http://www.wolffiles.de/index.php?filebase&fid=1864

FATE - userfriendly terrain generator:
http://www.vis.uni-stuttgart.de/~rose/st...d.html#win

EasyGen - more advanced terrain generator:
http://www.webalice.it/bancala/files_easygen.htm
http://www.youtube.com/watch?v=SpOIp2wE_...re=related
Tutorials can be also found on haradirki.de

PK3 Creator - quick and easy PK3 creating:
http://www.splashdamage.com/forums/showt...hp?t=17644

ETScript - mapscript editor:
http://www.splashdamage.com/forums/showt...p?p=190662

Commandmap creator:
http://www.christianhart.de/mapping/new/commandmap.zip

Q3ASE - shader editor and tester:
http://bpeers.com/software/q3ase/q3ase.zip

GIMP - free image editor:
http://www.gimp.org/downloads/

gmax - free 3D models editor:
http://www.turbosquid.com/gmax
You'll need to download md3 import/export plugins:
http://pages.videotron.com/browser/

Audacity - free sound editor:
http://audacity.sourceforge.net/

Tutorials:

Mapping tutorials:
http://www.pythononline.co.uk/et/tutorial.htm - the best starting tutorial for begginers and people who had a long break with mapping
http://wiki.splashdamage.com/index.php/W..._Territory - official wiki
http://www.haradirki.de/tutor/index.htm - German language
http://ws.q3df.org/level_design/ - Q3A tutorials, many can be used in ET, containing useful compile/map errors/warnings descriptions
http://www.nibsworld.com/rtcw/tutorial_g...rted.shtml - accessible only via Web Archive
http://www.simonoc.com/pages/articles.htm - few terrain and scripting tutorials
http://www.surfacegroup.org/tutorials/
http://xterm1n8or.webs.com/tutorials.htm - sorted tutorials links
http://www.katsbits.com/tutorials/ - mostly modelling tutorials
http://www.wemakemaps.com/qworkshoptuts.htm - Q3 tutorials, many can be used in ET - accessible only via Web Archive
http://www.quake3world.com/forum/viewforum.php?f=10 - also Q3
http://magics-territory.com/et/tutorials/ - tutorials/examples in PK3 form
http://easymapping.free.fr/html/ - French site
http://pazurmapping.com/ - few tips and prefabs
http://www.forum.etjump.com/viewforum.php?f=6 - ETJump site, contains few tutorials and prefabs mainly for trickjump
http://sites.google.com/site/peyoteet/ - several links and resources

TC:E mapping:
http://www.truecombatelite.com/forums/vi...php?t=2081

Shader manual:
http://robotrenegade.com/q3map2/docs/sha...tents.html
http://www.heppler.com/shader/

Limits, entity list etc.:
http://games.chruker.dk/enemy_territory/

Q3map2 compile options (NetRadiant):
http://dev.xonotic.org/projects/xonotic/...parameters

The biggest forum with questions and answers about mapping, modding, server etc.:
http://www.splashdamage.com/forums/forumdisplay.php?f=8

Useful prefabs:

Prefabs:
http://wolffiles.de/index.php?filebase&cat=1&scat=17

Skyboxes:
http://www.custommapmakers.org/skyboxes.php

Textures:
http://www.simonoc.com/pages/materials.htm
http://www.spiralgraphics.biz/packs/
http://www.rendertextures.com/
http://archivetextures.net/?category=0
http://seamlesstextures.org/
http://www.davegh.com/index.php
http://www.backgroundsarchive.com/tiles/
https://www.toptal.com/designers/subtlepatterns/
http://www.mayang.com/textures/
http://www.cgtextures.com/

Sound effects:
http://www.freesound.org/ - huge sound library, requires registration
http://www.freesfx.co.uk/ - requires registration
http://www.soundjay.com/
http://www.flashkit.com/soundfx/

Many Quake III Arena models:
http://www.wemakemaps.com/mapmodels.htm - accessible only via Web Archive, can't download from local and external links but can find some models in google.

Many other models:
http://www.blackrayne.net/models_1.php

Another model download page:
http://www.lucky13th.org/downloads/models/

Bots waypointing:

omni-bot:
http://www.omni-bot.com/forum/downloads.php?do=cat&id=3
http://www.omni-bot.com/wiki/index.php?t..._Territory - tutorials
http://svn.assembla.com/svn/omnibot/Enem....8/et/nav/ - already made waypoints


Basic knowledge:

brush - basic object drawn in 3D world. There are detail and structural brushes.
face (surface) - side of a brush.
entity - object which uses some specific code, for example func_door_rotating placed on brush with origin shader and any other brush changes them into a rotating door. New entities can be added into entity file.
entity's key/value - changes value (specified by key) of an entity to another one. Every entity has its own specific keys/values (see Chrukers entity list). Pair example: key targetname / value name_of_object123
entity's spawnflags - boxes in entity window which you can check/uncheck. They add selected functions to entities. Every entity has its own specific spawnflags (see Chrukers entity list).
texture - image which is drawn on brushes/models. ET can use .tga and .jpg images with 16/32/64/128/256/512/1024/2048 x 16/32/64/128/256/512/1024/2048 resolution. They need to be placed in textures directory.
pk3 - package which contains files used in map, menu, skinpack, soundpack or mod. Can be opened/edited with help of PakScape.
.map - file containing world of brushes and entities. It can be opened/edited with Notepad++ or any Radiant and compiled with Q3map2. Doesn't need to be included in .pk3.
.bsp - compiled version of .map file that is used in ET. It has to be placed in maps directory.
.md3 - 3D model extension used in ET.
model tag - place in a model where something can be attached (other entity).
shader - textures modifications, for example adding transparency. They should be named yourmapname.shader and placed in scripts directory. Every .shader file name should be put in shaderlist.txt. Shader example:
Code:
textures/map_name/rocky //shader name { qer_editorimage textures/map_name/rocky.tga //texture shown in Radiant surfaceparm rock //adds rock step sound surfaceparm landmine //adds possiblity to plant landmines implicitMap textures/map_name/rocky.tga //texture drawn in ET }
shaderlist - .txt file (located in scripts folder) with listed .shader files which should be used in Radiant. You should add every .shader file name in next line.
mapscript - text file with scripts which add special effects such as doing objective, moving objects, finishing map etc. It should be named yourmapname.script and placed in maps directory. Mapscript example:
Code:
game_manager //script routine { spawn { //block start wm_axis_respawntime 5 //sets Axis respawn time wm_allied_respawntime 5 //sets Allied respawn time wm_set_round_timelimit 70 //sets timelimit of map wm_set_defending_team 0 //sets the defending team (0 Axis, 1 Allies) wm_setwinner 0 //sets the winner (0 Axis, 1 Allies) wait 500 //waits 0,5 second set object invisible //disables entity called 'object' alertentity object2 //changes 'object2' entity state (enable/disable) accum 1 set 0 //changes accum 1 value to 0 } //block end trigger captured //trigger which is called from other part of script { accum 1 inc 1 //increases accum 1 value by 1 accum 1 abort_if_not_equal 4 //stops the rest of script in this block if value isn't equal 4 trigger self end //calls 'end' trigger from itself (game_manager routine) } trigger end { wm_announce "Hurray!" //prints information on left side wm_setwinner 1 //changes the winner from Axis to Allies wait 4000 //waits 4 seconds wm_endround //ends map } } /////////////////////// ///////Barrier///////// /////////////////////// barrier //script routine based on scriptname of func_constructible { spawn { wait 50 trigger self setup constructible_class 3 } trigger setup { setstate axisconstruct_n_materials default setstate axisconstruct_n_clip default setstate axisconstruct_n_flag default } built final { setstate axisconstruct_n_materials invisible setstate axisconstruct_n_clip invisible setstate axisconstruct_n_flag invisible wm_announce "Axis have built the Barrier!" wm_objective_status 3 0 1 //sets objective status in limbo menu (based on .objdata) wm_objective_status 3 1 2 } decayed final { trigger self setup } death { trigger self setup wm_announce "Allies have destroyed the Barrier!" wm_objective_status 3 0 2 wm_objective_status 3 1 1 } } ////////////////// ///Stealables/// ///////////////// documents1 { spawn { wait 200 } trigger stolen { } trigger dropped { wm_teamvoiceannounce 1 "allies_hq_objective_lost" //voice announcement } trigger returned { } trigger captured { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_announce "Allies have captured the first objective!" } } documents2 { spawn { wait 200 } trigger stolen { } trigger dropped { wm_teamvoiceannounce 1 "allies_hq_objective_lost" } trigger returned { } trigger captured { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_announce "Allies have captured the second objective!" } } documents3 { spawn { wait 200 } trigger stolen { } trigger dropped { wm_teamvoiceannounce 1 "allies_hq_objective_lost" } trigger returned { } trigger captured { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_announce "Allies have captured the third objective!" } } documents4 { spawn { wait 200 } trigger stolen { } trigger dropped { wm_teamvoiceannounce 1 "allies_hq_objective_lost" } trigger returned { } trigger captured { wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" wm_announce "Allies have captured the fourth objective!" } } transmitter { spawn { wait 200 accum 1 set 0 } death { trigger game_manager captured //calls the game_manager captured trigger accum 1 inc 1 accum 1 abort_if_not_equal 4 wm_announce "Allies have stolen all objectives!" wm_objective_status 2 0 2 wm_objective_status 2 1 1 } }
game_manager - first routine in mapscript which is called by script_multiplayer entity. It contains important map informations (like timelimit, defending team etc.).
.arena - file that contains infos about the map (name, description, position on map etc.). Example file:
Code:
{ map "bsp_name" //should match the .bsp name longname "^hNAME ^gOF ^hMAP" type "wolfmp wolfsw" timelimit 45 axisRespawnTime 5 alliedRespawnTime 5 lmsbriefing "Fight to the death." //Last Man Standing gametype description briefing "This is the map description!" axiswintext "Axis won!" alliedwintext "Allies won!" mapposition_x 999 //pin position on loading map mapposition_y 666 }

.objdata - file with objective data displayed in limbo menu. It can be used together with limbo cameras and script. Example file:
Code:
// Set scenario information wm_mapdescription allied "Description of map/objectives for Allies." wm_mapdescription axis "Description of map/objectives for Allies." wm_mapdescription neutral "Description of map/objectives for spectators." // Axis objective descriptions wm_objective_axis_desc 1 "Primary Objective:**Prevent Allies from stealing the key." wm_objective_axis_desc 2 "Primary Objective:**Defend the base." wm_objective_axis_desc 3 "Primary Objective:**Defend the objective." wm_objective_axis_desc 4 "Primary Objective:**Don't let the Allies escape." // Allied objective descriptions wm_objective_allied_desc 1 "Primary Objective:**Steal the key." wm_objective_allied_desc 2 "Primary Objective:**Capture the base." wm_objective_allied_desc 3 "Primary Objective:**Steal the objective." wm_objective_allied_desc 4 "Primary Objective:**Escape with truck."
limbo camera - camera which points at an objective in limbo menu (info_limbo_camera entity).
prefab - work made by some people which has been released and can be used in your projects (it's a good manner to credit the person that made the prefab you use, many seem to forget that).
tracemap - image created via ET's /generatetracemap. It needs to be used to calculate weather effects and can be used for creating commandmap. It's generated in maps folder and named mapname_tracemap.tga.
commandmap - image displayed in ET when pressing G (default), in limbo menu and on compass/radar.
lightmaps - images created during -light compile in maps/mapname folder. They have to be put in PK3.
speakers - sounds which can be created/edited via ET's /editspeakers mode. They are saved into .sps file in sound/maps folder.
skybox - box with sky shader and props_skyportal entity, which gives effect of seamless sky.
terrain - most often created out of func_group brushes. Can be easily made with help of Easygen or FATE.
foliage - md3 grass models 'planted' on a texture (like in radar map).
map leaked - error which means that hull caulk surrounding the map is incomplete and needs to be corrected.

Common shaders' functions:

caulk - basic shader which isn't drawn in ET. It should be put on all sides of brushes which you can't see in-game as a player.
hullcaulk - a box made out of brushes with hull caulk shader should surround the map.
trigger - shader used on brushes which are trigger_ entities.
origin - shader used on brushes with entities which require it for functionality, for example func_door, func_door_rotating or func_bobbing.
ladder - brush with this shader can be climbed.
cushion - if you fall on a brush/surface with this shader, you won't get hurt. In some mods (ETPro, ETjump) it will keep your speed, in others not. That's why there are 'bugged' jumps on Jaymod trickjump servers.
slick - brush with this shader is slippy (used for ice etc.).
clip - blocks only players (not weapons).
clipweap - blocks players and weapons. There are 2 other clipweap shaders - metal and wood (they have specific sound).

In-game commands:

/devmap [name_of_bsp] - command used for running and testing map.
/autoscreenshot - makes screenshot of actual ET screen.
/cg_draw2d 0 - removes whole 2D HUD from screen.
/cg_drawgun 0 - removes gun model from screen.
/cg_drawfps 1 - draws FPS counter.
/cg_thirdperson 1 - switches viewpoint to third person.
/god - makes player immune to everything.
/noclip - allows you to go everywhere.
/autorecord - starts recording a .dm_82, .dm_83 or .dm_84 demo (depends on ET version).
/stoprecord - stops recording.
/editspeakers - enters speakers editing mode.
/dumpspeaker - creates a speaker.
/modifyspeaker - enters speaker's (the one you look at) editing screen.
/undospeaker - undoes last change of speaker.
/r_showtris [1|2] - draws triangles on every surface (if 2 - only on rendered surfaces), useful for vis testing.
/r_triscolor [1.0 1.0 1.0 1.0] - changes RGB colour (first three values) and alpha-blending (last value) of tris triangles.
/r_speeds 1 - displays informations about map (shaders, leafs, verts, tris etc.).
/developer 1 - enters developer mode.
/g_scriptdebug - prints executed script events in the console.
/generatetracemap - generates tracemap.
/r_fastsky 1 - creates a black 'sky' on hullcaulk brushes.
/where - shows current coordinates (x y z)


Radiant related:

grid - determines the amount of lines in XYZ view. For example Grid16 draws lines on -64, -48, -32, -16, 0, 16, 32, 48, 64 etc. Bigger grid = less lines = less brush allocating possiblities.
plugin - Radiant addon, for example SunPlug which sets map coordinates.
Brush Cleanup - tool used for finding and correcting/deleting invalid brushes.
Clipper - tool used for cutting a brush into more smaller brushes.
CSG Substract - tool used for cutting brushes using another brush. It's not recommended because it creates many T-junctions.
Surface Inspector - tool used for modifying textures on brush faces.
Patch Inspector - tool used for modifying textures on patch faces.
Entity Inspector - tool used for modifying entities (adding spawnflags and changing keys/values).
Plot Splines - tool used for drawing a line between connected splines.

Useful Radiant shortcuts:

Select brushes - Shift+Left mouse button
Select faces - Ctrl+Shift+Left mouse button
Clone selected brushes/models/entities - Space
Delete selected brushes/models/entities - Backspace (<-)
Select all the same entities/all brushes with the same texture - Shift+A
Create brush with x=number of sides - Ctrl+[x] where x = number of sides
Drag edges - E
Drag vertices - V
Rotate - R
Invert selection - I
Deselect - Esc
Connect entities - Ctrl+K
Delete connection between entities - Shift+K
Entity Inspector - N
Map Info - M
Entity List - L
Surface Inspector - S
Patch Inspector - Shift+S
Hide brushes/models/entities - H
Show hidden brushes/models/entities - Shift+H
Make detail - Ctrl+M
Make structural - Ctrl+S
Substract - Shift+U
Clipper Tool - X

If anyone has other resources (especially models, textures or various tutorials links), feel free to post, I'll add them.

Tutorial written by Destroy666. If you want to copy it to your site, please include the author and link to this thread.
Last update: 29.08.13
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#2
Download link for the GTK Radiant 1.5 is dead.
[Image: Transparentsprint.png]
"Don't get set into one form, adapt it and build your own, and let it grow, be like water. Empty your mind, be formless, shapeless - like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. Be water, my friend." - BL
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#3
I changed the download link, it should be fine now.

Chaos.
[Image: Naamloos14.png]
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#4
Wow this tutorial is really helpful! Nice!
[Image: 2lmkuxh.png]
[Image: b_560x95.png]
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#5
There is a new GTK Radiant - 1.6.2
http://forums.warchestgames.com/showthre...e-Release)

Don't see any changelog nor can test it atm, so don't know what changed. Would be nice if someone could download it and tell changes.

Download:
http://radiant.robotrenegade.com/downloads/1.6/
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#6
Thanks for this awesome tutorial Destroy it helped me so much.

Here is a link for free skyboxes, if you want add in your Mapping Bible http://www.custommapmakers.org/skyboxes.php
(just a opinion Smile)

-Slameskater
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#7
Downloaded first Gtkradiant 1.5 , but was buggy and didn't have any textures or caulk as default.
Then downloaded Gtkradiant 1.4 , saw textures names but every of them had pic "Shader not found"
Tried to save my map - didnt save. Its not working on 1.4
Downloaded your ETmappingpack, is it for 1.4? If yes, how to add it?

Biggest problem is textures, cannot find any.
If you got ideas how to get textures and saving work, big thanks.
[Image: 5zpsna.jpg]
Live today like it is your last day!
...but pay your bills and use condom just in case it isn't.

Sniper 12.5.2012 - 19.7.2013
Thank you for great Member/Supreme time!
Reply
#8
(15-10-2012, 06:27 PM)Rote Wrote: Downloaded first Gtkradiant 1.5 , but was buggy and didn't have any textures or caulk as default.

You chose wrong game or gave wrong path to ET.
Edit -> Preferences -> Game
Edit -> Preferences -> Paths

(15-10-2012, 06:27 PM)Rote Wrote: Then downloaded Gtkradiant 1.4 , saw textures names but every of them had pic "Shader not found"
Tried to save my map - didnt save. Its not working on 1.4

Every? Even caulk and hint etc.? If not, you prolly don't use clean ET (recommended), have a lot pk3s in etmain and to show correctly textures from them you need to add every .shader file to shaderlist.
About saving - which error? Which Windows? 7/Vista - run as admin.

(15-10-2012, 06:27 PM)Rote Wrote: Downloaded your ETmappingpack, is it for 1.4? If yes, how to add it?

It's for NetRadiant as tutorial says but can use etmain from it in other Radiants, however most models and scripts from it are default in other Radiants.

(15-10-2012, 06:27 PM)Rote Wrote: Biggest problem is textures, cannot find any.
If you got ideas how to get textures and saving work, big thanks.

Look links above and in maps in your etmain (but need to be careful with them, otherwise you can get many missing while testing map on server. some also require shader).
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<param name="quality" value="high" />
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#9
Okay, so I fixed my problems.
Deleted whole Gtkradiant 1.4 and downloaded Netradiant + your pack.
Now path is right, saving works and I see all textures.

But one problem: Cannot test it.
From "Build" tab I chosed every BSP named selection. So it made me .bsp file of my map to W:ET\etmain\maps\mymap.bsp (And yes Im making this all with copy of my ET folder)

Now I go to ET (from my ET copy folder, also tried to copy it to my primary etmain folder but nothing)
and type in console /devmap mymap *starts to load, awaiting connection* *disconnect* Then it shows message etmain\maps\mymap.bsp not found.

So I just want to test my map before continuing, any ideas/other methods? Thanks in advantage. (Yes im trying mapping first times -.-)

-Rote
[Image: 5zpsna.jpg]
Live today like it is your last day!
...but pay your bills and use condom just in case it isn't.

Sniper 12.5.2012 - 19.7.2013
Thank you for great Member/Supreme time!
Reply
#10
http://www.pythononline.co.uk/et/tutorial03.htm -> there is everything you need to compile and test map. Look in Radiant console if there are any errors while compiling and make sure you use correct name.
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<param name="quality" value="high" />
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