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Author Topic: Set up GtKRadiant1.4 properly? [solved]  (Read 4493 times)
BrainChemistry
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« on: April 27, 2008, 05:21:42 am »

Solved this: check reply!

Hi there!

I am working on this for several days now and since I couldn't get Radiant1.4 to work with OA I am now here. (Also it is caused by the fact that many people tend to not write down a solution when they solved a specific problem but statements like "now I found out by myself" don't help much.)

I can run Q3A, EnemyTerritory and mods of them in Radiant. Since OA is a stand alone program I did the following:

In games folder of Radiant installation I created a oa.game file:

Quote from: oa.game
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<game
  name="OpenArena"
  enginepath ="C:\Spiele\OpenArena076_dev\baseoa\"
  gametools="C:\Spiele\OpenArena076_dev\Radiant-1.4\"
  basegame="baseoa"
  engine="openarena.exe"
  gamename="oa"
  prefix=".openarena"
  shaderpath="scripts"
  archivetypes="pk3"
  texturetypes="tga jpg"
  modeltypes="md3 ase lwo obj 3ds picoterrain"
  maptypes="mapq3"
  shaders="quake3"
  entityclass="quake3"
  entityclasstype="xml"
  entities="quake3"
  brushtypes="quake3"
  patchtypes="quake3"
/>

In OA folder I created a folder "Radiant-1.4" which contains these two files: game.xlink (acutally empty) and synapse.config. Their content:

Quote from: game.xlink
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->

Quote from: synapse.config
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- synapse XML configuration -->
<synapseconfig>
  <client name="core">
    <api name="image">
      tga jpg
    </api>
    <api name="VFS">
      pk3
    </api>
    <api name="shaders">
      quake3
    </api>
    <api name="map">
      mapq3
    </api>
    <api name="eclass">
      def
    </api>
    <api name="surfdialog">
      quake3
    </api>
  </client>
  <client name="image">
    <api name="VFS">
      pk3
    </api>
  </client>
  <client name="shaders">
    <!-- NOTE: this is a SYN_PROVIDE -->
    <api name="shaders">
       quake3
    </api>
    <api name="VFS">
       pk3
    </api>
  </client>
  <client name="map">
    <api name="shaders">
      quake3
    </api>
  </client>
  <client name="xmap">
    <api name="shaders">
      quake3
    </api>
  </client>
  <client name="model">
    <api name="shaders">
      quake3
    </api>
    <api name="VFS">
      pk3
    </api>
  </client>
</synapseconfig>

Radiant is asking for a project file (.proj) on statring up when choosing "OpenArena" as game. I created one (derived from existing one from Enemy Territory) and placed it in "baseoa" folder.

Code: ("openarena.proj")
<?xml version="1.0"?>
<!DOCTYPE project SYSTEM "project.dtd">
<project>
  <key name="gamename" value="openarena"/>
  <key name="version" value="1"/>
  <key name="basepath" value="C:/Spiele/OpenArena076_dev/baseoa/"/>
  <key name="rshcmd" value=""/>
  <key name="remotebasepath" value="C:/Spiele/OpenArena076_dev/baseoa/"/>
  <key name="entitypath" value="C:/Spiele/OpenArena076_dev/baseoa/pak0/scripts/entities.def"/>
  <key name="texturepath" value="C:/Spiele/OpenArena076_dev/baseoa/pak4-textures/textures/"/>
  <key name="autosave" value="C:\Spiele\OpenArena076_dev\baseoa\pak1-maps\maps\autosave/autosave.map"/>
  <key name="mapspath" value="C:\Spiele\OpenArena076_dev\baseoa\pak1-maps\maps/"/>
  <key name="bsp_Q3Map2: (single) BSP -meta" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $"/>
  <key name="bsp_Q3Map2: (single) -vis" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis $"/>
  <key name="bsp_Q3Map2: (single test) -vis -fast" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -fast $"/>
  <key name="bsp_Q3Map2: (single test) -light -faster" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -faster $"/>
  <key name="bsp_Q3Map2: (single test) -light -fast" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast $"/>
  <key name="bsp_Q3Map2: (single) -light -fast -super 2" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -super 2 $"/>
  <key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -super 2 -filter $"/>
  <key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter -bounce 8" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -super 2 -filter -bounce 8 $"/>
  <key name="bsp_Q3Map2: (test) BSP -meta, -vis, -light -fast -filter" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -saveprt $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -filter $"/>
  <key name="bsp_Q3Map2: (test) BSP -meta, -vis -fast, -light -fast -super 2 -filter" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -saveprt -fast $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -super 2 -filter $"/>
  <key name="bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -saveprt $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -filter -super 2 $"/>
  <key name="bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2 -bounce 8" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -saveprt $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -fast -super 2 -filter -bounce 8 $"/>
  <key name="bsp_Q3Map2: (simulate old style -light -extra) BSP -meta, -vis, -light -super 2" value="! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -meta $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -vis -saveprt $ &amp;&amp; ! &quot;C:/Programme/GtkRadiant14/q3map2&quot; -v # -game wolf -fs_basepath &quot;C:/Program Files/Return To Castle Wolfenstein/&quot; -light -super 2 $"/>
  <key name="brush_primit" value="0"/>
  <key name="user_project" value="1"/>
</project>

The compiler command ("bsp_Q3Map2...") are not necessary to set up correctly because I will compile from outside the editor. All other pathes are set correctly. Since OA076 is not providing an own .def file which contains the entity information I just copied the .def file from Q3A (/baseq3/scripts/entities.def).

When running the editor now it will ask for the project file. When entering the project file above I will receive an error saying "Failed to load /textures/radiant/notex ..." After this the editor asks for editing preferences and then it will close down itself. The files notex.tga and noshader.tga can be found also in Q3A install: /baseq3/common-spog/textures/radiant/. I copied the radiant folder with both textures to my texture folder: /baseoa/pak4-textures/textures/radiant/ but Radiant will not recognize this.

Thanks for reading this. Any help and ideas are welcome. Please don't link me to the FAQ, I already read the "How to set up GtkRadiant1.5" thread. Even the oa.game definition won't work here because the key "gametools" is not needed there but Radiant1.4 needs it.
« Last Edit: April 27, 2008, 06:44:21 am by BrainChemistry » Logged
BrainChemistry
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« Reply #1 on: April 27, 2008, 07:21:27 am »

Okay... actually you have to be careful about the folder system. If you extract e.g. pak4-textures.pk3 and you get a folder "pak4-textures" then remove the "pak4-". Same applies for any other folder because the structure inside the pk3 file is the same way. [Check edit bottom of this reply! This is actually also wrong.]

Helping resources for finding the solution where:
http://openarena.ws/board/index.php?topic=213.0
http://tremmapping.pbwiki.com/GtkRadiant1_4-Win32#Runningconfiguringtheeditor

The file oa.game should read like this:

Quote from: oa.game

<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<game
  name="OpenArena"
  enginepath ="C:\Spiele\OpenArena076_dev\"
  gametools="C:\Spiele\OpenArena076_dev\Radiant-1.4\"
  basegame="baseoa"
  engine="openarena.exe"
  gamename="oa"
  prefix=".openarena"
  shaderpath="scripts/"
  archivetypes="pk3"
  texturetypes="tga jpg"
  modeltypes="md3 ase lwo obj 3ds picoterrain"
  maptypes="mapq3"
  shaders="quake3"
  entityclass="quake3"
  entityclasstype="xml"
  entities="quake3"
  brushtypes="quake3"
  patchtypes="quake3"
/>

Of course you have to add your own pathes. This file needs to be in your radiant install/games folder.

It is better to have a default_project.proj instead of openarena.proj because otherwise Radiant will ask on any start up for the exact path to the file. This file has to be in /baseao/scripts/.

So the scripts folder has these two additional files which are not in the OA install: 1) default_project.proj, 2) entities.def. Maybe there is an OA entity def file but if not you can use the Q3 entities.def. The entities.def can be used as is but the default_project.proj reads like this:

Quote from: default_project_proj

<?xml version="1.0"?>
<!DOCTYPE project SYSTEM "project.dtd">
<project>
  <key name="gamename" value=""/>
  <key name="version" value="1"/>
  <key name="basepath" value="C:/Spiele/OpenArena076_dev/baseoa/"/>
  <key name="rshcmd" value=""/>
  <key name="remotebasepath" value="C:/Spiele/OpenArena076_dev/baseoa/"/>
  <key name="entitypath" value="C:/Spiele/OpenArena076_dev/baseoa/scripts/entities.def"/>
  <key name="texturepath" value="C:/Spiele/OpenArena076_dev/baseoa/textures/"/>
  <key name="autosave" value="C:\Spiele\OpenArena076_dev\baseoa\maps\maps\autosave/autosave.map"/>
  <key name="mapspath" value="C:\Spiele\OpenArena076_dev\baseoa\maps\maps/"/>
  <key name="brush_primit" value="0"/>
  <key name="user_project" value="1"/>
</project>

The additional lines in this file at initial post can be removed but if you want to compile from the editor directly (uncommon!) then you should leave them and modify them to fit your pathes. Here I removed them.

You have furthermore to create a folder "radiant" in /baseao/textures/. Within this folder you copy the files notex.tga and noshader.tga from the Q3A install or (if you don't own Q3A) create those files (64 x 64 px) on your own (they are only used to texture brushes which you don't have textured yet).

Finally create the folder "Radiant-1.4" within your OA install (in the same folder as openarena.exe) and place the two files game.xlink and synapse.config as given in initial post.

That's it. Have fun.

EDIT: The folders have to be extracted to /baseoa folder. So if you extract pak2-maps and get folders pak2-maps/maps and pak2-maps/levelshots you have to copy both folders to "baseoa". The removal of prefix "pak2-" isn't enough.


« Last Edit: May 01, 2008, 09:11:25 am by BrainChemistry » Logged
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