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Started by jolly roger
Fri, 18 Oct 2002 02:32
how to do it
Author: jolly roger
Date: Fri, 18 Oct 2002 02:32
Date: Fri, 18 Oct 2002 02:32
155 lines
9160 bytes
9160 bytes
My last post was about my frustration at not being able to get Q3
Arena to run the game senarios I had created with the Q3Radiant level
editor. Thanks to a web page tip, I was able to solve this enigma by
learning that "/sv_pure 0" disables the defaults and then allows one to
execute their own level. Seems simple enough, but I will include the
following step by step process for the informationally challenged (which
includes myself at times):
1.) Purchace the Q3 arena game package. It includes a Quake III and Q3
team arena CD. Simply installing the Q3 arena CD will load most of
what's necessary for the following steps.
Note # 1: My home computer has a 1 GHz pentium CPU chip, 512 Megs RAM
and 64 Megs Video RAM. My office computer runs at 20% the
speed with 10% of the memory and no video RAM. Q3 radiant will
run on either system but I don't run it often on the office
computer. Can you guess why?
2.) C:\Program Files\Quake III Arena\Tools\q3radiant.exe is the default
location of the Q3Radiant editor loaded along with Quake III. The game
will have its own icon on the desktop; locate the editor and place
another shortcut on the desktop. One will be switching between editor
and game quite alot when building levels, so desktop shortcut icons are
a great help.
3.) Fire up the editor by double clicking the icon. What one gets is a
toolbar at the top of the screen chock full of esoteric and mysterious
function buttons, a big blueprint grid under it to the left and two
smaller windows displaying a black void. Build the level, compile it and
more often than not the editor will close and you will be back on the
desktop.
4.) Now double click the game icon and just prior to all the shouting,
wall smashing and other opening nonsence, press the escape key. This
gets the attention of the game engine itself. Type:
/sv_pure 0
to tell the engine that you desire to use a different server than the
default. As far as I know, one has to type this every time one starts
one of their own games. Next, load your own level by typing:
/devmap XXXXXXXX
Of course the "XXXXXXX" stuff is the actual name of the level one just
created with the q3Radiant editor. By default, the location of this file
will be C:\Program Files\Quake III Arena\baseq3\maps.
********************* level editing notes ***************************
I have worked with a Parallax editor and it came as no real
surprise that the Id editor worked along the same lines. Simply stated,
level creation consists of "DMAACC":
a.) Draw a big box. The geek term for "box" is "brush". Really.
b.) Make the box ("brush") hollow.
c.) Add at least one player.
d.) Add a light so the player (aka "YOU") can see when the level starts.
e.) Cover the box with a texture so you will have something to see.
f.) Compile your design and run the level through the game engine.
Its a simple process actually but one common mistake is not realizing
the player frequently gets created halfway inside/outside the box. This
can make for some bizzare results after things get compiled and run.
(You can't move and everything looks like you've done way too much LSD,
dude!)
FYI: The default player is 7 feet tall. One might want to trim his
height a bit (see below) if they are modeling real world objects.
Understanding virtual space helps solve many problems. Basically one
works with an XYZ, 3D coordinate system. The Z axis is the "UP"
direction, therefore if one wants to look down from on high and gauge
the square footage of one's binary real estate, use the Z axis. I
normally use the Y axis to get an idea of height and the X axis to gauge
width.
One uses the mouse to physically manipulate objects. Move things by
clicking and dragging them around using the right mouse button. Box
construction begins by right clicking and dragging the mouse in the
design grid window. This creates a 2-D rectangular region. Drag the
rectangle around by right clicking inside the rectangle. Resize the
dimensions by right clicking outside the box and pulling or pushing a
particular wall. Height is achieved by switching to either the X or Y
axis view and click/dragging the upper box surface up or down. Once one
is finished, hit the escape key to "deselect" the rectangle.
**************** the golden ratio *************************************
The design view grid is a repeating square pattern, each square made of
an 8 X 8 array of smaller units. Each of these smaller units corresponds
to 1 foot in the real world. Very useful for modeling one's bedroom.
***********************************************************************
The keyboard is used to work the camera (aka your unblinking,
disembodied eyeball floating about in virtual space). The left/right
arrow keys are very useful for moving the camera around (and through)
things to get a better look. Other invaluable keys include:
The D key: moves the camera "up". Perhaps "up" is the geek term for
"down".
The C key: Yup, moves the camera down.
The A key: Looks up without moving. Its a good idea to reorient one's
gaze straight ahead when one begins moving again by pressing
The Z key: Lookd down without moving.
Periods and Commas: These sidestep
Insert/Delete keys: They zoom the design window view in/out.
Most of one's actual work will take place in the design window. This
will appear as a large square area to the bottom left of the screen,
distinguished by its blue grid. One will be looking down on the XY plane
by default and the camera is displayed as a small, dark blue V shape.
One can see the camera move when the arrow keys are pressed. Just to the
right of this window is the camera view, normally void until one draws
something within visual range of the camera. Yes, it is possible to
construct an entire ivory castle in incredible detail and not see a bit
of it because the castle just happens to be behind the camera.
Note #2: It is possible to "fly" the camera around in the camera view
window by clicking and dragging using the right mouse button.
My advise is not to try this if one has never attempted it
before. Its incredibly easy to suddenly loose control and have
the camera suddenly fly off into the far flung regions of
space. Best to practice this skill with something one is not
currently editing. If editing, using this technique in the
design grid works fairly well but mearly moves the grid, not
the camera itself. Catch up using the arrow keys.
The texture window is right below the camera view. Like the former, it
is dark unless a texture has been applied and then goes on to display
all the textures used in a particular project. Goof about on the main
menu until "textures" is found, click n' pick a category and the texture
window temporarily displays all the choices. Aim the camera appropriatly
and select a particular box wall by holding down on the shift key and
clicking the desired object in the camera window. The desired patch
ought to turn pink. If one misses their mark, hit the escape key and try
again. More than one object can be selected at once by repeatedly right
clicking in the camera window. Once everything is chosen, click the
desired texture in the texture window.
BTW: Players are added by right clicking inside the box and choosing
"info/player_start". A pink rectangle ought to appear. Choose "light" in
the same way. Remember to hit the escape key afterwards.
There one has it. This of course only scratches the surface and probably
contains several errors but I trust one won't blow up their computer and
might just be able to compile and run a simple 1 room level. As of Nov
2002, an excellent WEB tutorial series can be found at:
http://planetquake.com/bubba/tutorial.html
Good luck and happy editing!
Roger L. Sieloff
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