COD Radiant

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    27-Oct-2014
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How to make maps in COD2

Transcript of COD Radiant

You & CoD Radiant : Installing / Setting up the Map Editor Tutorial written by : Surgeon This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant. The first thing you will need, if you havn't got it already is a copy of Call of Duty Radiant (CoD Rad for short). You can get it here.

Installing CoD Radiant To install CoD Radiant: Open up CoDTools.exe Click next Read the License agreement and agree with it. Read the system Requirements and make sure you have what it takes to run CoD Rad. Note : If you have Win ME, read this thread. Make sure that the directory is pointing to where Call of Duty is installed. Install. Create a shortcut on your desktop. Exit. Go to your callofduty/main/maps folder and create a new folder. Rename it mp. You should now be ready to run CoD Radiant for the first time. Note : If you have any problems runnning CoD Radiant, Open Regedit and delete the HKEY_CURRENT_USER\Software\CoDRadiant folder. You do so at your own risk. Setting CoD Radiant up. This section is going to tell you how to set your editor up with some of the more common preferences. Open up your editor. You should be asked to locate the cod.qe4 file. This should be located in tools\bin. The Editor will then open up and you will see something similar to this :

Ok, now that you know what CoD Rad looks like, we have to go and set up some preferences. Click on File->Project Settings:

You should see :

The editor should have detected where everything is. The important lines to check are: basepath (.EXE Location) - Should point to the folder where codsp.exe & codmp.exe are. mapspath (.MAP location) - Should point to the main\maps folder. entitypath - Should point to the cod.def file located in the tools\bin folder.

Next we have to set up CoD Rad's preferences (edit->preferences). This will bring up the Preference Options :

We'll take it in stages. Note: I'm only going to cover the points I consider important. Views / Rendering The 4 little pictures offer you a small choice in the layout of CoD Rad. Try them all out and see which one suits you the best. Solid Selection Boxes - When ticked, any brush/entity selected will be shown with solid bold lines. With it unticked, the lines will be dashed. Ents use '_color' value - ?? Texture Brushes in 2D - This shows the textures on brushes in the 2D window, useful for building geometry from a 2D image Camera Slider - The slider controls the speed of camera movement in the 3D Window. Update XY views QE4 Update Model Farplane - The maximum farplane distance (controls how far the in editor cubic clipping can go). Texturing Texture Toolbar - Unticking this box gives you a handy texture toolbar at the bottom of the screen. Ticking it hides the toolbar. Texture Scrollbar - Gives you a handy scrollbar to scroll through the textures in the texture window. Texture Subset - Gives you a method of selecting textures within a texture set. New Functionality Right click to drop entities - With this ticked you can bring up the entity list by right clicking on the 2D Window. Rotation Inc - ?? Vehicle Arrow Time - A chain of vehicle nodes draws a spline in editor when set up correctly. This control sets how far apart the arrows are by time the vehicle would take to get from one arrow to the next. Vehicle Arrow Size - Sets the size of the arrows in the 2D Window ?? Patch Toolbar - Adds a selection of buttons to the toolbar at the top, that allow the manipulation of Patch Meshes. Light Drawing - With this selected, the editor draws a light entity as a diamond shape. Unselected the light entity is drawn as a common box. Paint Sizing Info - When creating a brush, the unit length/width (dependant on view plane) is visable. Drop Height - Ctrl-Alt-left click copies a currently selected entity to the location clicked. Ctrl-Alt-middle click moves the selected entity. Drop height controls how far above or below the surface you clicked on the entity will be placed. Useful for making the base of trees be below the terrain when they are placed on non flat surfaces. Scale Base - See Toggle "tree/grass placement mode". Scale base defines the default model scale for this mode (100 = normal). Scale Range - Like scale base, but controls the amount of scale variation. Tolerent Wield - The distance at which the editor will do tolerant welding. Startup Shaders - ?? Splay Distance - Select some vertices in a terrain patch and press Alt-W . This will make these vertices separate apart along their current direction by the distance set in this box. Useful for keeping the texture a consistent scale on a patch which uses Set for its texturing (for example roads). Game Path / Tool Settings / Misc Load last project on open - With this ticked, CoD Rad will open your last project when started Load last map on open - With this ticked, CoD Rad will open your last map when started Auto save every - With this ticked CoD Rad will autosave your map every # of mins that you specify. Handy way of making sure that you don't loose much work to a hang / crash.

So thats the basics covered. Now you can begin to learn the basics of mapping with CoD Rad

Getting to Know You : A Guide to CoD Radiants Interface Tutorial written by : Surgeon This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant. Now that you have the preferences for CoD Rad set up, its time to learn a little bit about the editor itself. CoD Radiant's Layout As I stated in the previous tutorial its possible to select one of 4 different layouts for your editor. I'm using layout 1 (the left most option) for this tutorial, so it may be handy for you to do the same.

There are five "sections" to the MoH Radiant main screen. (1) Height Window - Shows the "height" or Z-Axis of your map (2) 2D Window - To begin with this shows a 2d representation of the map (This can be changed using the options). (3) 3D Window - This is the 3D view of your map (4) Texture Window - This is where textures are displayed for you to choose. (5) Texture Toolbar - This allows you to manipulate textures. CoD Radiant's Buttons Along the top of CoD Radiant you will notice a long row of buttons. These are shortcuts that can be used to make your life slightly easier. I will go through the more useful relevant ones here.

Open : This opens a previously saved map into MoH Radiant. Save : Saves the current map.

X-Axis Flip : Flips the selected brush along the x-axis. X-Axis Rotate : Rotates the selected brush along the x-axis. Y-Axis Flip : Flips the selected brush along the y-axis. Y-Axis Rotate : Rotates the selected brush along the y-axis. Z-Axis Flip : Flips the selected brush along the x-axis. Z-Axis Rotate : Rotates the selected brush along the x-axis.

Select Select Select Select

Complete Tall : Flips the selected brush along the x-axis. Touching : Rotates the selected brush along the x-axis. Partial Tall : Flips the selected brush along the y-axis. Inside : Rotates the selected brush along the y-axis.

CSG Subtract : Subtracts the selected brush from another brush. CSG Merge : Allows you to merge 2 brushs, to create 1 brush. CSG Hollow : Hollows a selected brush. Clipper : Toggles clipping. This is covered in the brush manipulation tutorial.

Toggle Snap to Grid : With this on, your brushes will snap to the nearest gridline. Texture View Mode : Different viewing options for the 3D Window. Flip Texture X : Flips the texture on the selected face, along the x-axis. Flip Texture Y : Flips the texture on the selected face, along the y-axis. Change View : Certain layouts (ie layout 1) allow the 2D view to be changed. Cubic Clip the Camera View : Clips the view in the 3D window. Handy when working on a large map.

Free Rotation : Allows you to rotate a selected brush. Free Scaling : Allows you to increase / decrease the scale of a brush.

Lock X : Locks the selected brush's x-axis. Lock Y : Locks the selected brush's y-axis. Lock Z : Locks the selected brush's z-axis.

Don't Select Curved Brushes : With this selected you cannot select a curved brush. Show Patch Bounding Box : Shows the bounding box of a patch. Show Patches As Wireframes : Shows a patch as a wireframe. Patch Bend Mode : Allows you to bend the selected patch mesh. Redisperse patch points : This will "normalize" your vertex points over thie serface area. of your patch. Works better from the drop down then the icon since I use del and ins for zooming. Put caps on the current patch : If you have a cylinder patch selected for exmaple it will cap it with a one click. ?? : Welds equal patch points during move : ?? Selects drill down rows and columns : ?? Toggles lock patch vertex mode : When selected highlighting vertexs will lock them. Toggles unlock patch vertex mode : When selected highlighting vertexs will unlock them. Cycles edge direction on terrain quads : ??

Splines : ??

Show entities as : Shows entites in the 3D window as your selection. Toggle camera movement mode : Selects the modes of camera movement. This is covered in greater detail below. Toggle alpha rendering of textures : View alpha textures as they would be shown in-game. Disable selection of entities : With this selected you cannot select an entity. Toggle drawing of draw toggle surfs : ?? Toggle drawing of tolerant wield lines : Click on the TW box in the toolbar at the top right. Select the 2 patches you want to join. They must be close enough for them join, when they are a highlighted line will connect the vertices that will snap together. You can drag select as many of the vertices as you like and they will connect to their highlighted partner. Toggle if models are selectable : With this selected you cannot select a model. ?? : The Camera A quick word on camera manipulation. I use Mode 2 (with the button clicked in). Mode 2