[Gtkradiant] GTKRadiant for CounterStrike Mapping
Fri, 14 Sep 2001 00:16:56 +0100
Ok, seeing as alot of people are spending lots of time playing CS and
there's more CS servers than for any other on-line game, I thought it'd give
it a shot. It's good, I like it a lot. (Not as much as Q3 CTF though) :-)
I then thought about a few maps that I could create, and me and a few mates
from www.uplinkcybercafe.co.uk (Which is where I've been/doing for these
last few months) have decided to make some maps for CS.
I look into the map editing tools and find most people use worldcraft, but,
god-damn, that programs sucks. It's soo much easier to create things in
GTKRadiant which is also what I'm used to. So, I then find out you can use
QERadiant 147 to do maps, better I thought, but it's still not GTKRadiant
is it :-)
So, I thought that it'd be nice to be able to use GTKRadiant to do the
mapping in because it's just so much nicer.
My first problem comes with the texturing support. GTKRadiant can't handle
WAD files (correct me if I'm wrong on that..), so at the moment I do all my
editing in GTKRadiant and then texture the map in QERadiant. Not an ideal
solution, but still far better than using WorldCraft (shudder).
So, this message is first to say:
a) please don't make too many changes that would affect me doing this (like
removing legacy Quake2 code).
and, more importantly:
b) *I* will be adding changes to the source code to try and re-implement wad
I don't know how I'm going to do this yet, or if anyone else has done work
If anyone knows of any source that shows the format of wad files, or
anything else to do with wad files then please let me know and provide url's
or e-mails where appropriate.
If what I write ends up being useful (and there's a great many CS mappers
out there struggling with worldcraft, so I'm sure it will be) then what are
the chances of getting it included in the main CVS tree. Obviously I still
require GTKRadiant for mapping Q3 on my own machine, so I'll be looking to
modify GTKRadiant so that it will support Q3 and CS/HL at the same time (via
a modified game/project configuration dialog).
With this in mind, people may want to install my version on machines that
might not have Q3 and might not have HL/CS, so can people not start tieing
GTKRadiant to the Q3 directory structure too much.
I realise there's quite a bit of work that I'd have to do on this, but I
think it will be reasonably straight-forward enough and not beyond my
capabilities as a programmer.
PLEASE COMMENT ON THIS IDEA, the more feedback and do's/don'ts I get the
Dom / Hydra
p.s. has anyone tried compiling GTKRadiant in Visual Studio .NET ? As that
is what I'll be using from now on.