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TCE Map Editor http://truecombat.net/forums/viewtopic.php?f=8&t=161 |
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Author: | DoggySoldier [ Fri Jun 03, 2005 5:49 pm ] |
Post subject: | TCE Map Editor |
Hey, WHAT MAP EDITOR DO YOU ACTUALLY USE FOR TCE? i HAVE WORKED WITH COD RADIANT AND ENEMY TERRITORY RADIANT BUT DUNNO WHAT TO USE FOR THIS. ALSO I HAVE DOWNLOADED THE MAP DEVELOPMENT KIT BUT WHAT TO DO WITH IT .. THANKS |
Author: | Heretic [ Fri Jun 03, 2005 9:35 pm ] |
Post subject: | |
Map dev. kit for TC:E is for Radiant. ET radiant will do nicely ![]() |
Author: | The5thHorseman [ Sat Jun 04, 2005 2:05 pm ] |
Post subject: | |
I would recomend 1.4 version of Gtk for ET:tcelite .map editing over the newer 1.5 version. 1.5 can handel doom3 but is still very buggy compared to 1.4 http://www.qeradiant.com/ enemy territity 1.4 binaries http://www.qeradiant.com/index.php?data=files&files_id=76 if you dont have it already pakscap is good to have also. http://www.fileplanet.com/dl.aspx?maldavria/pakscape/pakscape-011.zip http://eliteforce2.filefront.com/file/PakScape_V_011;1327 you can find all the sdk matterial in the tcelite game folder gtk will set up the folders for you but you have to install the files into the folders from tcelite . read the mod instalition instructions that come with GTK when you instaill it. with GTK 1.4 installed start it then hit f1 . or go to the help tab and look for gtk manual . and open it from there. |
Author: | tm451 [ Mon Aug 22, 2005 10:29 pm ] |
Post subject: | |
Actually for building your map I recommend CoD radiant (GTK 1.4 can be a real bitch to work with) then open it up in GTK to texture it and set up gametypes... This is what im doing for a TCE map im making called dem_neighbourhood... |
Author: | b0ngwat3r [ Mon Aug 29, 2005 5:44 am ] |
Post subject: | |
GTK 1.5 beta is a major improvement on past versions of radiant. Not sure on its TC:E capabilities, but my map seems to be working with it.... dem_depot |
Author: | hoak [ Mon Aug 29, 2005 11:08 am ] |
Post subject: | |
You can probably use G Max which is free as well... It has issues for doing Level Design for id Engine games but some love it, or do at least part of their work with it... It only has a 'game pack' for Q3A but I've heard of folks using it for RtCW and SOF II, so it's probably viable for some work with ET as well... Δ |
Author: | The5thHorseman [ Mon Sep 05, 2005 4:51 pm ] |
Post subject: | |
IMO gtk. 1.4 RTCW/ET has the best interface for use with ET and TC:elite. the tree planter and the func train plug ins were designed for use with RTCW and ET specificly 1.5 is a doom3 build while it will feature overall improvements it is designed for Doom3 in the future it may well surpass 1.4 due to it's updated code for now I would stick with 1.4 or 1.3 even for ET level work Gmax is great the q3 plug in is a little complicated and has no support anymore but there are enough importer exporters around to build a model UV texture map it and export it into a GTK readable format with little trouble. meaning aside from building a complete level in Gmax you can build just about everything else . |
Author: | CoRrOsIvEaSsHoLe [ Thu Nov 30, 2006 1:09 am ] |
Post subject: | |
i dont get how u use map editors ![]() how do u Freakin use em??? ![]() |
Author: | <TCF>Buschman [ Thu Nov 30, 2006 4:01 am ] |
Post subject: | |
This thread is almost a year old. Don't necro old threads. |
Author: | Evil_Muska [ Thu Nov 30, 2006 4:47 am ] |
Post subject: | |
Agreed... what is this thread even still doing here? ![]() |
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