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Here's how you get the editor up and running.
If you’ve mapped for Soldier of Fortune, Call of Duty or any other recent Quake-engine based game, you will find setting up the editor for Doom 3 much simpler and use of the editor very familiar. DOOM 3 uses a variation of radiant and the editor is built right into the game code. I believe the key reason for this is because the game reads the raw map files instead of a compiled version. The only reason for compiling the map at the end of construction is to create the accompanying files.
Enough talk… let me show you haw to get the editor running so you can start making your maps. 1. Installing the game installs the editor so there are no additional steps you need to take there. 2. To make the screen less confusing when the editor loads, change the video settings in the game to windowed mode. *note: to run the game in windowed mode, you can set this option in the video preferences of the game or from the command line. set r_fullscreen 0 can be added to the Target of the to the game shortcut as outlined in step three below or to the console or even to a custom autoexec.cfg file. The problem with just adding it to your existing cfg file is that it will be deleted again between runs of the game. 3. If you are going to be making multiplayer maps, you need to create a folder where the game can find them. Assuming you installed the game in its default directory on the C: drive, create this folder: C:\Program Files\Doom 3\base\maps\game\mp 4. There are two ways to get to the editor.
Then just restart the game and all should be well again. You can download my autoexec.cfg file right here. Now you should be able to load the editor and get ready for mapping. ( I have rearranged my editor windows so it looks more familiar to me… like older versions of radiant) |
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