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| Welcome to News, Mod & Custom Map Download Center | Wednesday, November 19 2008 @ 02:20 PM CET |
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Basics of RadiantStarting up CoD4Radiant for the first time
First we need to use the CoD4 Compile Tools interface found in your bin\CoD4CompileTools folder C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools\CoD4CompileTools launch the Cod4CompileTools.exe Select the Applications Tab. Then click on Launch Level Editor.
You will get a window asking for the location of your cod4.prj file. This is located in your bin folder Once Cod4Radiant loads up lets go ahead and set a few things up. You will see blue lines in you 2D grid window. You don't need to use them so lets get them out of the way. Pull up your Filter list by pressing the F key. The bottom of the list you will see a check box for Blocks. Uncheck that box. Also I don't use Names, so uncheck that as well. (user preference) Note: The new CoDRadiant has these two features under the View >> Show menu.
You can change the resolution of the textures viewed in your 3D camera window. Lowering the setting will help slower computers. This option can be found under Textures/Texture Resolution.
I like to change the scale of the textures in my texture window to view more at one time. This is purely user preference. They can be changed in the textures/textures windows scale.
When placing a models in your level for the first time, you will get a window asking for the location of the files. Your models are located in raw/xmodel. Right click in the 2D grid and you will get a list. Select misc/models.
Moving forwardIn CoD4Radiant we use what is called units for measurement. 1 unit = 1 inch. “Theoretically” We do have Gameplay standards for how many units a wall is in thickness or how wide a doorway needs to be. If you were to build based on real world measurement I am sure you will find that you are making things too small. When working with CoD4radiant you can always use the Help menu or tool bar for short cut keys
Seen in the 2D grid you will have 3 views to choose from. XY Top, XZ Front, and YZ Side. Using Control + Tab will allow you to change your view in the 2D map window. You can cycle from XY Top, XZ Front, and YZ Side view. Now in the 2D window we have what is called the grid. Always remember to keep everything on the grid. Meaning is that it’s best to keep your work clean and not sloppy. Sloppy work just increases trouble down the road. So let's keep it clean. You can change the sizing of your grid. To increase or decrease the grid size you use the ~ key (1/2 units) all the way up to the number 7 key (64 units). Generally, when making your level you don’t need to go lower then number 2 key (2 units). If you’re working of the smallest grid (~) then you’re asking for trouble. Rarely would you need to go that small unless you are doing some crazy detail. I think you should keep it what I recommend until you get well oriented with CoD4Radiant.
MovementCamera movement in 3D window Holding RMB moving mouse forward and backwards moves camera forward and backwards. Holding control + RMB: moves camera up and down. Holding control + shift + RMB: free look camera. Camera movement in 2D window (grid) Holding RMB moving mouse moves the grid. Scroll wheel zooms in and out. Radiant Hot KeysThe default hot keys in Call of Duty 4 Radiant are listed here (Radiant Command List). If you want to map your own hot keys, you find out how to do so here (Radiant Command List Mapping) Getting startedThe Call of Duty Engine (CODE) uses additive geometry. What this means is you will be adding geometry in world space. Commonly you will use geometry constructed from brushes. Other forms of geometry will see in your levels will be Static Models Creating a brushHolding Left Mouse Button (LMB) in 2D window and dragging. Selecting and deselecting brushes: Holding Shift + LMB
Editing a brushHolding LMB outside the brushes radius and dragging the mouse. Cutting a brush: Turning the clipping tool on: X key. Then select your starting point and ending point by clicking the RMB. Or you could do it the easy way: Select the brush. Control + RMB. First click will set starting point, second click will make second cutting point. Moving any of the 2 points you can middle click on the point and drag it with your mouse. Hitting Enter will make the cut. The selection of the brush that is viewed in the 3D window will be saved. The other section of the brush will be discarded. Cycle clipped = Control + Enter Shift + Enter will make the cut and save the other half. Applying textures to surfacesFirst step would be to load your textures and view them in the texture window. There are different categories you can list your textures. It's pretty much self explanatory once I explain how to load textures. Select Textures from the top tool bar and you will see your texture options. Down near the bottom you will see Usage, Locale, and Surface Type. Usage lists textures in what the texture surface would be used for. Door, floor, interior wall, etc. I usually keep it set to All. Locale will load the textures used in the theme of the level. Middle East, Chechnya. The ones you will be using primarily are Middle East and Chechnya. So if I am making a desert level I would load Middle East. Russian woodland theme you would load Chechnya. Surface Type will load textures based on there material. Concrete, snow, wood, etc. I generally keep this set to All as well. First when making a brush you need to construct it with the Caulk texture. This can be found under tools in the texture list. The default texture that is being used when you first load radiant will not show up in game or have collision. This texture should never be applied to any surface in your level. Its only purpose is that it is loaded as a default texture every time you load up radiant. So don’t use it. So we make a brush and load up the tools. With the brush selected we'll then select Caulk. This will apply the texture to all sides of the brush. Ok so let’s load up Chechnya textures.
Ctrl+Shift+LMB will select a single brush face. Click on the texture you want to apply in the texture window and it will be applied to the brush face. Each surface(face)will need to be textured with this process. You can continue to texture unselected faces by Ctrl+Shift+Middle Mouse Button. This will apply the texture you currently have selected in the texture window. You can grab a texture from a already textured surface by Middle Mouse clicking on the surface in the 3D Camera window.
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