GtkRadiant Installation

We recommend using version 1.5 of GtkRadiant. Version 1.4 is too old and version 1.6 is still in beta state.

We also recommend to use NetRadiant, a fork of the 1.5 branch of GtkRadiant, which is actively maintained by an open-source community.

We have here some basic instructions on how to install GtkRadiant/NetRadiant and get it set up to create and edit Neverball and Neverputt levels. Currently, we have instructions for the following Operating Systems:

  • Windows
  • GNU/Linux
    • RPM-based distributions (Mandrive, Fedora, Suse…)
    • Debian-like
    • Gentoo
    • Generic distribution, installation from source
  • MacOSX (under construction)

IMPORTANT: All installations need to employ the PNG texture enabling prodecure described in Handling PNG textures.

Windows installation

Note: NetRadiant installation for Windows is not dealt in this Wiki yet

You basically need to download and install the Windows Installer package available from files section (and optionally the nightly build sub-section). Look for filenames with an .msi extension and “GtkRadiant” in it. We recommend using the stable or GODFATHER builds.

The following steps cover both installation/setup of GtkRadiant 1.5 for Windows, and also how to set up some folders to work with GtkRadiant, so that you do not need to install Quake 3.

Custom folder setup

  1. Somewhere on your harddrive, create a folder called quake3. A good spot might be c:/quake3/ for easy access, but it's entirely your choice. Just remember where it is for later in the process of setting up GtkRadiant.
  2. Inside quake3 you need a folder named baseq3, resulting in c:/quake3/baseq3/.
  3. Inside baseq3 you need a couple of folders: scripts and textures. I also recommend one called maps, since GtkRadiant will look there as a default, however I do not think it is required. the others ARE!
  4. Inside the scripts folder you need two files.
    • mtrl.shader, copied from the mtrl directory of your neverball/data/ installation.
    • shaderlist.txt. You must create this file. Inside shaderlist.txt place the 4 letters mtrl; this identifies the shader to GtkRadiant.
  5. Inside the textures folder, you need to create another folder called mtrl. Inside this folder you will copy the entire content of your mtrl folder from your neverball/data/ installation.

That's it for the custom folder setup!

GtkRadiant setup

  1. Run the downloaded .msi file.
  2. You may opt for a custom install and only install support for Quake 3 files, or just do a typical/full install. The amount of space saved by a custom install is negligible.
  3. You may choose to install the program to another location than the default… it won't make any difference.
  4. Upon starting GtkRadiant for the first time, you will be shown a screen asking you to select a game. Choose, of course, Quake 3 Arena. If you leave the box checked that says (Startup || show global preferences) it will bring up this dialog each time you start GtkRadiant. If you are like me, and will only ever be editing Neverball maps, just uncheck it, and you'll go right to the editor each time hereafter.
  5. For this you must have the custom folder setup completed. Do it now, if you haven't already. Go to the Edit menu and choose Preferences. On the left side is a list with subheadings, find the “Settings” part, with subheading “paths”. Click on “paths” and you will see a place allowing you to specify a directory for the Quake 3 engine. We don't have the engine, but we don't need it! Just point it to the quake3 folder you created in the custom folder setup, and you're good to go, click OK. (In the above example it would be c:/quake3/.)
  6. You should now see in the Textures menu, “mtrl” at the bottom. select this to load all of the Neverball textures, and start editing!
  7. This step is optional, but if you would like to compile your maps inside Radiant (saves time) do the following:
    1. Open Build > Customize…
    2. Rename one of the predefined entries to “Neverball” (or whatever you would like)
    3. Change the associated command line to ”~\Neverball\mapc.exe” ”[MapFile]” ”~\Neverball\data” where”~” is what leads up to your Neverball directory.

Now you should be able to compile your maps directly in Radiant by going to Build > Neverball (or whatever you named it).

  1. This is also optional, but if you get a warning message when you compile you can turn that off by un-checking “Enable Build Process Monitoring” in Edit > Preferences… > Build.

Note for Vista Users

You may find that running GtkRadiant on Windows Vista causes you some problems. The subwindows may not appear and dragging the resize bars causes a permenant 'trail' to be left behind. These seem to happen only in Vista's Aero mode, but may occour in Vista Basic too.

There are a few things that can solve this (as given in brief on the GtkRadiant website):

  • Navigate to the exe file for GtkRadiant (not a shortcut - the actual exe) and open up the properties. Click on the 'Compatability Tab' and check the box that says 'Disable desktop composition'. Click OK and run the program. Windows will probably pop up a message to say that the display mode had to be changed for compatability reasons.

If that doesn't work, try this (as well as the above):

  • Navigate to the ”[install-folder]/etc/gtk-2.0/” directory and open “gtkrc” in Notepad or similar. Change “Clearlooks” to “Raleigh”. Save and close the file. When you open GtkRadiant now, it should display Windows 98 style.
    • NB: You can change this back to “Clearlooks” at any time, but this will reverse the solution if you needed to change this setting.

Linux Installation

The first section details the folder setup required by GtkRadiant to find Neverball material. Other sections explain how to install GtkRadiant depending on your Linux distribution.

Custom folder setup

As GtkRadiant has currently no game pack for Neverball, we will fake it using the Quake3 game pack and by linking it to Neverball's material.

This document assumes that your Neverball data directory is in ~/neverball/data/, and creates the necessary directory structure inside ~/neverball/quake3/. You will probably want to change them to something that is true for your Neverball installation, suits your needs, etc.

We must first make Radiant aware of the Neverball materials.

cd ~/neverball
mkdir -p quake3/baseq3/scripts quake3/baseq3/textures
cd quake3/baseq3
ln -s ~/neverball/data/mtrl textures/mtrl
ln -s ~/neverball/data/mtrl/mtrl.shader scripts/mtrl.shader
echo "mtrl" > scripts/shaderlist.txt

It is possible to use an existing Quake III Arena installation, just skip and modify some of the steps mentioned here (you'll probably want to keep the contents of shaderlist.txt instead of overwriting them). In this case, and also if you use Radiant for other games, make sure that ONLY mtrl shaders are used for Neverball maps.

After that the Neverball-related part of directory structure should look like this:

quake3
`-- baseq3
    |-- scripts
    |   |-- mtrl.shader -> ~/neverball/data/mtrl/mtrl.shader
    |   `-- shaderlist.txt
    `-- textures
        `-- mtrl -> ~/neverball/data/mtrl/

Now you can install GtkRadiant, by following one of the next sections, depending on your distribution, then you launch it, you choose “Quake III Arena” from the game menu in the Global Preferences window that appears, optionally uncheck the “Startup: Show Global Preferences” box and hit OK. An error window “Engine Path Not Found” appears, change the path to the previously created and configured quake3 directory (either by browsing to it or typing in by hand). It is possible to change it later in the “Preferences” window.

Now you need some configuration. Hit P or browse the long way through the menus to “Edit” > “Preferences”. Do as you please, but I recommend one thing: in “Interface” > “Layout”, choose the three windows layout, in a square.

Click OK. Hit T to open the textures and double click on “mtrl” to load those textures. You are now able to create Neverball levels.

Using GtkRadiant needs some experience, you can continue your reading with our Level creation Howto.

Installation on a RPM-based distribution (Mandriva, Fedora, Suse...)

You have to download the right package for your system, and then install it using the 'rpm' command.

GtKRadiant will be installed in /opt/gtkradiant/.

32bits systems

Download the latest RPM package from http://zerowing.idsoftware.com/files/radiant/nightly/1.5/.

Then do:

rpm -ivh gtkradiant-1.5.0.*.i386.rpm

64bits systems

Download the 64bit package for OpenSuse on RPM bone.net.

Then do:

rpm -ivh gtkradiant-1.5-*.x86_64.rpm

Easy installation on a Debian-like system

Here we use the latest 1.5.0 release available at this time. To install GtkRadiant, you have to get an RPM package from the previous section, depending on your system architecture (32 or 64 bits). Then convert this RPM package into a DEB package:

$ fakeroot alien gtkradiant-1.5*.rpm

To do that you need of course “fakeroot” and “alien”. If you haven't already got them, try a simple

# sudo apt-get install fakeroot alien

Thus you just have to install your newly created DEB package:

# sudo dpkg -i gtkradiant_1.5*.deb 

As GtkRadiant doesn't require a lot of external dependencies (mainly GtkGlext for 3D preview display) it should work on most environnements. GtkRadiant should now be installed in /opt/gtkradiant/. You can launch it by:

$ /opt/gtkradiant/radiant.x86

Installation on gentoo

Simply type

# emerge gtkradiant 

then to launch, run

$ radiant

Compiling NetRadiant from source on GNU/Linux

Dependencies, as specified in the COMPILING guide are:

gtk+ >= 2.4.0 (requires glib, atk, pango, iconv, etc)
gtkglext >= 1.0.0 (requires opengl)
libxml2 >= 2.0.0
zlib >= 1.2.0 (for archivezip module)
libpng >= 1.2.0 (for imagepng module)

Installation

No root access is needed for the whole installation and running.

$ tar xjf netradiant-1.5.0-svn*.tar.bz2
  • Go into the new directory
$ cd netradiant-1.5.0-svn*
  • Install the Quake3 game pack 1)
$ svn checkout -r29 https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/ ./games/Q3Pack
  • Compile NetRadiant
$ make
  • Run NetRadiant
$ ./install/radiant.x86

Notes:

  • You can get other information thanks to the NetRadiant COMPILING file (last version here).
  • If you still want to try the official 1.5 branch of GtkRadiant, just follow instructions of the official COMPILING file.

MacOSX Installation

We need a detailed user-contributed Macintosh installation guide. If you have experience installing GtkRadiant on a Mac, please contribute to this page!

Custom folder setup

To be done!

Intel architecture

NetRadiant, a fork of GtkRadiant 1.5, should work with MacOSX, intel version only. Get the last OSX build of NetRadiant at http://www.icculus.org/netradiant/files/

PPC architecture

If you have a PPC architecture, you can still get a build of the original GtkRadiant 1.5 here: http://mac.softpedia.com/get/Games/GtkRadiant.shtml

Compiling from source

NetRadiant would compile under MacOSX, following instructions of the COMPILING guide, section OSX.

Handling PNG textures

There are no more TGA textures; they have been converted to PNG. By default, GtkRadiant does not handle PNG textures - you will have to edit the file “q3.game” in the “games” directory of your GtkRadiant install. The entry “texturetypes” must contain “png”, for example:

<?xml version="1.0"?>
  <game
  type="q3"
  [...]
  texturetypes="tga jpg png"
  [...]
/>
1) Required by our custom directory setup. Game packs must be in GtkRadiant 1.5's format (not 1.6), that's why we use the '-r29' option
 
gtkradiant_install.txt · Last modified: 2010/05/18 16:14 by mym
 
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