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:
IMPORTANT: All installations need to employ the PNG texture enabling prodecure described in Handling PNG textures.
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.
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.quake3 you need a folder named baseq3, resulting in c:/quake3/baseq3/.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!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.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!
.msi file.c:/quake3/.) Now you should be able to compile your maps directly in Radiant by going to Build > Neverball (or whatever you named it).
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):
If that doesn't work, try this (as well as the above):
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.
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.
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/.
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
Download the 64bit package for OpenSuse on RPM bone.net.
Then do:
rpm -ivh gtkradiant-1.5-*.x86_64.rpm
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
Simply type
# emerge gtkradiant
then to launch, run
$ radiant
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)
No root access is needed for the whole installation and running.
$ tar xjf netradiant-1.5.0-svn*.tar.bz2
$ cd netradiant-1.5.0-svn*
$ svn checkout -r29 https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/ ./games/Q3Pack
$ make
$ ./install/radiant.x86
Notes:
We need a detailed user-contributed Macintosh installation guide. If you have experience installing GtkRadiant on a Mac, please contribute to this page!
To be done!
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/
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
NetRadiant would compile under MacOSX, following instructions of the COMPILING guide, section OSX.
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" [...] />