Call Of Duty II - Radiant Editor Manual



by John Barradale


Copyright 2007




Version 1.03 - 02/11/2007




Updated as of 11 February 2007







This manual endeavors to explain the procedures and familiarize the reader with the tools required to create their own single player or multi player game maps for Call of Duty 2. It's main objective is to provide a clear and concise explanation of the steps involved without leaving any guess work to the reader. Any suggestions, criticism, complaints or requests can be emailed to jbarradale@gmail.com. Thank you.


This manual is free to use by anyone of the Internet and Gaming Community and has no restrictions on it whatsoever, as I believe the Internet to be a place where people can locate information at no cost to them. I would only wish, but do not require, at least a mention of who wrote this manual. You may include the manual or a link to this manual on your own website at no charge. Updates will be posted only on this website and not any other. To get the most recent version, this is the place to go.


The people who have contributed to this manual and a great deal of thanks to them. They are as follows:

John Barradale Creator and researcher for this manual, appropriate since he is a published author, instructor, and all around computer expert for over 20 years.


I would also like to thank the many posts found on the Internet with too many user names to mention here, especially to the work done on the Quake 3 Editor manual, found at:

http://www.qeradiant.com/manual/Q3Rad_Manual/index.htm
Q3Radiant Editor Manual
Based on Version 192 - partly updated to GtkRadiant
By Paul Jaquays
With additional contributions by Astrocreep, Christian Antkow,
EutecTic, Inolen, Mr. Elusive, Maddog, Martin Ka'ai Cluney,
Robert A. Duffy, Small Pile of Gibs, Suicide20, and The Dog!
Special thanks go out to the members of the Quake3world Editing forum.
Your questions prompted many of the sections in this manual.
QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version.



Conventions used in this manual.

Procedures or steps will be shown as follows:

STEP ONE: Start The Editor. {Double Left Click} on your brand new icon for the Radiant Editor, if it is not already running.

The step will be numbered, bold, light blue, followed by an optional summary of what we are doing in bold black. The menu choices, mouse clicks, or buttons to be pressed will be shown. The way they are shown is as follows:

Step Numbers: STEP ONE
Mouse Clicks: {Left Click}, {Right Click}, {Left Click Hold}, {Double Left Click} ...
Keyboard Keys: <A>, <1>, <Backspace>, <Enter>, <Tab>, <PageUp>, <Home>, <End>, <Delete> ...
Menu Choices: [File]->[Save As...], [Selection]->[CSG]->[Hollow], ....
Each of the words or phrase enclosed in brackets are a {Left Click} on a menu item. The first item is the word along the top of the screen, the main menu item. It is followed by the {Left Click} on each of the sub-menus that appear with an arrow connecting them.
Buttons: (Save), (OK), (Rotate X), (Hollow), ....

There are many ways of doing things, if there is another way I have found, then this will be shown by the phrase Alternate Method in bold and italic type face.





I. Editor Basics - Getting To Know Your Radiant Editor.

A. Installation of Radiant Editor for Call of Duty II.

1. Download the Call Of Duty II Radiant Editor package from the Internet.

Download sites include the following:
http://www.fileplanet.com/162620/160000/fileinfo/Call-of-Duty-2-MOD-Tools
Download Call of Duty 2 MOD Tools
Filename: callofduty2modtools.exe
Author: Activision and Infinity Ward
Size: 19.7 MB
Created: 4/20/2006
Updated: 4/20/2006
Recently, Activision and Infinity Ward announced plans to release MOD tools to the Call of Duty 2 community -- we're happy to report that they're here! The industrial strength MOD tools feature Radiant, as well as Maya plug-ins that will enable fans to create new single player missions and multiplayer maps.

http://downloads.gamezone.com/demos/d15498.htm
Call of Duty 2 Mod Tools
Type: Utility
File Name: CallofDuty2ModTools.exe
Size: 19.7 MB
Date: 04/20/2006
Platforms: PC
Downloads: 3804
Description
Recently, Activision and Infinity Ward announced plans to release MOD tools to the Call of Duty 2 community -- we're happy to report that they're here! The industrial strength MOD tools feature Radiant, as well as Maya plug-ins that will enable fans to create new single player missions and multiplayer maps.

Note: There are many others as of 07 January 2007 that can be found by searching the Internet.

2. Install the tools by double clicking on this downloaded file, a self extracting executable file(exe), after it has finished downloading. Follow the installer instructions and install it into the recommended directory. In some browsers you can launch the file from the download dialog box that opens when saving the file to your computer and also shows the progress. There is an option to check to keep the window open after it downloads, so that you can click on the button labeled "Launch File", otherwise the window disappears.

To avoid problems I allow the installer to place it into the directory that it recommends. For my system this was: C:\Program Files\Activision\Call of Duty 2\bin. This is where all the tools are kept, the editor, compiler and other tools.


B. Overview of the Radiant Editor System.

1. Concepts.

First, the concept and operation of the Radiant Editor system is basically that the map level is created in the editor, and the outside limits of the map are the sky box which is a picture of the horizon and the sky. The fundamental objects in the map are referred to as "brushes" though a more accurate term could be wire frame. You draw a wire frame or brush, then you can make it into a terrain brush, a building, a wall or whatever by modifying its properties or simply adding a texture, like painting your wall. The ground that you walk on, or the floor inside a building is a brush, the ceiling is a brush. You also create brushes to place objects that represent the starting point of the player or players, the entry point of the enemy forces. You also create a brush and make it into a trigger to start an event when the player passes through this brush. Everything fundamentally rests on those wire frames that you begin with. You can bend them and shape them to form complex creations, such as building with archways, windows, doors and even the small detail like furniture. You will have loads of fun shaping, bending, and creating to form the setting for your battle.

2. The file system.

Everyone has their own way of doing things and there are so many variations. I will describe my way and let you come up with your own. On my computer I have sectioned out all the documents into categories to separate file types or by project. So, you can start with a root directory anywhere you wish to. The file system for the editor and the game however, must have certain folders setup the way it likes to. The basic structure is displayed in Figure 1.

Figure 1 - File Structure



There are a lot of directories in the game, but this is the starting point. The rest of the folders will be added as we progress. The idea is that you create a directory (Root Directory) on your disk drive that is not in the game file system, in order to help prevent overwriting any files or affecting the way your game operates. If you play multi-player games, the servers always check your game for any modifications or changes and will not allow you to play unless that specific modification is also loaded with all the other players. This way no one person has an unfair advantage. Granted that is the way real life and war operate (crush, kill, destroy by any means), but this IS a game and everyone is supposed to start with equal chances. On my system I have a directory named "Call of Duty 2 Projects" in which I save, edit and experiment with my maps. In order to test your map however, the required files would need to be copied to the main directory of the game. So, the root directory here would be moved to the main directory in the game folder. On my system that is "C:\Program Files\Activision\Call of Duty 2\main" and under that folder are the same folders as shown above and more. Start the map source file in the Call of Duty 2 map_source folder, or in the "Root Directory" folder you made for your Call of Duty 2 map projects. In the maps/mp folder is where the compiled map (*.bsp) goes and the file yourmapname.gsc which has the main script to load and start your map.


3. Dimensions.

In Call of Duty 2, the dimensions of objects are very important. This controls whether a player can navigate through a doorway or window. The basic unit of measurement, often referred to as units, is the lowest measurement possible in the editor. It is based on a scale that one unit = one inch. So, if the grid value is set to one, then every line in the 2D View Window is one inch. Also, in the 2D View, looks like graph paper, the editor has a thicker line at the 64 inch marks for easy reference. The editor, like most computers, is therefore based upon the powers of 2, that is the numbers 2, 4, 8, 16, 32, 64 and so on, doubled each time (powers of 2!). The default grid value is set at 8. The basic player dimension are all the same, there is no player that is taller or shorter than the other players. The play is 72 inches tall and 32 inches wide. This means that the doorway must be more than this in order for the player to get through. In addition to this, the player will find it more difficult to navigate through doors that are only minimally dimensioned such that there is no play. In other words make your doors and windows more than just 72 by 32. Doors in Call of Duty 2 are typically 96 inches high and 52 inches wide. I use a wall thickness of 8 inches, and also floors, but interior walls about 4 inches. The outside wall supports weight, and has insulation against cold. The inside walls are often only decorative, used to separate rooms.

Summary, the dimensions I use:

Walls = 8 inches thick, 4 inches for inside walls, 128 inches high. Can be up to 168 inches.
Doors = 52 inches wide by 96 inches high.
Windows = 36 inches wide by 72 inches high. (No real standard here, none in real life either)
Players = 72 inches high, 32 inches wide.


C. Setting up the Radiant Editor for Call Of Duty II Mapping.

Now you have the tools installed into your computer. Q: Where are these programs and how do I use them? A: They are located in the "bin" directory as stated above. You can create a shortcut or link to these programs in several ways. First you can open your "Windows Explorer" or you can use "My Computer" to view the files located on your computer's hard drive. I use the "Windows Explorer" and have a shortcut for this on my desktop.

1. Set up a shortcut for the program with the Explorer.

STEP ONE: Open C: Folder. In Windows Explorer {Left Click} on the directory name or the small box with a plus sign in it, in front of the directory name to open the folders one at a time. First on "C Drive".

STEP TWO: Open Programs Folder. {Left Click} on "Programs" to open that folder.

STEP THREE: {Left Click} on "Activision" to open that folder.

STEP FOUR: {Left Click} on "Call of Duty 2" to open that folder.

STEP FIVE: {Left Click} on "bin" to open that folder.

STEP SIX: Open sub-menu for the file. {Right Click} on the file that is named "CoD2Radiant.exe" to open the sub-menu.

Figure 2 - Windows Explorer , to create a shortcut

STEP SEVEN: Open the "Send To" Sub-Menu. Hold the mouse cursor over the line labeled "Send To". The arrow means that a sub menu will open.

STEP EIGHT: Select "Desktop". In this next sub-menu {Left Click} on the line that is labeled "Desktop (create shortcut)". This will create an icon on your desktop that you can double click on to start the program.

Now you have a quick method the access your program. You can put this icon into a folder on your desktop also if you wish to. Or you can access the program through the Start button and then display all the programs that you have installed and search for the program, probably at the end of the list. Now you can {Double Left Click} on this icon on your desktop to start the Radiant Editor. You will get a screen that looks like this:

Figure 3 - Radiant Editor Main Screen

The first time you run this editor it will ask you to locate the file "cod2.prj". It should be located in the bin folder where the editor program is placed. On my computer this is the folder: "C:\Program Files\Activision\Call of Duty 2\bin"

2. Make sure that the Project Settings for the editor are correct.

STEP ONE: {Left Click} on the word "File" on the main menu at the top of the Radiant Editor screen. A sub-menu will appear.

STEP TWO: {Left Click} on the line labeled "Project Settings...". The three dots after the line is another way to show that a sub-menu will open, or another dialog box or window. In this case the "Project Settings" window is displayed.

Figure 4 - Project Settings

STEP THREE: Make sure that these first three directories are filled in. On my computer they are:

basepath (.EXE location) C:\Program Files\Activision\Call of Duty 2
mapspath (.MAP location) C:\Program Files\Activision\Call of Duty 2\map_source
entitypath ..\cod2.def

Now the editor knows where the "cod2.prj" file is, the "cod2.def" file and where the executables for the game are located (CoD2SP_s.exe and CoD2MP_s.exe files) and the folder where the maps are stored. These do not have to be checked each time you start the program. However, if you are having problems with a certain aspect of the editor, like it not finding your maps, check these settings before you go and uninstall and reinstall the program. When you start a new project, discussed later in this manual, you will again be asked to verify these same settings. The same window will appear.

Note: This manual is designed for all users, so that if you wish to skip over sections that explain things you can. The actual steps will always be highlighted in the same color and size. If you wish to skip over a section and go right to a different one, feel free to do so. This manual will endeavor to NEVER (never say never) tell the reader to refer to another section, but will attempt to include all the steps to perform a desired action each and every time they are part of the procedure. I will refer to other sections of the manual, such as I did just above, where the two sets of steps are independent of each other. For example, the reference to the window in a later section is given because it is the same window used in another set of steps to setup a new project, not a part of setting up the editor for use. Setting up the editor is a one time procedure, but starting a new project can occur many times.

3. Make sure that the editor preferences are the way you like them.

Note: If you are using the editor for the first time you may not want to change any preferences the way someone else likes them, but leave them the way they are for now and change them as you get familiar with the editor.

STEP ONE: {Left Click} on the word "Edit" in the main menu at the top of the Radiant Editor screen. A sub-menu will appear. This is the second item in the main menu, right after "File".

Figure 5 - Preferences


STEP TWO: {Left Click} on the word "Preferences". You will notice that there is a letter "P" after the word. This means that this is a "Keyboard Shortcut". It is a shortcut because you can press the letter "P" on the keyboard, instead of clicking on two items in the menu system. In other words, [Edit]->[Preferences] is the same thing as pressing <P> on the keyboard. To close this window, press the (OK) button, top right.

Figure 6 - Preferences



The options:

a. Mouse. Chose either 2 button or 3 button mouse. I prefer having a three button mouse as it suits my style.
b. Use mouse wheel in camera window. Checking this box allows using the mouse wheel to zoom in and out in the windows.
c. Under Views / Rendering there are four different styles or arrangements of the various windows in the editor. Inside each of these mini-windows are several boxes.
Figure 7 - Screen Choices





Figure 8 - Split Window View
The first selection button is the default view. It is the "Split Window View" It is shown in Figure 3 above and the graphic for the selection button (above the round dot) is shown in Figure 8. The box with the letters X, Y and Z is the graph paper box in Figure 3 above. This is the 2D view of the area you are working on. This shows only two dimensions at a time. You can alter which way you are looking at the object, from side, from top, but only two dimensions can be displayed. The box with a "C" is the camera view, top right side in Figure 2. This is your 3D view. The box with a Z alone is the Z axis scale, far left in Figure 3. When you see the top view, showing X and Y, the height of the object is shown in this box. The box with a "T" is where your textures are displayed, lower right in Figure 3. The last window is the Console window, bottom in Figure 3. Two other windows, the Entity and Filter windows pop up when needed.





Figure 9 - Floating Window View
The next choice is for the "Floating Window View". The "T" in this arrangement is a shared window between the textures, entities, filters and the console. They are all adjustable, and movable. If you double click on the title bar of one of the windows it will enlarge and fill the screen. Doubling clicking again will return it to its adjusted size and position. When you change the views, you have to close the Editor and restart it for the changes to be used. I personally did not like the floating. All of the screens start out on top of each other as shown in Figure 10.












Figure 10 - Floating Window View - First Use.




Figure 11 - Floating Window View - Windows Moved.


After moving the console window the other windows were revealed underneath. You will also note the tabs on the console window show how you view the other windows. You click on the tab and the window changes to show either Entities, Filters, Textures, or Console. At this point you can size and position the windows anywhere you wish to. This arrangement has the greatest flexibility.

Figure 12 - Quad View.

The third button is for the "Quad View" In this view there is the camera or 3D view in the top left. The other views show a 2D view of the top, side, and front. This is the way that Unreal Editor is setup that I also use. The size of the windows can only be adjusted by their relative sizes to the other windows. In other words you change the size by dragging the border between the four views to the left or right or up or down. Thus you can make one window bigger, making the other three smaller, or two windows wider or taller and the other two smaller. You basically move the center intersection of the window borders to a different point around on the screen, like a cross-hair. The drawback to this arrangement is that the computer has to update all four views simultaneously and in essence draws the box from four different views at the same time. Your performance may slow down.



Figure 13 - Reversed Split Window View.
The fourth and last button is for the "Reversed Split Window View". It is simply the first view with the windows moved in a mirror from left to right, or vice versa if you prefer. The console window remains at the bottom.

The 2D window has the ability to be changed as stated above. Figure 14 shows those options and where they can be accessed from the menu. There is the default XY view which is basically a view from the top of a box. The others are the front and side views. Think of the X-Axis as the measurement along the front of a box, how wide it is. If you are standing in front of the box, the Y-Axis would be the distance that the box goes away from you, ie: the depth. The Z-Axis is the height. Just as with a graph in math class, the X-Axis runs along the bottom of the line graph and the Y runs upward away from you, in a top view. Notice the shortcut above the layout, <CTRL>+<TAB> will cycle to the next view.

Figure 14 - Changing Views.



d. Under the four views there are five check boxes that can be chosen.

Figure 15 - Checkboxes.




The only check box that was checked when I first started the Editor was "Cut skies when cubic clipping". The first "Ents use '_color' value" is yet undiscovered. I believe it is saying that "Entities" use a variable '_color'. I have read about two variables or structures that are in the Editor. One is 'color' and the other is '_color', but I am not sure yet. The next two involve displaying the texture in the 2D view, one for the brushes and one for the meshes. I left these unchecked for now. Thick selection lines allow for the user to see them better as there may be many wire frames in the display that are close or overlap and determining which one is selected may be difficult. I left this unchecked for now.

e. To the right of the five check boxes are two sections. One is for the camera and one is for texturing.


Figure 16 - Camera and Textures Options.





The slider controls the speed of the camera. Updating the XY views while you are dragging the mouse may slow the speed down if there is a lot of graphics to update. The view will be constantly updated and may cause the cursor to pause while it is waiting for the processor to handle it. The farplane is yet undetermined. I believe it is the distance that the camera sees in a view with detail. In other words the portion of the area you have created that is beyond this number is not shown or drawn on the screen. This allows a faster movement if the camera as the computer does not have to update the detail of items that are far away from the camera. Active with Cubic Clipping turned on.

You can make the texture toolbar, scroll bar and the texture subset window visible or useable by clicking on these next check boxes under Texturing. By default the scroll bar is visible as you can see it to the right side of the window in the lower right of Figure 3. The Texture subset allows another small text window to open. You can then search for a texture by entering the first few letters of its name and it will only display the textures that match this. As in Figure 17, a name is now visible above each of the textures along with the window to enter the text.

For some reason the texture tool bar did not appear when I checked the box. However, when I unchecked the box, it then appeared.



Figure 17 - Texture Tool Bar.


The Texture Tool Bar is located on the bottom of the screen, just above the status line that displays the mouse coordinates, brushes, entities.... It has six fields. Five of them have small scroll bars or arrows.

Note: In the Quake user manual it is stated that this feature may or may not work.

Shift H: This shifts the texture horizontally, right and left, in the increment that is equal to the current map grid, when the option "Snap T to Grid" is checked. The amount of small movement with this box unchecked is not known yet. You cannot enter any numbers, to use them you {Left Click} on the very small arrows.

Shift V: This shifts the texture vertically, up and down, in the increment that is equal to the current map grid, when the option "Snap T to Grid" is checked. The amount of small movement with this box unchecked is not known yet. You cannot enter any numbers, to use them you {Left Click} on the very small arrows.

Scale H: This resizes the texture horizontally in the increment that is equal to the current map grid, when the option "Snap T to Grid" is checked. The amount of small movement with this box unchecked is not known yet. You cannot enter any numbers, to use them you {Left Click} on the very small arrows.

Scale V: This resizes the texture vertically in the increment that is equal to the current map grid, when the option "Snap T to Grid" is checked. The amount of small movement with this box unchecked is not known yet. You cannot enter any numbers, to use them you {Left Click} on the very small arrows.

Rotate: When you {Left Click} on the arrows, this rotates the texture in the increment that is equal to the number in the small unlabeled box to the right.

Unlabeled box (Degrees): This value is used by the rotation buttons or arrows on the Texture Tool Bar. You need to type in a number here.


Figure 18 - New Functionality.


f. New Functionality.

Right click to drop entities allows you to {Right Click} on a spot on the 2D view and then the entity window will appear and you can select an entity to place on the map. Very Useful!

Face selection.

Rotation Inc. This is the rotation increment used by the shortcuts and the toolbar buttons when rotating textures, patches and brushes. In other words each time you press the button to rotate an object, it turns this amount in degrees, 360 being the whole circle, 180 is one-half and 90 is one-quarter and 45 is one-eighth.

Linking keeps selection.

Vehicle Arrow Time. The amount of time that it takes a vehicle to travel between one arrow and the next.

Vehicle Arrow Size. The size of the arrows.

Model Origin Marker Size.

ALT always move.

Snap T to Grid. This snaps the movement of the Texture, when moving it with the Texture Toolbar or shortcuts, to the currently set grid size. The texture movement size without this box checked is unknown.

Mouse chaser. This allows the view to move with the item you are dragging if you drag it off the current view..

Paint sizing Info. When checked it draws information to display the size of a brush, and updates it while you are dragging it, resizing it.

Tolerant Weld.

Splay Distance.

Drop Height.

Scale Base.

Scale Range.




Figure 19 - Maps, Undo, INI Options.



g. Maps / Undo / INI options.

Don't clamp plane points.

Snapshots. This feature automatically makes a snapshot of the map while you are working on it. Just as with the snapshot feature in the game, the number in the filename is incremented by one each time it saves. It is based upon the time that is entered in the "Auto save" option below. This can of course fill up a hard drive.

Load last project on open. When you start the editor it will attempt to open the last project that was created and saved. I have left this unchecked, as others have mentioned problems with it.

Load last map on open. When you start the editor it will attempt to open the last map that was created and saved. I have left this unchecked, as others have mentioned problems with it.

Auto save every ____ minutes. Always a useful option for any software, any time, on any computer. It will save your map every time the number of minutes that you enter elapses.

Status point size. The Status bar is the last window on the bottom below the console window and below the texture tool bar if used. This sets the font size of this display.

Undo Levels: How far back can you go to undo a series of changes you have made. The greater the number, the more information your computer has to keep track of.

User INI path: This option allows to specify an INI file that contains user defined keys bound to specific commands. The file is a text file. The file should begin with "[Commands]" without the quotes, but with the brackets. The command is then listed, followed by an equal sign "=" and then the key that you wish to use. Many keys have specific names. The <Tab> key is represented by the word 'TAB". To modify a key, you can add a plus sign "+" followed by "SHIFT", or "CONTROL", or "ALT". I believe you can use upper or lower cases for the keys. Special keys used include function keys: F1 through F12; the keypad keys: pageup, pagedown, home, end; the arrow keys: up, down, right, left; and the edit keys: delete, insert, backspace. They follow the standard key names used in many programs. Remember there are 199 or more commands in the Radiant Editor. You can create your own shortcuts. You had better write down any assignments that you make, as you might end up pressing a key, only to see your work wasted because you forgot that you reassigned a shortcut key to a different command. See Appendix B and C for the full list of the 199 commands, typed by hand by me, twice. I have already discovered the list is not all inclusive. The "Hollow" command is missing.

D. Radiant Editor Screens, Menus, Commands and Tool Bars.

1. Radiant Editor main screen.

You have already seen the main screen in Figure 3 above. This is the screen that comes up when you first start the editor. It can be configured as stated above in four different ways. I will for now stick with the default view, "Split Window View" and decide on what I like later on. So, the manual will concentrate on this view. In Figure 20 we can see the various parts already discussed.

Figure 20 - Main Screen with parts identified.



Now note the locations of the following items from top to bottom. It starts with the "Title Bar", with the name of the program, or a logo in this case, followed by the name of the current file open, in this case "unnamed.map". This is a windows standard. The next item below this is the "Main Menu" with the menu items as follows: "File", "Edit", "View", "Selection", "Grid", "Textures", "Misc", "Region", "Brush", "Patch", and "Help". Since there is no help file, F1 does not do anything for help. We will progress through becoming familiar with the menus shortly.

The next item in the screen is the "Tool Bar". This contains buttons that have many commands that are located somewhere in the menu system, but are easier to use in the tool bar. They usually have a graphic representation on the button to show what the button does. This helps us to find the right button. Another help is the tool tip help. Tool tip help is active in the editor, so if you pause the mouse cursor over one of the buttons, it will display text that describes what the button is. The buttons from left to right are: "Open", "Save" in one group, these are the file related buttons.

Figure 21 - File Buttons.

Figure 22 - Flipping Buttons.

Figure 23 - Rotate Buttons.


In the next group, separated by a small vertical line are the buttons: "x-axis Flip", "y-axis Flip", "z-axis Flip". In the next group the buttons are: "x-axis Rotate", "y-axis Rotate", "z-axis Rotate".



Figure 24 - 4th Group, Selection Buttons.

Figure 25 - 5th Group.

Figure 26 - 6th Group


In the fourth group of buttons we have : "Complete Tall", "Select Touching", "Select Partial Tall", "Select Inside". In the fifth group of buttons we have : "Clipper", "CSG Merge", "Hollow". In the sixth group of buttons we have : "Flip Texture X", "Flip Texture Y", "Rotate Texture 90", "Cycle Edited Texture Layer".


Figure 27 - 7th Group.

Figure 28 - 8th Group.

Figure 29 - 9th Group.



In the seventh group of buttons we have: "Toggle camera movement mode", "Cubic clip the camera view", "Change views". In the eighth group we have : "Free Rotation", "Free Scaling". In the ninth group we have: "Lock X", "Lock Y", "Lock Z".


Figure 30 - 10th Group.

Figure 31 - 11th Group.




In the tenth group we have: "Don't select curved brushes", "Show patches as wireframes", "Redisperse patch points", "Welds equal patch points during moves", "Selects drill down rows and columns", "Toggles lock patch vertex mode", "Toggles unlock patch vertex mode", "Cycles edge direction on terrain quads". In the last two groups we have: "Splines" by itself and then: "Show Entities as...", "Toggle alpha rendering of textures", "Disable selection of entities", "Disable selection of sky brushes", "Toggle drawing of draw toggle surfs", and the last one is only barely visible on the edge of the screen "Toggle if models are selectable".



Because we have 199 commands in this editor, there is not enough room to have a tool bar button for all of them. So, the programmers choose which ones are more often used. All of the commands are located in the menu system. If you wish to peruse the list of available commands and all of their respective shortcut keys, they are listed in Appendix B and Appendix C. You can briefly browse through the menus and what they have if you wish. I have screen shots of all the menus, but thought it was overly redundant to display each and every drop down menu. I will on occasion display them when we are using them.

Below the tool bar are the windows, or the work space, or work area. Different software uses different terms, but it is where all your work goes. As mentioned before the screen is divided up into sections. In other words, the different windows or work areas are all attached to each other. On the far left is the "Z-Axis Scale". In the upper left corner of the rest of the screen is the "2D View". Like a map of an area from an aerial view, this shows the X-Axis and Y-Axis. You can think of the X as the East and West measurements and the Y-Axis as the North and South. You would looking to the North as most maps are oriented in that way. So, a box in a field in 2D view would be seen as a flat square or cube. The height of that box would be shown in the Z-Axis Scale on the far left. To the right of the 2D View is the "Camera View" or "3D View". Under the Camera View is the "Texture Window" that displays the textures that are available. I have checked the box that shows the labels for the textures and also displays a small text window to type in names to search for specific textures. That is what that grey box is near the top of the Texture Window.

Below the 2D View and Texture Window is the "Console Window". Below this is the "Texture Toolbar" and then below that is the "Status Bar". Now let's do some experimentation to orientate ourselves with the use of the editor. And also we can consider some aspects of the editor that are in the background.



E. Basic Editor Operation.

1. PROJECT ONE - Create A Simple Room.

Now we will create a simple room. This room will exist by itself, it is the total universe in this example. This simplifies the creation. We will not worry about doors, windows, or outside terrain. Thus, we will explore how the editor creates things and what files and folders are involved. This way we will build on a firm foundation of understanding and then expand on this. If you do not start with a basic understanding of the system, then adding complex tasks becomes a greater problem as questions like I need this, but do not know where it goes or how to get there come up.

STEP ONE: Start The Editor. {Double Left Click} on your brand new icon for the Radiant Editor, if it is not already running.

The main screen will display. In order to draw a simple box, you need to know that the mouse cursor is in reality a drawing tool or brush as "I" define it. You draw items and shapes by dragging across the 2D View window. I read an explanation of this, "just drag the brush across the screen..." and I could not for the life of me understand until later. Drag from where? Drag to where? So I will endeavor to explain in greater detail, than it was given to me.

You will notice numbers on the graph paper 2D View window. This is the "Coordinate System" of the X-Axis and Y-Axis. Place your mouse cursor in the 2D View and watch the Status Bar at the bottom. The Status Bar display the Coordinates for the Mouse Cursor. Move the mouse only back and forth, you will see that only the first number, the X value is the one changing. Move the mouse cursor only up and down and you will see the Y value change. Notice that the origin of the 2D View, or coordinates 0,0 (the x and y value) is at the center of the map. You are not obligated under any law to draw only around that center. It will just make things easier later on if we start that way. As you progress you will be able to figure out whether you want your level so that the center of your level is at the center of the map and so on.

Now let's draw a simple shape.

Important Note: If your 2D View is zoomed in so that the numbers -256 and 256 on both the upper scale (X-Axis) and then left side scale (Y-Axis) cannot be seen, then you can zoom in and out by using the Mouse Wheel while the Mouse Cursor is in the 2D View Window.

STEP TWO: Draw a Rectangle. In the 2D View (graph paper) move your mouse cursor to a point to the left and above the center point until your status bar on the bottom as explained above reads with the coordinates of:

"x:: -256.0 y::256.0 z:: 0.0 "

{Left Click Hold} and drag the Mouse Cursor down and to the right until the coordinates in the status bar at the bottom reads as shown in Figure 32, and release the mouse button.



Figure 32 - Status Bar.

Do not worry about the Z-Axis, because this is going to be the floor, and 8 units high for the structures in your map is going to be the standard. This is how you drag a shape in the 2D View Window. Viola! You just have drawn a simple rectangle. Now look at the Status Bar at the bottom. You will notice the size values, the second set of three numbers to the right of the coordinate values. They now should read:

" Size X:: 512.0 Y:: 512.0 Z:: 8."
Figure 33 - Drawing A Rectangle.

You have just created a box that is 512 wide by 512 long(depth) and 8 high. Now let's talk briefly about dimensions. Each of these above units represent one inch in actual measurement in a real world. So, the box we just created is only eight inches high. It is 512 inches in length(or depth) and 512 inches wide. This can also be translated easily into feet by dividing by 12. So, 512 divided by 12 = 42.66666666666666666667 feet. Well, we do not really need such a long number of decimal digits, so to simplify this number we can convert it to feet and inches, a standard in one of my expert fields, carpentry. It is in essence, 42 feet and 2/3 of a foot. So, 12 * 2/3 = 8. It ends up being 42'8" (or 42 feet 8 inches). That is a lot bigger than my whole apartment! These editors, including others I have used all want to have things in multiples of the power of 2, not even numbers as in multiples of 2, but by power of 2. This is the binary number system. In other words, 2, 4, 8, 16, 32, 64, 128, 256, 512, .... I am not referring to ALL objects, just as many objects that can be, as a character in the map is about 6 feet high which is 72 inches, or 72 units. Just be aware that calculations and compiling are all based upon the binary number system, the only numbers the computer understands. So, the more you use them, the better the computer likes them.




Now let's create the other parts of the room. I have been instructed that even though a shortcut is to use the (Hollow) button, it is not a good idea. To prevent compiler problems that it is better to create the individual walls, ceilings, and floors and the fit them closely together.

STEP THREE: Copy the floor. With the first rectangle still highlighted, or selected, press the <Spacebar> once. This will copy the floor rectangle, deselect the floor and select the new rectangle.

If you managed to deselect or unselect the floor before copying it, press <Shift> + {Left Click} with the Mouse Cursor over the object in the 2D View Window and the lines will turn red in the view.

Figure 34 - Copy Box.



STEP FOUR: Move the Rectangle Higher. Move your mouse cursor to the Z-Axis Scale Window on the far left. The box is shown in a red outline, or what I refer to as a "Wireframe". {Left Click Hold} inside the red lines of the box and drag it upwards to the 256 line and release the mouse button.

If you see the entire box move, look at the Console Window below. It might read "Dragging entire selection". If the box became bigger instead, it might say in the Console Window, "Side stretch". This will tell if you are grabbing the rectangle properly. So, to make sure that you select the box, use the Mouse Wheel to zoom in and make the box larger. Then, when you start to move it, the Console Window will read, "Dragging entire selection" instead. Then you can move the Mouse Wheel back to zoom out, so that you can move the box until it is 256 units higher. Also notice the status box. When you move the Mouse Cursor to the Z-Axis Scale, the Status Box only displays the Z-Axis value. This way you will know how far you are moving or resizing it, by looking at the Status Box rather than trying to line up with the small line in the Z-Axis Scale View. This is the reason why we use "Snap To Grid", so that resizing and moving to a specific point is easier.


Figure 35 - Move Box.



STEP FIVE: Move the camera to see both rectangles. Move the Mouse cursor into the Camera View or 3D View. {Right Click Hold} and drag the Mouse towards you to pull it back so you can see both rectangles. A fast way to set the camera is to move the Mouse Cursor in the 2D View Window just below the rectangle and press <Control> + {Middle Click} and the camera will move to that point. To set the point that the camera is looking at, place the Mouse Cursor in the 2D View Window at the center of the Rectangle and press {Middle Click}.



Figure 36 - Moved Camera.




STEP SIX: Deselect the Box. Press the <Escape> key to deselect all selections.

STEP SEVEN: Switch 2D View. Press the <Control> + <Tab> keys to switch the perspective or orientation of the 2D View.

Figure 37 - Front View.
In other words the default or starting view is from the top of the map looking down. You can switch this 2D View to front and side view by pressing the <Control> + <Tab> keys. Each time you press these keys, it will cycle through the three perspectives. The current view is shown in the upper left side of the 2D View. It will read "XY Top", or "XZ Front", or "YZ Side". The letters represent the two axis that can be seen, the missing one is the one that moves away from the view in the 2D View Window and is therefore behind the object in the window. In Figure 37 we see that the two rectangles are not aligned, so we need to move them so they are aligned. Move the mouse cursor over the upper rectangle and press <Shift> + {Left Click} to select it again, if you unselected it.




Figure 38 - Draw Box # 3.
Move the Mouse Cursor in the 2D View Window and {Left Click Hold} inside the rectangle and drag the rectangle to the side until it is aligned with the rectangle below it. Repeat this same step for the other views to ensure that it is all lined up properly. Press <Control> + <Tab> to change the view, press {Left Click Hold} inside the rectangle and drag to the correct graph paper lines. Return to the "Front View" by pressing the <Control> + <Tab> keys until it reads "XZ Front" in the upper left corner of the 2D View Window. Make sure that all of the rectangles are deselected by pressing the <Escape> key.









STEP EIGHT: Draw another rectangle. In the 2D View Window, move the Mouse cursor to a point that is even with top rectangle, press {Left Click Hold} and drag downward until it lines up with the bottom rectangle, keeping only 8 units wide..







STEP NINE: Copy the wall. With the third rectangle still highlighted, or selected, press the <Spacebar> once. This will copy the wall rectangle, deselect the first wall and select the new rectangle, the second wall.



Figure 39 - Copy Third Box.



STEP TEN: Move the Rectangle to the right. Move your mouse cursor in the 2D View Window {Left Click Hold} inside this fourth rectangle and drag it across so that it is to the right of the top and bottom rectangles.

Figure 40 - Moving Fourth Box.
As you approach the edge, the view will move along as you drag the rectangle, only if you checked the option in Preferences that is labeled "Mouse chaser". In order to move the 2D View, or to "pan the view", press {Right Click Hold} anywhere in the 2D View Window and drag up, down, left or right. To zoom the 2D View Window, use the Mouse Wheel. Move the {Mouse Wheel Forward} to zoom in and vice versa.

Next we will switch to the side view and repeat what we just did to create two more walls.




Figure 41 - Moved Fourth Box.





STEP ELEVEN: Deselect the Box. Press the <Escape> key to deselect all selections.

STEP TWELVE: Switch 2D View. Press the <Control> + <Tab> keys to switch the perspective or orientation of the 2D View to the side view.

STEP THIRTEEN: Draw a Fifth Rectangle. In the 2D View Window, move the Mouse cursor to a point that is even with top rectangle, press {Left Click Hold} and drag downward until it lines up with the bottom rectangle.

We are still drawing only 8 units wide. Switching to the other views, because the wall did not show up in the Camera View, we find that it drew only a square column 8 units wide. Turn the camera to find the box as seen in Figure 43.
Figure 42 - Create Fifth Box.
Figure 43 - Fifth Box revealed to right.





STEP FOURTEEN: Switch 2D View. Press the <Control> + <Tab> keys to switch the perspective or orientation of the 2D View to the "Top" view.






Figure 44 - Resizing and aligning Fifth Box.



STEP FIFTEEN: Resize the Rectangle. Press {Left Click Hold} on the edge of the rectangle and drag it out to the left. Also line up the right edge of the rectangle with the other rectangles, the top and bottom, by pressing {Left Click Hold} inside the rectangle and dragging. Note the difference in the Console Window. It will display "Dragging entire selection" or "Side stretch" depending on which you are currently doing. Then you can properly line up both ends to make the box the same size as the other boxes.





STEP SIXTEEN: Copy the Rectangle. Press the <Spacebar> once.



Figure 45 - Copy Box.



STEP SEVENTEEN: Move the Rectangle to the other side. Move your mouse cursor in the 2D View Window {Left Click Hold} inside this sixth rectangle and drag it upwards so that it is above the top and bottom rectangles in the Top View. Press the <Escape> key to deselect all rectangles.



Figure 46 - Move Box.





STEP EIGHTEEN: Modify all of the Rectangle edges. Move your mouse over to the 2D View Window and <Control> + {Left Click} on one of the rectangle in which you can see the edge of it only. Press the letter <V> to display the Vertices of the rectangle. {Left Click Hold} on one of these colored dots and move it inward along the edge of the rectangle. As shown in Figure 48 and Figure 49, there are two in each edge. Move one and then the other to show the beveled face as shown in Figure 49. Then press <Escape> key to deselect the rectangle and move on to the next one.



Figure 47 - Modify All Brush Edges.


Figure 48 - Modify All Brush Edges.

Figure 49 - Modify All Brush Edges.





Now continue doing this same thing to all of the edges of all of the rectangles, so that when placed back together they fit perfectly, just like a wooden box made by a carpenter. You can drag a rectangle out of the way of the other ones to help you see it better, as in Figure 50.

Figure 50 - Modify Top after moving it..



Figure 51 - Continuing to Modify Edges.





Continue cutting a bevel into each side, deselecting it, pressing <Control> + {Left Click} to select another, pressing <V> to show the Vertices and dragging the dots inward until every edge is beveled.

Figure 52 - Assemble the pieces together.



STEP NINETEEN: Assemble the pieces back together. Drag the rectangles back together as shown in Figure 54.



STEP TWENTY: Open The Entity Placement Menu. {Right Click} anywhere inside the box in the 2D View Window.

Figure 53 - Entity Placement Window.
This will bring up the "Entity Placement Window", (NOT the Entity Window only if you paid attention to the preferences section and checked that box, or left it checked. It is located under "Preferences", which is opened by pressing the <P> key. The option is labeled as "Right click to drop entities". If you do not have this option checked, tough luck, no just kidding. Press the letter <N> as a short cut to open the "Entity Window".





Figure 54 - Adding Player Start Point.





STEP TWENTY-ONE: Add a player start point. {Left Click} on "info" in "Entity Placement Window", {Left Click} on "player_start" in the sub-menu.

Figure 53 shows the "Entity Placement Window" and the sub-menu that is also displayed when you choose the "info" item in the list. Notice also that the coordinates that you clicked on are displayed in the Status Bar and show that it will be placed in that position. I placed it in the bottom left corner, you can choose wherever you wish to.

This will place a red box in the map or room where you clicked the first time to open the Entity Placement Window. Now comes some more fun. We are going to learn to manipulate some of the views in order to verify that the player start point is exactly where we want it. We do NOT want it to be in mid air, nor do we want the player's feet to be under ground, nor the player halfway inside a wall.

Just looking at the information that we already have in the two screens, we can determine a lot already. First, the coordinates that we were placing the player start point was clearly shown in the Status Bar at the bottom. It was at -192,-192,0 and you will see this at the bottom of Figure 54. If we look over to the left in Figure 55, we can clearly see that the player start is on the ground level, which is at the origin of the map in the Z-Axis, in other words ground zero. Pun intended. We can also see that the size of the player start is 32 by 32. I used to have a 32 waist, but oops, this is actual width. No I am not that fat! This is the clearance you might say that the player needs to move through doorways and between objects. Let's switch around the views just to see where it is exactly. Do you remember the mention of the 2D View and how we can look from the side? It was mentioned in the beginning when describing the main screen and later when we were building walls.

STEP TWENTY-TWO: Re-orient the 2D View to check location. Press <Ctrl> + <Tab> once.

You can also access this same thing in the menu. In the main menu, {Left Click} on the menu items as follows: [View]->[Next]. Now the 2D View has switched from "XY Top", to "XZ Front". The display is shown in the upper left corner of the 2D View Window. Pressing it again will switch it to "YZ Side" and pressing it again will switch it back to "XY Top". This way you can check any object in the room, as to whether it is properly lined up and placed where you want it to be. Notice also that the view has also placed the object in the center of the window so that it is fully displayed in each "perspective" - top, front and side view. The front view is shown below.

Figure 55 - Front View of Player Start Point, oops.



Now, be honest, you did not catch it right away either did you? If you look at the 2D View, you will notice that the floor is 8 units thick, not zero. So, the top of the actual floor is at 8 and not 0. The player has eight inches of stone around his feet! Okay, so we need to move him up a bit.

STEP TWENTY-THREE: Move the Player Start to the top of the floor. Move the Mouse Cursor to inside of the selected box, Player Start and {Left Click Hold} and drag the box up one grid line.

While you have done this you can also check the Console Window and read the phrase "Dragging entire selection" to verify that we did not resize it, but re-positioned it. Now you can also see in the Z-Axis Scale to the far left that it has also now shown the Player Start is where it should be on top of the floor. I also moved the camera in order to see the player start. To move camera, put Mouse Cursor in 3D View, {Right Click Hold} and drag it around to swing the camera angle to see your Player Start box.

STEP TWENTY-FOUR: Deselect the Player Start. Press <Escape> to deselect the Player Start.

Now the Player Start is shown in the camera view as a pink solid box, instead of a wire frame.
Figure 56 - Player Start Point placed and deselected.



Now let's put some detail in the room and add something to the walls. Paint your room, it looks disgusting!



STEP TWENTY-FIVE: Find the wall Textures. {Left Click} on the main menu and the following menu items: [Texture]->[Usage]->[interior wall].

Figure 57 - Finding Textures.
Now the textures that are in the Texture Window have changed to be all those textures that are only used on interior walls in a building. There is also a small check mark next to the phrase "interior wall" in the list. I chose the one I like, you can choose your own. My choice happen to be "egypt_plaster_interiorwall2".


Now we are starting to get some progress here, bare with me. It won't be long. We have to scroll through the list of textures to pick one, or just to get going pick one at random. Before we can apply it we have to decide what walls are we going to put it on. In my case I just simply chose the two walls that I can see at the moment in my camera view. I intended to use a different texture on the other walls. Just my choice.




STEP TWENTY-SIX: Select the walls for the Texture. <Shift> + <Control> + {Left Click} on the wall you wish to have the texture placed onto.

This is where the keyboard keys, <Control> and <Shift> are used to modify the mouse buttons. This gives you a very wide range of commands you can do with the mouse. When you click on a wall this way, the wall turns red to show it has been selected. If you use the same click on another wall, it will also be selected. You can select as many surfaces as you wish to. To unselect a wall, just click on it again the same way and it will toggle back and forth from selected to unselected each time you click.


Figure 58 - Walls Selected.



STEP TWENTY-SEVEN: Apply the Texture to the wall. {Left Click} on the graphic in the Texture Window that you have chosen for the walls.

Presto, the walls are now decorated! Marvelous!

Figure 59 - Walls Decorated.



STEP TWENTY-EIGHT: Deselect the walls. Press <Escape> to deselect the walls.

STEP TWENTY-NINE: Move the camera around to see the other walls. Move the Mouse Cursor into the Camera View Window. {Right Click Hold} and drag the Mouse forward along the desk, or away from you and it will move towards the rear of the room. With mouse button still held down, move the Mouse to the right or left in order to angle the Camera back towards the front wall of the room.

Figure 60 - Moving Camera To Rear Of Room.
Figure 61 - Turning Camera Towards The Front.




STEP THIRTY: Select the walls you wish to decorate. Leaving the Mouse still in the Camera View Window, <Shift> + <Control> + {Left Click} on the wall or walls you wish to have the texture placed onto.

STEP THIRTY-ONE: Apply the Texture to the wall. {Left Click} on the graphic in the Texture Window that you have chosen for the walls.

STEP THIRTY-TWO: Deselect the walls. Press <Escape> to deselect the walls.

Even I have autosave enabled on my editor, it is way past time to save the map file. The editor likes to have things properly named, rather than unnamed.map, so let's name it. I chose "jbstest101.map" just because I have no time to be imaginative and its only a temporary project in the first place. It is not even close to what I want to design for my first level. So, let's shut up and get down to it and save our map. Yes, let's stop with .... oh yeah, shut up.

STEP THIRTY-THREE: Save your precious map. Press the tool bar button (Save) that has the small diskette on it, top left of the main screen. Enter the file name for the map in the text window and press the "Save" button in the bottom right side of this window.

Since the map was not named yet, the "Save As" Window appears and allows you to enter a name. If you press the same button in the toolbar next time, it will just save it for you.





Figure 62 - Saving File.




The Console Window displays the following after I saved it:

Map_SaveFile: C:\Program Files\Activision\Call of Duty 2\bin\autosave.map
Saved.
Map_SaveFile: C:\Program Files\Activision\Call of Duty 2\map_source\jbstest101.map
Saved.

Notice how the editor was saving the file automatically, but not in the right directory. The autosave function uses the bin directory, but the map needs to be in the map_source directory. Another reason to save the map. The directory structure is an important part of the editor. So, the autosave will continue to use the same file for all your maps you are working on. Unlike the screen shot function, it does NOT number it for you. Any work you may do on another map will over write this file with a different map. So, save, save, save your map files.

Now it is time to add a light to the room.

STEP THIRTY-FOUR: Open the Entity Placement Window. {Right Click} in the 2D View somewhere in the room where you would like a light.

I chose to put it near the center.

STEP THIRTY-FIVE: Add a Light to the room. {Left Click} on "light".


Figure 63 - Adding A Light.





STEP THIRTY-SIX: Change the 2D View to Front View. Press <Control> + <Tab>.

If you are in a different view than the starting "XY Top View", then keep pressing <Control> + <Tab> to switch the view to the "XZ Front View".

STEP THIRTY-SEVEN: Move the Light Up. {Left Click Hold} inside the little light symbol in the 2D View Window and drag it upwards to just under the ceiling and release the Mouse button.
Figure 64 - Moving A Light.



STEP THIRTY-EIGHT: Deselect the Light. Press <Escape> to deselect the Light.

STEP THIRTY-NINE: Move the Camera Angle to see the light. Move the Mouse Cursor to the 3D View Window, or Camera View Window. {Right Click Hold} and move the mouse around left or right to point it towards the light.

Watch the 2D View for how the camera looks, in other words is it pointing towards the light. You may not actually see it in the 3D View. It is above the camera. Now you will need to raise up the camera in order to see the light in the Camera View Window.

STEP FORTY: Raise the Camera to see the light. Move the Mouse into the 3D View. Press <Control> + {Right Click Hold} and push the Mouse away from you or upwards to raise the height of the camera.

Figure 65 - Moving Camera to see light.



Now here is where there is a giant void in all the tutorials I have found. I found instructions for lighting for the Unreal Editor that Brothers In Arms uses, but no real concrete information on lighting for Radiant Call of Duty 2. It was partially found in the Quake 3 Radiant Manual, but insufficient for me to do without a lot of trial and error. That being said, now I can explain more about the lighting. There are properties or settings for the light that must be accessed. There is apparently no mechanism for setting up a standard plain old light. This is where the "Entity Window" is used, rather than the "Entity Placement Window", which is only used to place an entity, not to modify its settings.

STEP FORTY-ONE: Re-select the Light. Press <Shift> + {Left Click} on the Light in the 3D View Window.

STEP FORTY-TWO: Open the Entity Window. Press the <N> key.

Figure 66 - Entity Window.

Here we see an entirely different window. We will need to modify some of the settings. There are a lot of variables that can be set. The list of variables is located in the little window with a grey background, just under the entity list. This is what it states: <<<"def" sets which light definition asset to use; these are made in asset manager. This controls the shape of the light falloff curve.

"radius" controls the cutoff distance of the light. The light falloff texture maps its left side to the light origin and the right side to the radius. The rightmost pixel in the falloff texture is assumed to be black.

"_color" sets the color of the light. The biggest value gets scaled to 1; this means that 0.1 0.1 0.1 is the same as 1 1 1.

"intensity" controls how bright a light is when the falloff texture is pure white. A value of 1 is fullbright; smaller values are dimmer.

A light pointed at a target will be a spotlight facing the target. They default to having a circle with 64 unit radius around the target.

"fov_outer" overrides the fov of a spotlight from the 64 unit circle around the target. It is in degrees. A value of 90 would go +/-45 degrees from center, for 90 degrees total. The default is to use the target to set the fov.

"fov_inner" sets the fov of the inner cone. Spotlights only fade with angle between fov_inner and fov_outer. Fov_inner is the same units as fov_outer; it should always be less than fov_outer. The default is 0.

"exponent" changes the falloff of the spotlight between "fov_inner" and "fov_outer". The default value of 0 means there is no falloff. A value of 1 gives linear falloff, 2 .>>>

The values I had to set were: _color, angles, intensity, and radius. The _color value is set to "1 1 1" which is white. The intensity is set to 1, maximum or bright. The radius is set to 350. The angles were sort of set to "90 270 0", but don't ask me what they mean. All I know is there is a little arrow pointing downward from the light in the "2D Side View" and the "2D Front View" and that's all I need to know for know. The only keys that were set from the start were "angles", origin and "classname". The angles were negative, probably the reason that no light was coming out. The compiler errors told me that the light was ignored because there was no radius. There are some instructions I found that stated that a default was normally set to 64, but there was no entry at all for radius.

STEP FORTY-THREE: Set the value of the "radius" Key to "350". {Left Click} on the text window to the right of the word "Key", enter the word "radius" and press the <Enter> key. {Left Click} on the text window to the right of the word "Value", enter the number "350", and press the <Enter> key.

STEP FORTY-FOUR: Set the value of the "_color" Key to "1 1 1". {Left Click Hold} on the text window to the right of the word "Key" and drag across the word radius to highlight it, enter the word "_color" and press the <Enter> key. {Left Click Hold} on the text window to the right of the word "Value" and drag across the number to highlight it, enter the numbers "1 1 1", and press the <Enter> key.

The angle was set by pressing random keys, mostly the Up and Dn keys and watching the 2D Front View or 2D Side View to see that it was pointing downward.

In order to fully decorate the room I also went back and added Texture to the floor and to the ceiling.

STEP FORTY-FIVE: Close the Entity Window. {Left Click} anywhere off the Entity Window and press <N>. This is the only way I found to close this window.

STEP FORTY-SIX: Deselect the Light. Press <Escape> to deselect the Light.

STEP FORTY-SEVEN: Find the ceiling Textures. {Left Click} on the main menu and the following menu items: [Texture]->[Usage]->[ceiling].

STEP FORTY-EIGHT: Select the ceiling you wish to decorate. Leaving the Mouse still in the Camera View Window, <Shift> + <Control> + {Left Click} on the ceiling you wish to have the texture placed onto.

STEP FORTY-NINE: Apply the Texture to the ceiling. {Left Click} on the graphic in the Texture Window that you have chosen for the ceiling.

STEP FIFTY: Deselect the ceiling. Press <Escape> to deselect the ceiling.

STEP FIFTY-ONE: Find the floor Textures. {Left Click} on the main menu and the following menu items: [Texture]->[Usage]->[floor].

STEP FIFTY-TWO: Select the floor you wish to decorate. Leaving the Mouse still in the Camera View Window, <Shift> + <Control> + {Left Click} on the floor you wish to have the texture placed onto.

STEP FIFTY-THREE: Apply the Texture to the floor. {Left Click} on the graphic in the Texture Window that you have chosen for the floor.

STEP FIFTY-FOUR: Deselect the floor. Press <Escape> to deselect the floor.

STEP FIFTY-FIVE: Save the map. Press the save button at the top in the tool bar.


2. Compile and test our map.

Here is where I could say to proceed to some other tutorial on how to compile your map, but I won't. So, let's get down to it.

a. Set up a shortcut for the compile program with the Explorer.

STEP ONE: Open C: Folder. In Windows Explorer {Left Click} on the directory name or the small box with a plus sign in it, in front of the directory name to open the folders one at a time. First on "C Drive".

STEP TWO: Open Programs Folder. {Left Click} on "Programs" to open that folder.

STEP THREE: {Left Click} on "Activision" to open that folder.

STEP FOUR: {Left Click} on "Call of Duty 2" to open that folder.

STEP FIVE: {Left Click} on "bin" to open that folder.

STEP SIX: Open sub-menu for the file. {Right Click} on the file that is named "CoD2CompileTools.exe" to open the sub-menu.

STEP SEVEN: Open the "Send To" Sub-Menu. Hold the mouse cursor over the line labeled "Send To". The arrow means that a sub menu will open.

STEP EIGHT: Select "Desktop". In this next sub-menu {Left Click} on the line that is labeled "Desktop (create shortcut)". This will create an icon on your desktop that you can double click on to start the program.

b. Create a "GSC" file.

STEP ONE: Open Notepad. {Double Left Click} on the icon for notepad, if you have one, or you can:
Press "Start" button in windows at the bottom of the screen,
{Left Click} on [All Programs]->[Accessories]->[Notepad]

STEP TWO: Enter the data. Type the following into the notepad editor.

main()
{
Maps\_load::main();
}

STEP THREE: Open the "Save As" Dialog Box. {Left Click} on the main menu item [File]->[Save As...]

The "Save As" Dialog Box comes up to ask for the name of the file. I entered the filename "jbstest101.gsc" because that is the name of my map followed by the extension ".gsc". If your map name is different, use your map name, but be sure to use the same extension.

STEP FOUR: Choose the file type. In order to prevent Notepad from adding on a file extension of ".txt" to the filename you put in, change the file type from text files to all files. {Left Click} on the arrow at the end of the middle box that is labeled "Save as type:" and change the selection, {Left Click} on the phrase "All Files".

STEP FIVE: Save The File. Press the (Save) button.

c. Compile the map.

STEP ONE: Choose your settings. The settings I chose are shown in the figure below.

Figure 67 - Entity Window.





Under Compile, I checked the following boxes: "Compile BSP", "Compile Lighting", "Connect Paths", and "Run Map When Done". It did not run map when done. Under Light Options, I checked the following boxes: "fast", "extra", "verbose", "ModelShadow". I also modified the MS-DOS Batch file (eeeewwww, a dirty name) that is named "cod2compiletools_compilebsp.bat" and added a pause or two to give me time to read the display. It takes a bit of getting used to what all this means. This is the file that this program actually runs. It merely accesses the compiler through the batch file, sending parameters, but really does nothing much. I went overboard on the lighting options because it was not working. And I wanted to experiment anyway. So, for this test a fast compile is probably sufficient.

STEP TWO: Compile. Press the button labeled "Compile" on the right side of this box, just above the logo.

Watch the old style MS-DOS screen, white on black, yuck. And press the space bar when it says that it is pausing.

d. Set up a shortcut for the game program with the Explorer.

STEP ONE: Open C: Folder. In Windows Explorer {Left Click} on the directory name or the small box with a plus sign in it, in front of the directory name to open the folders one at a time. First on "C Drive".

STEP TWO: Open Programs Folder. {Left Click} on "Programs" to open that folder.

STEP THREE: {Left Click} on "Activision" to open that folder.

STEP FOUR: {Left Click} on "Call of Duty 2" to open that folder.

STEP FIVE: {Left Click} on "bin" to open that folder.

STEP SIX: Open sub-menu for the file. {Right Click} on the file that is named "CoD2SP_s.exe" to open the sub-menu. If you are doing multi-layer, then use the file "CoD2MP_s.exe"

STEP SEVEN: Open the "Send To" Sub-Menu. Hold the mouse cursor over the line labeled "Send To". The arrow means that a sub menu will open.

STEP EIGHT: Select "Desktop". In this next sub-menu {Left Click} on the line that is labeled "Desktop (create shortcut)". This will create an icon on your desktop that you can double click on to start the program.

STEP NINE: Modify the shortcut to include another parameter. {Right Click} on this shortcut you just created. {Left Click} on "Properties". {Left Click} on the tab at the top that is labeled "Shortcut". In the text box that is labeled "Target" make sure that you add a phrase "+set g_connectpaths 1" so that it reads

"C:\Program Files\Activision\Call of Duty 2\CoD2SP_s.exe" +set g_connectpaths 1

Press the (OK) button on the bottom of the box.

e. Play The Game!

STEP ONE: Start The Game. {Double Left Click} on your brand new icon or shortcut for Call of Duty 2 that we just modified.

STEP TWO: Access the Console. Press the <~> key.

STEP THREE: Load the map. Enter the following to load the map: map jbstest101 and then press the <Enter> key.

This is what mine looks like now. Pretty good for an old fart with no experience in gaming technology!

Figure 68 - My First Room Works!.









This Home Page was created with Notepad
by Barry Stephen Nieuport
on 10 January 2007
Revised On Tuesday, 19 January 2007 17:00 EST
Copyright © 2007
Barry Stephen Nieuport
barrynieuport@hotmail.com