Call Of Duty II - Radiant Editor Manual
by Barry Stephen Nieuport
Copyright 2007
Version 1.03 - 02/11/2007
Updated as of 21 June 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:
Barry Stephen Nieuport, 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.
II. Editor Fundamentals - The Functions, Commands and Procedures.
Previously we learned some basics of the editor and created a simple room. Now we get at the
meat of the editor and discuss the operation of the editor. It is called fundamentals because we are not
going to review a long list of commands and steps to create a world, but the fundamental concepts and
procedures that make up the editor in order to create a usable, workable, playable, fun map level. In
other words, the fundamental procedures that make up the entire process can include, hollowing out a
cube for the world to be in, placing objects on the map, placing actors onto the map, placing terrain on
the map, modifying the terrain floor to show hills and valleys, placing water on the map, placing a sky
map, placing lighting, and so on. These are the fundamental procedures that make up the editor and are
combined in many different orders or steps that are decided by the user, you. In other words, I am not
going to tell you that you have to place your terrain textures, such as grass before or after you modify
the levels of terrain to create a hill or valley, because there are always many ways of doing things. I will
however, outline the steps I have taken to perform a "set of fundamental tasks" in order to create
something. This way you will learn how the editor works down to its fundamental way and can combine
these fundamentals in any way you wish to create YOUR map and no one else's.
These fundamental steps may for a while be bit unorganized, but they will be indexed and
cataloged in the Table of Contents. Then a more logical way of listing them will be set up. So, as I
progress through the editor I may over-look certain steps and explore them later.
A. Moving Around in the Views of the Editor.
1. The 2D View.
a. Moving the view in the X and Y. To move the view in the 2D View Window,
you {Right Click Hold} inside the view and move the mouse around on the desk
and then release. That's it. Simple. This is also called "Panning The View".
The view will at times automatically pan to the left, right, up, or down
when you select an item or object and this object is partially off the screen. When
you move an object in the view, you will also notice that the view will move as
you approach the edge of the view. This is when you have the option checked in
preferences, "Mouse chaser" under "New functionality" in the Preferences
screen. This Preferences screen is accessed by pressing the letter <P> on the
keyboard, or through the menus, [Edit]->[Preferences]. Then close the
preferences window, by pressing the (OK) button at the top right.
Notice how I did not ask you to go find the section that describes this
procedure somewhere else in this manual? First, I think it is rude. Second, I think
it is stupid, especially if you move pages and sections around a lot and forget to
update ALL the references to that section and people are looking on a page and
cannot find it and think you are an idiot! Third, I AM good at this aren't I?
b. Zooming the View. To make the map smaller or bigger, or to be more precise, to
increase or decrease the magnification of the view, you can use the mouse wheel.
To zoom in (increase the magnification) you move the Mouse Wheel
forward or away from you by placing your finger lightly on it, not pressing it
because it is also a button, and then moving your finger away from you, or
towards the computer. This will make the grid lines farther apart, just as if you
were using a magnifying lens on a piece of graph paper. They "appear" to be
closer. This is not changing the map, simply changing how much of the map you
are looking at. If you want to see detail, you zoom in to make the objects appear
larger. If you want to look at the "big picture" to see how something fits into the
level, you can zoom out. To zoom out you do the opposite, lightly press the
mouse wheel and move your finger towards you, or away from the computer. It is
like you are using your finger to pull the camera back out of the picture, or
pushing it in to see closer detail. To show this operation, we will use: {Mouse
Wheel Forward} and {Mouse Wheel Back}.
Alternate Method: In the main menu at the top of the screen. {Left
Click} on [View]->[Zoom]->[XY Zoom In]. Imagine that! To zoom the view,
you use [View], then {Zoom], then [XY Zoom In], kinda logical isn't it.? As you
become more familiar with this editor, the commands will become second nature
like this. You will know instinctively that a command is located in a specific
place. There is also a shortcut key listed in those menus. For zoom in there is
<Delete> and for zooming out, there is <Insert>. Try them, play with them and
see if this is true with your version.
2. The Camera View or 3D View.
a. Moving the left and right angle of the camera view. To move the view in the
Camera View Window use a similar method to the 2D View. You {Right Click
Hold} the mouse in the 3D View Window and drag it left and right.
This is however a more complex window and has more than two-axis
represented in the window. This method moves the camera view left and right
only. Think of a stationary camera on a tripod, you are rotating the camera left
and right, changing its angle of view from North, East, West or South.
Alternate Methods: Using the arrow keys on the keyboard also function
the same way. Press <Left> to turn the camera to the left and press <Right> to
turn the camera to the right. Commands: CameraLeft and CameraRight
b. Moving the camera forward and backward. To move the camera around inside
the window, {Right Click Hold} and then mouse the Mouse, not the wheel,
around on the desk. Move the Mouse forward and the camera will move forward
in the room. Move the Mouse back and the camera will move back.
Alternate Methods: Using the arrow keys on the keyboard also function
the same way. Press <Up> to move the camera forward and press <Down> to
move the camera back. Commands: CameraForward and CameraBack
It is just as if you picked up the camera tripod, walked forward and then
set it back down. So, you can "rotate" left and right with the mouse right button
down by moving the mouse left and right, and also you can "move" forward and
backward moving the mouse forward or back. In this way you can place the
camera in any place in this room, subject to this plane of existence. The plane we
are moving in is referred to as the XY plane. A plane is a two dimensional
existence in a 3D world. The ocean surface or the ground we walk on, just the
surface, is one plane. It has two dimensions, the North and South axis and the
West and East axis. This is not taking into consideration the height of the ground
relative to sea level, the Z-axis because that is in another plane.
Try this experiment. {Right Click Hold} in the 3D View Window and
pull the mouse, does not matter where you start, and keep pulling the mouse
away. If you need to, I have a small desk, you can lift the mouse up, move it away
from you and replace it back down in order to continue moving it toward you.
Now keep going until you are out of the room. Suddenly, the world goes dark, the
other side of the walls have no texture on them, so the may say "default texture"
or something and the world is dark and grey. Oh no! But you can still see the box
that is your world. You have simply left the known universe and are exploring the
outside where there is nothing. There is nothing there, because you have not
created it yet. Okay, relax, you can go back into your world again and see the nice
wood floor that you have been shooting holes in. Yes, I caught you, you plugged a
few holes in the walls too, didn't you?
c. Moving the camera up and down. Now to move the height of the camera. Not
the angle of it, press <Control> + {Right Click Hold} and move the Mouse
forward and back. Moving forward raises the height of the camera. Moving back
lowers the height.
Alternate Methods: Using the keys on the keyboard also function the
same way. Press <D> to raise the camera up and press <C> to lower the camera
down. Commands: CameraUp and CameraDown
You will also notice, as you are moving around in the 3D View, the 2D
View is not updated with these moves. If you {Left Click} once on the 2D View
Window, you will see the small blue camera symbol in the 2D View Window
instantly move to the new location. To have these changed updated dynamically,
another fancy word for "at the same time", you can check the option in
Preferences, "Update XY views while dragging". This could possibly slow your
performance down if you do not have a fast computer. To access this preference,
press the letter <P>, {Left Click} inside the little white box and a check mark
will appear, turning it on. Then close the preferences window, by pressing the
(OK) button at the top right.
d. Moving the camera left and right (strafe). To move the camera to the left, not
rotate, but to "strafe left" or "strafe right" you press <Control> + {Right Click
Hold} and move the Mouse to the left or right.
Alternate Methods: Using the keys on the keyboard also function the
same way. Press <Comma> to strafe left and press <Period> to strafe right.
Commands: CameraStrafeLeft and CameraStrafeRight
e. Moving the angle of the camera up and down. To move the angle of the
camera, not the height of the camera, you press <Shift> + <Control> + {Right
Click Hold} and drag the mouse up and down to angle it towards the ceiling or
the floor. Dragging the Mouse forward tilts the camera up, dragging the Mouse
back tilts the camera down.
Alternate Methods: Using the keys on the keyboard also function the
same way. Press <A> tilts the camera up and press <Z> tilts the camera down.
Commands: CameraAngleUp and CameraAngleDown
f. Zooming the View. To make the map smaller or bigger, or to be more precise, to
increase or decrease the magnification of the view, you can use the mouse wheel.
{Mouse Wheel Forward} or {Mouse Wheel Back}
This is another option in the preferences screen ( [Edit]->[Preferences] )
that is labeled, "Use mouse wheel in camera window". Move the Mouse Wheel
forward, or away from you to zoom in. (ie: pushing the camera or view closer to
the map) To zoom out pull the mouse wheel towards you, or pull the view
outward farther from the map.
g. Move Camera With Mouse. To set the cameras position, press <Control> +
{Middle Click} in the 2D View. To set the direction, pick a spot that you wish to
look at in the camera and place the Mouse Cursor there and press {Middle
Click}.
This Home Page was created with Notepad
by Barry Stephen Nieuport
on 10 January 2007
Revised On Thursday, 21 June 2007 20:50 EST
Copyright © 2007
Barry Stephen Nieuport
barrynieuport@hotmail.com