Tutorial Radiant BasicstFTestForEcho

 

 

 

Basic compilation

Once created the map, place the lights, the playerstarts, the eventual entity and above all make sure that there aren't leaks (that is holes in the structure - in practice the inside of your map must not communicate in any way with the outside); if you want to try it in game, it is necessary to compile it.

For the compilation, seen the big number of possible variables, special tools of command line are generally used.
Nevertheless, at the moment the inside tools of compilation of the editor are enough; the results however, especially in the presence of curved surfaces or complex structures, will generally be rather raw.

Save the map, then from the menu bsp select "bsp_fullvis" (fig.1).

1


According to the complexity of the level and the power of the computer, you may need from a few seconds to 2-3 days (in every case for the basic examples introduced in the tutorial you need at maximum a couple of minutes on the slowest pc).

Once compiled make q3 start.

Lower the console with the key \

sv_pure 0 (enter)
map mapname (enter)