Template:NetRadiant create map

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Save your map before doing anything else

Before doing anything, save your map right after NetRadiant started! Don't worry if it's empty!

In all case you need to create a dpkdir for your map. If your map is named castle, you'll have to create a map-castle_<version>.dpkdir directory with a maps directory in. Notice the map- prefix, the _<version> suffix and the .dpkdir extension.

For the version string of your dpkdir, it's recommended to use src as a convention for source directories since it's recommended to use number based version for released dpk (like map-castle_1.4.dpk) and to use a greater version for source dpkdir to ensure the level editor or the game will not load outdated assets while editing, compiling or testing. The src version number is greater than any number-based version string like 1.4 or 2.5-christmas-edition, hence it's a good convention to use it for sources.

The basename of your dpkdir and the basename of your map must be the same. So you have to store castle.map in map-castle_src.dpkdir/maps for example.

If you've set-up NetRadiant the lazy way, create the dpkdir (in our example: map-castle_src.dpkdir) in the pkg directory of the user game directory:


If you've set-up NetRadiant the developer way, create the dpkdir in the src directory of your own asset directory (MyAssets in our example):


Information 48x48.png


If you go the developer way, you'll have to call q3map2 this way:

q3map2 -game unvanquished -fs_nobasepath -fs_nohomepath -fs_pakpath UnvanquishedAssets/src -fs_pakpath MyAssets/src -bsp MyAssets/src/map-castle_src.dpkdir/maps/castle.map

And use -pakpath engine option to find your compiled map the same way.

Enable or disable texture sets

Creates a file named DEPS at the root of your dpkdir, so in our example the file will be stored as map-castle_src.dpkdir/DEPS.

For the demonstration we will enable the tex-space texture set to get spacy skyboxes, and the tex-pk01 and tex-pk02 texture sets for surfaces. You may also list the tex-all meta texture set that will enable all Unvanquished official texture set, by the way it's better to only load what's needed (it will shorten loading time in game, reduce memory usage and avoid potential conflicts).


Reload the VFS using the 🗘 Refresh Models button on the toolbar or using the Flush and Reload Shaders option in texture browser menu. Don't worry the names, those options do the exact same things:



You'll see the enabled texture sets listed and related textures displayed, ready to use: