Tutorials/Getting started with NetRadiant
- 1 Requirements
- 2 NetRadiant Installation
- 3 Start up NetRadiant for the first time and configure it
- 4 Last minute tweaking and checking
- 5 First steps with your map
- 6 Making your own first map for real
You will need:
- The game itself, download it there. It's required for mapping if you go the lazy way and in all case you'll need it to test what you've done. If you go the developer way you'll need the
UnvanquishedAssetsrepository or a snapshot of it instead (see below).
- NetRadiant, build it from source or download an Ingar's build (severely outdated).
Note that if you go the developer way with assets repositories you may need other tools, to be documented later. There is no need for those extra tools if you go the developer way using asset repository snapshots.
Follow the instructions on Ingar's Installation Guide. Mac and Linux users will have to use the terminal.
Start up NetRadiant for the first time and configure it
When you first start up NetRadiant you will be asked what game you want to map for.
- If Unvanquished is not listed, then you are running an older or unsupported version that does not ship the gamepack. If you can't update, you may find help from other people of the community on forums or via chat (IRC or Discord).
- If you don't want to see this dialog on startup you can disable it with the second checkbox.
You may also be asked for the game's engine path if NetRadiant can't find it. This is the location where the game stores its main folder holding the many .dpk resources.
There is two ways to work with files, the lazy way which is also the quick & dirty one, and the developer way which requires some extra steps but ensures a clean mapping environment that is not polluted by files randomly downloaded from servers. So you can expect this configuration window to pop-up the first time you run NetRadiant:
The lazy way
To configure NetRadiant the lazy way use the installation directory and the user directory. This enables quickly a working setup that does not require extra knowledge. To do that, just set the engine path (which is the installation directory) and store your own maps in the user directory (NetRadiant already knows where it is). This ensures seamless integration with the game and requires less knowledge.
These are the default locations, you only need to know the installation path (Default Data Directory) since NetRadiant will find the Default User Directory itself:
|Platform||Variant||Default Binary Directory (fs_libpath)||Default Data Directory (fs_basepath)||Default User Directory (fs_homepath)||Notes|
|Windows||32 bit||C:\Program Files\Unvanquished||My Documents\My Games\Unvanquished||The actual directories depends on where the game was installed.|
|64 bit||C:\Program Files (x86)\Unvanquished|
|Mac||Installed with updater||Unvanquished/Unvanquished.app/Contents/MacOS||Unvanquished/||~/Library/Application Support/Unvanquished||The data directory is the directory containing Unvanquished.app.|
|Linux||Installed with updater||~/.local/share/unvanquished/base||~/.local/share/unvanquished||The default user directory is an XDG Base Directory.|
|Installed from distribution repository||/usr/lib/unvanquished||/usr/share/unvanquished|
The developer way
To configure NetRadiant the developer way either clone the assets repositories (you'll need git to clone it and Urcheon to prepare it) or download a snapshot, you will end with a directory named
UnvanquishedAssets containing a
src directory full of
dpkdir directories. Set the full path to
UnvanquishedAssets/src as PakPath 0. Create another directory for your own work, for example
MyAssets and create a
src directory in it. Set the full path to
MyAssets/src as PakPath 1. Activate Do not use Engine Path and Do not use Home Path to be sure NetRadiant will only look for files in PakPaths.
The layout will looks like this:
Mapping └── Unvanquished ├── UnvanquishedAssets │ └── src │ └── (a long list of .dpkdir directories) └── MyAssets └── src
You can customize this file layout but thanks to experience this one is known to work well especially if you plan to contribute to official assets while you make custom ones and also map for other games.
You can edit those paths in configuration window later:
Last minute tweaking and checking
Finally you should be greeted by the default interface of NetRadiant:
You may configure NetRadiant to only display shaders since any Unvanquished texture is distributed with a shader, this way you'll be sure to hide some files you don't need to see and would not want to mistakenly apply on surfaces (normal maps, stuff like that):
First steps with your map
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
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
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
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):
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
For the demonstration we will enable the
tex-space texture set to get spacy skyboxes, and the
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:
Making your own first map for real
See the Mapping Guide for mapping instructions and how-to!