MAKE IT GO, NOW!
Because but you've got no time for cuteness, and you wanted a skybox 5 minutes ago!

Advanced section! If you are brand new look to the section on the right!

1 - Install Quake3, UrT, and GtkRadiant

2 - Run Gtk. Set game to Quake3 Arena/Q3TA and mods in preferences and project settings, set basepath to baseq3, fs_game to q3ut2, close Gtk.

3 - Extract this, this, and this file to q3ut2/scripts.

4 - Config your skybox: extract 6 fullmoon_*.jpg files from q3ut2/pk0.pk3 to q3ut2/env and q3ut2/textures/cow.

5 - Extract cow.shader from q3ut2/pk0.pk3 to q3ut2/scripts.

6 - Run Gtk. Drag and draw a square. Click the XYZ toolbar button to change views. Your box (brush) becomes thin, click outside the brush and drag to increase the size.

7 - Click the hollow toolbar button. Select textures from the menu, select cow. Click the fullmoon texture in the bottom right.

8 - Hit escape to deselect the skybox. Drag and draw a new brush to be the floor. Allow the brush to hover in the skybox. Click any texture. Deselect the brush.

9 - Right click in the 2d window, select info, then info_deathmatch_spawn. Move the spawn brush anywhere on the floor. Right click again, select light. Move the light above the floor.

10 - Save the map as q3ut2/maps/ut_firstmap.map. Select bsp, then select -fast -vis -light. Load UrT, hit ~ for the console, type /sv_pure 0 then /devmap ut_firstmap. Play on!





LINUX DIFFERENCES
You can follow all MIG instructions to make a linux installation work, but there are some small differences.

1 - The path to quake3 would instead be something like: /usr/local/games/quake3, and of course UrT would then be in /usr/local/games/quake3/q3ut2





MAC SETUP
Apparently to get radiant working on a Mac, one must summon powers from beyond. We'll try to ease that up for ya.

FSK405C wrote up a document to get GtkRadiant working on a Mac. If you have a Mac, go here, there's nothing more I can do for you. Radiant on OSX

New - FSK405C also has informed me of this very good radiant tutorial setup for macs:
Radiant setup

 

Urban Terror - a Quake 3 Total Conversion - www.urbanterror.net
Clan FSK405 - The most generous clan in the community!

Urban Terror mapping setup MIG file
MAKE IT GO!

The Digital Amusement Network
by FSK405 a wily duck
Here's the lowdown. You want to make a map for Urban Terror, but you aren't interested in spending days figuring out GtkRadiant's initial setup. You want to get to mapping NOW! Well, let's go!!!


Skip Me - What this document does, what it means to you
The intention here is to wrap up all inconsistancies of other starter tutorials into one straightforward accurate document. To the left you see MAKE IT GO NOW! which will assume you have some knowledge of what you're doing. Otherwise, follow the directions below, and you will have no problem creating your first map, with all the extra features. Unless you've been through it already, you wouldn't understand the frustration of inaccurate information. GG!

Note, this tutorial was designed for Urban Terror 2.6, so for 3.0 and newer versions substitute q3ut2 for q3ut3 in all the configs. 3.0 also uses a new .def file.

NEW! Since the sixth floor shut down, here's a little zip with some files listed below. Get them here. I also have some map tools that might be handy!


INSTALL IT


Step 1 - You came to the right place. Any guesswork will be eliminated. I will take you from zero to a functioning map with a skybox in minutes. You can skip to CONFIG IT if you have Q3, UrT, and Gtk fully installed (the few bolded path locations in this section are defaults). I will be using Windows XP Pro as the system to install on, but this should cover all windows platforms. As for linux, see the column on the left for more info.

Step 2 - You must have Quake3 installed, full retail version, with the latest point release! We will use c:\quake3 as the Quake3 path. You may make your own path, but for consistancy this document will use the default directory (c:\quake3).

Step 3 - You must have Urban Terror installed, with the latest version! Urban Terror may be refered to as "UrT". UrT will be installed to c:\quake3\q3ut2

Step 4 - Get GtkRadiant! Go here to get the latest version. This document will use c:\program files\GtkRadiant for gtkradiant's base path. Run the install program! Install to c:\program files\GtkRadiant when prompted.

Step 5 - Tell setup where Quake3 is installed, c:\quake3 or your custom path. Next, the folder is Radiant, default. Hit next through any other game it lists, defaults are fine, defaults won't hurt anything. Choose a custom install. Uncheck all games but Quake3, unless you have reasons for wanting to edit other game maps (see image below!). Click next, choose a folder (default is fine). You may have to install both a setup file and an update file. Repeat step 4 when installing the update file.


GtkRadiant 1.2.11

So maybe it's overexaggerated, but you get the idea


CONFIG IT


Step 1 - Run the latest version of GtkRadiant. This document will use current version 1.2.13.

Step 2 - Initial gtk setup. Select Quake III Arena / Quake III: Team Arena and modifications and you may check Auto load selected game on startup so you don't have to see this window again. A "checked" box looks pushed in, see image below!

GtkRadiant 1.2.13


Step 3 - Either Gtk will bring up the project settings by itself, or just select project settings under the file menu. Set basepath to c:\quake3\baseq3, set fs_game to q3ut2. A default config beyond this is fine, no changes necessary. Close the program (close GtkRadiant) now. We're done here.



Step 4 - Download and extract nrgizer.shader and urban_terror.shader, shaderlist.txt, and urbanterror.def to q3ut2\scripts. The shaderlist.txt file will look similar to the one below.




common
urban_terror
urban_terror_light
nrgizer
cow


Step 5 - Begin configuring a skybox. We will use the fullmoon skybox. Extract files from c:\quake3\q3ut2\pk0.pk3. A .pk3 file is simply a common zipped/compressed file which can be opened with winzip. Open pk0.pk3 in winzip, and for sake of finding files fast, click the path menu button to sort by path. Find and select 6 fullmoon files: fullmoon_*.jpg, then extract those files to q3ut2/env. Copy all 6 fullmoon files to q3ut2/textures/cow. Extract cow.shader from q3ut2/pk0.pk3 to q3ut2/scripts.


BUILD IT


Step 1 - Now we get to the fun stuff. Restart Gtk. Check your project file settings in File - Project Settings. Make sure the basepath is still baseq3 and the fs_game is q3ut2. If not - you may need to reinstall GtkRadiant (uninstall it first). This BUILD IT section you're reading will mix "Building your first room" and "create a skybox" like milk and cake.

Step 2 - Tenaciously grab your mouse. In the grid area of gtk, draw a square from about points -256 by -256 (accuracy is insignificant here) to points 256 by 256. This is the start of your box. In the toolbar up top, click the XYZ button (control-tab works too). This changes your view. You are now looking at the side of your box, which should be thin. Click and drag from above the box (not on or in the box) to increase it's height. Do the same for below. Click the hollow button in the toolbar. Your box now has guts.




If you want the size info boundaries like you see here, go to edit - preferences - 2d display, and select display size info

Step 3 - Make it a skybox: Click texture in the menu, select cow. Textures will load on the bottom right. Find the texture labeled fullmoon.jpg and click it. The box is now textured with the fullmoon skybox shader. Hit escape to deselect the skybox.



Step 4 - Make a floor: Repeat the same process as step 2, however do not make the box (known as a brush) hollow. Put that brush inside the skybox, hovering above the bottom of the skybox, and probably just small enough that the floor doesn't touch the edges of the skybox. In other words, use the XYZ toolbar button to change views, click and drag on the grid to draw and resize your brush/floor. You may also move your brush by clicking inside the rectangle and dragging it. If you screw up, Control-Z is undo, backspace is delete. At any time, you can shift left click on a brush to select or deselect it. Escape unselects. Again, don't make the brush hollow.

Click for a full screenshot image


Step 5 - Once satisfied with your floor, make sure it is selected. Find a nice floor texture of your choice in the texture view on the bottom right, and click it. Floor brush is textured. Hit escape to deselect the brush. Create a spawn point. Right click on the grid, select info, then info_deathmatch_spawn. Move the new spawn point anywhere by dragging it and switching views, preferably above and aligned to the top of the floor.

Step 6 - Add a light: right click in the 2d window, select light. Put the light anywhere above your floor.

Step 7 - Compile your map!! Save it as c:\quake3\q3ut2\maps\ut_firstmap.map. Select bsp from the menu, select -fast -vis -light. The actual line here changes from version to version. Just use any selection with either or all -fast -vis -light. You'll get the same results either way, as your first map isn't complex. It will compile, you now have an Urban Terror map.


RUN IT


Step 1 - Load Urban Terror. You can either load Quake3, then go to mods, and select Urban Terror, or use the command line c:\quake3\quake3.exe +set fs_game q3ut2. Once loaded, hit ~ (tilda) to bring up the console. Type /sv_pure 0 and /devmap ut_firstmap. Your map will now load.



Step 2 - There's nothing left to do but enjoy your first room! If you want to build a room without a skybox, simply select a different texture than fullmoon.jpg. Functionally, there's no difference. Now you're ready to do more advanced stuff! Check out the section below to get more info on how to build more than just a room!




NOTES, STUFF

There are many setup tutorials out there, this being another one on the pile. However, even the highly recommended SetUpGTKRadiantForModEditing still falls short. Assumptions and guessing! That's where my UrT MIG file comes in. I've broken down each step for you, laid out in clear terms what you need to do until you have a find yourself behind a G36 shooting wildly at the moon, in a map you created with your own two or so hands, with very little time spent installing and configuring!!!

Now that I've stomped all over the learning curve, I'll also fix you up with some clear information on where to go next. There are many, many links to how-to's, tips/tricks, techniques, and other useful information. I will list here the house prefered links for mapper wannabe's so you can get right to the info you need, and begin learning what you need.

  • SetUpGTKRadiantForModEditing
    The official how-to getting UrT working with GtkRadiant. As mentioned before, there is guesswork involved which can lead you to unnecessary headaches. The UrT Gtk MIG file is intended as a replacement for SetUpGTKRadiantForModEditing.

  • The 6th Floor - Urban Terror Mapping Tutorials
    Straight from the 6thfloor comes Silicon Ice's very own Urban Terror specific mapping documentation. There are many examples here, along with other external reference links. The tutorials should answer most UrT specific design questions.

  • Qworkshop3 Tutorials
    Techniques explained simple, and straightforward. Covers water, twisting objects, triggers, and other useful tweaks (be sure to hit the next button up top too). Geared toward Quake3 maps, useful for UrT none the less.

  • Quake3 Lab
    Lots of techniques for making different types of entities, and other good mapping references.

  • claudec's Lair Q3A - Custom Texture Sites
    Lots of texture and skybox material reference. You should be able to easily pick up a skybox or texture pack from links on this site.