Setting up GtkR for CPMA / and Caulk question

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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clownfart
Posts: 15
Joined: Wed Oct 15, 2008 9:04 pm

Setting up GtkR for CPMA / and Caulk question

Post by clownfart »

I've been playing around in GtkRadiant in other games. But now I'm trying to make a map for CPMA.

I'd like to know if its possible to launch the game into CPMA with the CNQ3 or ioq3 client and how to do it.

Also is there something I need to make the caulk shaders work? All my tool textures show up as "Shader Image Missing".

Thanks. :)
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Setting up GtkR for CPMA / and Caulk question

Post by Fjoggs »

Cpma is just a mod. Set it up for quake3 and launch cnq3.exe instead of quake3.exe.
You need the common-spog.pk3 for the shader images. Can't actually remember where that comes from. Most likely the gamepaks for quake3. I'm sure Obsidian got a link for that. :p
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Setting up GtkR for CPMA / and Caulk question

Post by dichtfux »

To get the green armor for cpm:
Guess you could copy the entities.def file for cpm to $radiant/q3a-game/cpma/entities.def or similar (may differ for your version of radiant), but you can simply place an item_armor_body or whatever and rename it to item_armor_jacket, works fine.

Starting into cpm:
For the original Quake 3 executable, adding +set fs_game cpma as arguments starts the game directly into cpm, guess this should work for other executables, too.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
clownfart
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Joined: Wed Oct 15, 2008 9:04 pm

Re: Setting up GtkR for CPMA / and Caulk question

Post by clownfart »

Thanks. :)

Is there a way to make it launch into CPMA automatically after a compile?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Setting up GtkR for CPMA / and Caulk question

Post by obsidian »

Fjoggs wrote:I'm sure Obsidian got a link for that. :p
If using GtkRadiant 1.5.0, you will need this.

This is packaged with the GtkRadiant install files in previous versions, so it is only needed with the 1.5 branch.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Re: Setting up GtkR for CPMA / and Caulk question

Post by Fjoggs »

clownfart wrote:Thanks. :)

Is there a way to make it launch into CPMA automatically after a compile?
Setting the executable to cnq3.exe should do the trick, as this launched cpma by default.
clownfart
Posts: 15
Joined: Wed Oct 15, 2008 9:04 pm

Re: Setting up GtkR for CPMA / and Caulk question

Post by clownfart »

Fjoggs wrote:
clownfart wrote:Thanks. :)

Is there a way to make it launch into CPMA automatically after a compile?
Setting the executable to cnq3.exe should do the trick, as this launched cpma by default.
I don't know how to do that. :(


Also, thanks Obsidian. :up:
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Setting up GtkR for CPMA / and Caulk question

Post by Fjoggs »

Hmm, thought there was a executable setting. Just rename cnq3.exe to quake3.exe and it should work.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Setting up GtkR for CPMA / and Caulk question

Post by obsidian »

Also, in GtkRadiant, under File > Project Settings, you may need to change the mod to CPMA.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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