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RTCW-ET
Updated 25 Jul 2009
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Upper levels: - QuArK Information Base - 1. Introduction to QuArK - 1.3. Configuration of QuArK - 1.3.2. Games - 1.3.2.1. Specific games |
1.3.2.1.5. RTCW-ET |
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Index |
Configuration |
cdunde - 25 Jul 2009 | [ Top ] |
In this short tutorial I will be showing you how to quickly setup Quark to compile and run maps for the Return to Castle Wolfenstein - Enemy Territory or RTCW-ET game engine. We have strived to preset its configuration as much as possible based on the games standard installation settings.
After you have finished setting Quark to work with the RTCW-ET engine, simply hit the 'Apply' button, and then press the 'OK' button to close the Configuration panel. This will put you back in the Quark Explorer. Now is also a good time to close QuArK completely, this will save your settings in the Setup.qrk file. You're done! Part 4 – Compiling When you are ready to compile your map, simply select the "Go ![textures+build+Rctw-ET]" main menu item, which is a "Full" build, meaning for, textures, their script files and lighting. This will cause QuArK to export the map file to your RTCW-ET\tmpQuArK\maps folder, texture files to the textures folder and script files to the scripts folder. If any of the folders do not exist then QuArK will create them. Once that is done, QuArK will then start up the build program to complete the process of compiling the map file and build the rest of the files needed to run in RTCW-ET. Some of these additional game files will be placed in a second folder with the same name "tmpQuArK" but that folder will be in the RTCW-ET "etmain" game directory folder. Then the game will be started to load your map and display it !
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Sound Editing |
cdunde - 08 Oct 2008 | [ Top ] |
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Misc. Info. |
cdunde - 17 Jul 2006 | [ Top ] |
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Copyright (c) 2009, GNU General Public License by The QuArK (Quake Army Knife) Community - http://quark.sourceforge.net/ |
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