Setting up KPRadiant for Kingpin editing can be
quite a trick if you are new to editing Quake 2 engine games. A lot
of people seem to have questions on how to get KPRadiant working on
their system so I hope you find this quick tutorial helpful. In this
tutorial I will take you all the way through the setup process, from
installing Kingpin to configuring the editor to your liking. If you
have any questions please post in the Gamedesign.net Forums.
The first thing you need to do is make sure you
have Kingpin installed in its default directory (C:\Program
Files\Kingpin\). If Kingpin is installed elsewhere, KPRadiant will
not work correctly. You can get around this by editing the
radiant.ini file but it can be more of a hassle than its worth. If
you already have Kingpin installed in a different location, the
easiest thing would be to uninstall it and re-install under its
default directory. Chances are, if you are having problems with
textures or entities not loading in the editor, this is your
problem.
The first time you run KPRadiant, the
Preferences window will pop up. After the first time you run
KPRadiant, you can find it in the 'Edit | Preferences' drop down.
The first thing you are going to want to change (or verify) is the
'Game Directory. This should point to 'C:\Program
Files\Kingpin\Kingpin.exe'. If this is wrong, KPRadiant will not
function right. Setup the rest of the view settings and options to
your liking. If you choose SGI OpenGL make sure you have the SGI
OpenGL windows drivers installed, the drivers come with Windows NT,
Windows 98, and Windows 95 OSR2. If you have an older version of
Windows 95 you are going to have to download them. Here is a screen
capture of my settings.
For decent performance in KPRadiant, you need a
OpenGL video card. Older 3DFx cards with mini-GL wont cut it, you
need the power of full OpenGL. Any of the Riva TNT cards work great.
If your video card does not support OpenGL you will be forced to use
software rendering which is very slow.
Render Quality : This determines the quality at which the
textures are displayed in the 3D viewport. If you have a decent AGP
video card, crank this up to Trilinear. I you have a slower video
card, lower this (hopefully you wont have to go all the way down to
flat shaded).
Entities As : This is how the entities are displayed in the 3D
viewport. I find skinned entities the easiest to work with but if
you have slowdown in a large level, lower to "Bounding Box" or
"Wireframe".
Tutorial by Senn Special thanks to
KungFu If you find any mistakes let me know so I can fix it.
Thanks. |