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Tutorials: SOF1 Mapping
Mapping and modding for Soldier of Fortune.
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SDK Preferences
2003-11-22 20:42:24
Setting up SOFRadiant (SOFSDK) Editor Preferences

Setting up SOFRadiant (SOFSDK) Editor Preferences

This is an overview of the editors preferences, available from the Edit menu :

  • Optimize interface for: No choice here but to select Quake2.

  • Mouse: If you have a 3 button mouse make sure this is selected, as it gives some extra control via the mouse.

  • Views: Choose the window layout, between Split Window, Floating, Quad View and Reverse Split Window.

  • Use SGI OpenGL: This will cause Radiant to load the SGI software OpenGL drivers. If you do not have hardware OpenGL, these drivers will offer better speed than the standard Microsoft drivers. You must download and install the SGI OpenGL drivers for this option to work

  • Buggy ICD: If you see garbled text in your 2D view windows, check this. It changes the way Radiant does font rendering which corrects an error in some ICD's.

  • OpenGL display lists: This is o­nly used for patches (bezier curves) in Quake III Arena editing. Turning this o­n will speed up curve drawing by a large factor.

  • Camera: The slider allows you to set how fast the camera moves.

  • Update XY views during mouse drags: When interacting with the camera (which you will do a lot), turning this off will NOT update the camera icon location in the Map windows automatically. This can help with speed but prevents you from seeing exactly where the camera icon is positioned.

  • QE4 Update Model: A legacy option from Radiant's early days, when mappers wanted to import QE4 maps into Radiant. Leave this o­n unless you're running o­n a very slow system with software OpenGL.

  • Texturing Quality: This slider allows you to set the quality of the graphics displayed in the editor. The higher the quality setting the better the textures will look AND the more memory they consume. Setting the quality lower, reduces the overall visual quality of the textures(but o­nLY in the editor, not in the final level), but can also drastically reduces memory consumption. If you are having performance problems, this is o­ne option to set back right away.

  • Texture toolbar: This puts a texture toolbar at the bottom of the program window. This save you having to open the Surface Inspector to adjust textures.

  • Texture subset: This provides a texture edit window within the texture window. It is still buggy as of build 188. It puts a text field at the top of the Texture window. Type in the first few letters of a texture name and the window will o­nly display the textures beginning with that letter or letters.

  • Texture scrollbar: This adds a Windows scrollbar to the texture window. You can use it (or the customary right mouse drag within the window) to scroll the texture window.


  • Right click to drop entities: Keep this checked so that right clicking in the 2D view drops down the entity menu.

  • ALT +multi-drag: This allows you to re-size multiple brushes at the same time. When checked, it will not let you re-size several selected brushes UNLESS you hold down the Alt key. Kind of confusing, so play with it to see how it works. Don't forget that the brushes have to be selected first.

  • Wide toolbar: Adds some of the less used command buttons to the toolbar.

  • Hi Color Textures: With this enabled the default texture scale will be .5, if it is not enabled the default texture scale will be 1. Turning this off will get rid of the 'Can't load colormap.pcx' error, which you will get if you didn't unpack the colormap.pcx file. Other than that I don't think it applies to SoF, as SoFRadiant uses m32 textures instead of TGA's or JPG's.

  • Face selection: If this is checked, the surface dialogue references and pulls it contents from the selected face (ONLY if a face and not an entire brush). If this not checked, the editor uses the current default texture (selected in the texture window) as the source.

  • Snap T to Grid means that when you size textures o­n brush faces, the textures will move according to the current grid setting.

  • Light Drawing: If this is not checked, your lights appear as square boxes in the editor.

  • Rotation inc: This is the default rotation increment used by the keyboard shortcuts and the button bars for all types of texture, brush, and patch rotation.

  • Mouse Chaser: When you're dragging stuff around the main editing area, if you go beyond the visible boundary, the screen will scroll with the mouse. I usually keep this checked.

  • Paint Sizing Info: Displays coordinates and brush size/location data in the main window.

  • Shader Test: Doesn't apply to SoF.


  • Game path: Don't think you need to fill this in, as you can't run the game from Radiant.

  • Use internal (DLL) QBSP: This should be unchecked for SoF.

  • Run game after QBSP3: Doesn't work for SoF.

  • Use +setgame for run: Doesn't work for SoF

  • Load last project o­n open: Keep this checked to save loading the sof.qe4 file each time you run Radiant.

  • Load last map o­n open: Speaks for itself.

  • Snapshots: Tells Radiant to save your work when you select Auto save every X minutes. In case the program crashes, and you lost a lot of editing (because you forgot to save!), you can drag the last snapshot into your maps directory and pick up where you left off. I have my autosave set for every 5 minutes. Keep in mind that you need to occasionally dump this directory, since the files can quickly eat up hard drive space.

  • Status Point Size: Determines how large a font to use for the info displayed at the bottom of the editor.

  • Use PAK File: Don't think this applies to SoF.

  • Prefab Path: By default is found under Radiant's directory, but you can have it anywhere you want. This is where Radiant will save prefabs.('Save Selected' from the File menu, and 'Load Prefab' from the Edit menu)

  • The User INI Path: Allows you to specify an INI file that contains custom key bindings

If you're happy with this then move o­n to the editor overview.


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