Daikatana Map Editing Tools Copyright (C) Ion Storm 2000 Written by John Romero with help from Bruce Ladewig Updated for IonRadiant 1.1 by Knightmare

SECTION 1: IonRadiant for Daikatana - Install Instructions

Just so you know, Ion Storm does not support these map editing utilities at all so technical support from Ion Storm or Eidos is not available. Check the forums at http://www.planetdaikatana.com if you have any problems and you might find an answer there.
IMPORTANT: Follow all instructions very carefully! Do each step slowly and make sure you understand the instructions and what you are doing!
STEP ONE:
Unlike previous versions of IonRadiant, version 1.1 does not require textures to be extracted from Daikatana's
pak files.
However, if you want to create a custom texture set instead of using one of the existing ones, you'll
need to download DAIpak from DaikatanaNews.net (http://www.daikatananews.net/files.html) and under
"Daikatana Editing" you'll find daitools.zip. Unzip these utilities into their own directory. Run
Daipak.exe and Open PAK1.PAK in the Daikatana/data directory. You'll see a list of folders and the
last one is "textures". Click on this and select "Extract the current directory".
This will take a long time, but when it's done, you're ready to create you own custom texture set.
See Section 3 of this document for further instructions on this.
STEP TWO:
Here are the simple steps required to get IonRadiant up and running on your system so you can create maps
for Daikatana. You must have a fully-compliant OpenGL 3D accelerator. We've had a lot of trouble getting IonRadiant running on anything other than a TNT or GeForce-based card, so beware!

1. | Unzip the dktools_11f_beta.7z files into a directory of your choosing. I would recommend a directory other than the directory Daikatana resides. You will also save a bit of trouble if you place this directory close to your root directory and stick to 8 letters, i.e., C:\DKTOOLS\

2. | Edit the SETTINGS.INI file with Notepad and change <utilsdir> on the LastProject= line to point to the directory you just unzipped dktools_11f_beta.7z into. Make sure to click Save. EXAMPLE = LastProject=C:\DKTOOLS\settings.prj
3. | Create a directory for editing maps. I would suggest creating the directory outside the Daikatana directory and name it something simple with no spaces, like DKMapDev or something. Additionally, I suggest keeping the directory name length to 8 characters or less.
EXAMPLE = C:\DKTools\dkmapdev\
IMPORTANT: You will also want to create subdirectories for each map project you make, as this will better allow you to create custom texture sets.
EXAMPLE = C:\DKTools\dkmapdev\my_map\

4. | Now you need to run a batch file to set up configuration files for the tools and copy some essential editing files. Method 1: Setup with batch file generated by DK Otter Run dk_otter.exe. Create a shortcut on your desktop, start menu, or quick launch toolbar if you want.
In the top Shared Settings section of the DK Otter main dialog, set the Game Path and Maps Path. The Game Path refers to Daikatana's data subfolder, e.g. C:\Daikatana\data, and the Maps Path refers to the folder you created for editing maps, e.g. C:\DKTools\dkmapdev. This is done by clicking on the adjacent Browse... buttons and then selecting the desired folder for each. You will only need to set these once, as DK Otter will remember these settings when you close it with the OK button. Clicking Cancel will make DK Otter not save any settings you changed.
Next, click the Configure and Copy Files button.
If you've selected the right paths, you should see something like the following:

Method 2: Setup with dkdir.bat from the Command Line

Open up a command prompt. You can do this by going to the Start menu and selecting Run...
Then type cmd and press enter (Windows 95/98/ME users type command). You need to be in the IonRadiant
directory to continue.
If the prompt directory is on the same drive you extracted dktools_11f_beta.7z to, type cd\
Otherwise type C: to change to to the drive where you unzipped it, assuming that it's C:.
Next type cd DKTOOLS, where DKTOOLS is the folder where you unzipped dktools_11f_beta.7z.
Then type DKDIR <dkpath> <mapdevpath>
Where <dkpath> is the directory where Daikatana is installed and <mapdevpath> is the directory
where you are editing map files. After doing this, there will be a SETTINGS.PRJ file in the IonRadiant directory that you can edit manually if you'd like.

IMPORTANT: When you type the <dkpath> and <mapdevpath> paths, make sure you use 2 "\" characters like so: d:\\games\\daikatana ... or it will not work.

In Windows 95/98/ME, long directory names must be shortened to the first 6 letters plus ~1, since feeding info to a batch file this way requires that you follow DOS conventions. So as an example, the directory \DAIKATANA\ would be written \DAIKAT~1\. Spaces in directory names are ignored, so \EIDOS INTERACTIVE\ becomes \EIDOSI~1\.
This does not apply to Windows 2000 and later.
(Also, there's a dk_ents.def file that will be copied to your Daikatana\dlls directory. Do not delete this file.)

Alternately, you can input this by opening Windows Explorer, going into your C:\DKTOOLS\ (or whatever you called it) directory, and typing the info in. See the following screen for an example.

If you've done everything right, you should see something like the following:

5. | Run IonRadiant.exe. Create a shortcut on your desktop, start menu, or quick launch toolbar if you want.
6. | A dialog will pop up... click OK.
7. | The Preferences panel will pop up. Make sure the option "Entities are DLL based" is unchecked. In order for IonRadiant to load textures, models, and sounds from the pak files, "Use PAK file:" must be checked, and the text field next to it must contain the path to the pak1.pak file in your
Daikatana\data folder. Click the ... button to the right of the field to
browse for the pak1.pak file. After that path is configured, click OK.

8. | At this point, the main window should pop up and be solid white. A dialog will pop up asking for the project file. Select SETTINGS.PRJ and click OPEN.
9. | The screen will completely draw and a dialog will pop up. Click NO. Now you're ready to make maps! NOTE: It's a good idea to quit IonRadiant right now and immediately re-run it. This will make sure that your settings are all saved in the registry, and allows it to mount Daikatana's pak files.

You can either go to File->Open and go into the Example directory and open the EXAMPLE.MAP and start playing around with a small example, or continue reading to start your own.
To begin making maps, first go to the Textures menu and select Load From List. The "list" is the data/textures directory and all the texture directories will be listed. Pick a directory and IonRadiant will load the textures for that level. The level you are about to create will use the textures from the Daikatana level you selected. This also means you won't need to distribute textures with your maps unless you decide to make your own texture directory.
For any map to work, you must enter a couple things in the WORLDSPAWN entity. The Entity Panel is brought up with the N key. Once the dialog pops up, use the top-right scrollbar to scroll all the way down until you see WORLDSPAWN. Left click once on this.

Then in the KEY field, type palette. In the VALUE field, type the texture directory name of a map, i.e., the texture directory you just picked in the step above, like e1m1 (for example). Then press ENTER. Next, you need to type (in the KEY field): episode and in the VALUE field you would type a number 1 through 4. This will define which weapons are used.
At this point, you'll need to refer to a QERadiant manual that teaches you how to use the editor.
NOTE: If your map editing seems to be REALLY SLOW, IonRadiant is using the default OpenGL driver (Microsoft's
SOFTWARE OpenGL driver). This means that either you have not installed the manufacturer's drivers for your
GPU/Video card, or the OpenGL driver for your GPU/Video card is not fully OpenGL-compliant. The only thing
you can do in this case is download the latest drivers for your card and hope they work.

SECTION 2: Compiling Your Map

This version of IonRadiant includes the new DK Otter font-end utility, a new and much easier way to compile maps and create custom texture sets. This guide includes instructions for both methods, compiling via DK Otter and the old way via the command line.

Method 1: Compiling With DK Otter

1. | Run dk_otter.exe. Create a shortcut on your desktop, start menu, or quick launch toolbar if you want.
2. | In the top Shared Settings section of the DK Otter main dialog, set the Game Path and Maps Path. The Game Path refers to Daikatana's data subfolder, e.g. C:\Daikatana\data, and the Maps Path refers to the folder you created for editing maps, e.g. C:\DKTools\dkmapdev. This is done by clicking on the adjacent Browse... buttons and then selecting the desired folder for each. You will only need to set these once, as DK Otter will remember these settings when you close it with the OK button. Clicking Cancel will make DK Otter not save any settings you changed.
Optionally, you can also set the Mod Path to a mod subfolder under your Daikatana folder that you are using for testing your maps. DK Otter will copy maps and texture sets there instead of to Daikatana's data subfolder.

3. | In the Map Compile section, choose the .map or .reg file to compile by clicking the Browse... button next to the Map File field. This will open a file dialog in the folder you selected for the Maps Path.
4. | Choose one of the 8 compile types: Full compiles are done to let you see how fast your map will run, or when you are finished with it. Fast compiles are mainly done for testing during development. Relight compiles are done to show the changes of moving, adding, or changing the attributes of light entities.
Compiles using Arghrad are done in to enable support for directional sunlight and simulated curved surfaces. Alternately, the original Qrad3 can be used.
Entities only compiles are only done if all you've done is added or moved some NON-BRUSH-BASED entites around, like a info_player_start entity, an armor entity, weapon, Hosportal, powerup, etc.
Leaktest compiles are done simply to check the map's geometry for leaks during development. If a leak is found, a "MAP LEAKED" message will output along with a .lin file for the map that can be loaded in IonRadiant to show where the leak is.

5. | Adjust any advanced compile options you want. The most commonly tweaked ones are on the main dialog, while all the others are in a popup diaog activated with the Advanced Compile Options... button. Tooltip descriptions are provided. Of note is the Threads option, which tells the utilities how many threads to use. Be sure to set this to the number of CPU cores in your system.

6. | Click the Start! button.

Method 2: Compiling With the Command Line

There are three utilities used to create a map: QBSP3, QVIS3 and QRAD3. Alternately, ArghRad can be used in place of QRAD3 to light maps with directional sunlight. We've included some batch files to make the process very easy. You must run the utilities and batch files at a command prompt, so whenever you're using IonRadiant, always open up a command prompt window by going to the Start menu, choose Run... and type cmd and press Enter (Windows 95/98/ME users type command). Make sure you are in your map development directory for the map you're working on (by using the CD <path> command).
There are basically 4 ways to compile a map: Entities Only (ENTS.BAT), Relight (RELIGHT.BAT or RELIGHT_QRAD.BAT), Fast Compile (FAST.BAT or FAST_QRAD.BAT) and Full Compile (FULL.BAT or FULL_QRAD.BAT). The standard versions of the .BAT files all call ArghRad for the light phase, while the _QRAD variants call the original QRAD3 utility instead. You will mainly use the FAST.BAT for most of your map's development. When you want to see how fast your map runs or you're finished with it, you will run FULL.BAT to make it run as fast as possible. It often takes a long time to run a Full Compile on a map (depending on the map's complexity, processor speed and number of cores), so beware.
You only run an ENTS.BAT on a map if all you've done is moved some NON-BRUSH-BASED entites around, like an info_player_start entity, an armor entity, weapon, Hosportal, powerup, etc.
If you move or change the attributes of a LIGHT entity, the level will not show the effects of that change until you run RELIGHT.BAT or do a FAST.BAT on the level again.
If you move a brush-based entity, meaning an entity that you actually created yourself, such as a func_door, you will have to run FAST.BAT on the map.
These 4 .BAT files all take one parameter and that's the filename of the map. So, if you're creating a map named HELLKEEP, you would do a FAST compile by typing FAST HELLKEEP.
You don't need to type the ".map" at the end. Also, if you are going to compile a MAP REGION (IonRadiant saves out extra map region files if you're in REGION mode), you would add an underscore to the end of the map name FAST HELLKEEP_.
NOTE: The version of ArghRad included with these tools is a newer build adapted from older, buggy source code. While we have fixed all the bugs we have encountered, it may yet have some unidentified lighting bugs, particularly on phong-shaded simulated curved surfaces. Alternately, an older build of ArghRad is included that does not have these bugs, but it also does not read textures from Daikatana's pak files. To properly compile your map with it, you'll need to extract the texture set your map uses from Daikatana's pak1.pak file. You can edit FULL.BAT, FAST.BAT, and RELIGHT.BAT to call arghrad_old instead of arghrad.
IMPORTANT: Before you can compile your maps using these batch files, you will need to add the path of where these utilities are located to your PATH system variable. You can do this simply by typing (at the command prompt): PATH=%PATH%;<utils dir> and press Enter. Type PATH by itself to see if the path was added correctly. This way, you can be in your map's directory and when you type ENTS, FAST or FULL, the computer will run the batch files and utilities from the directory they reside in, instead of requiring them to be in the directory where your map is being developed.

SECTION 3: Creating Your Own Texture Directory for Your Map

Normally, it's easiest to pick one of Daikatana's map texture directories to use for your level's textures. But sometimes you might want to create your own custom set of textures for your level and we've included those utilities with the ZIP so you can do just that. If you are not going to create your own textures, do not read further!

DK Otter also helps you create custom texture sets. This guide includes instructions for both methods, texture set creation via DK Otter and the old way via the command line.

Method 1: Texture Set Creation Using DK Otter

1. | Run dk_otter.exe. Make sure the Game Path and Maps Path are set as previously in the compiling guide.
2. | Choose the map subfolder (under the folder you selected for the Maps Path) where you're working on your map by clicking the Browse... button next to the Map Folder field. This will open a file dialog in the folder you selected for the Maps Path.
3. | Click the Open in Explorer button. This will create a GFX subfolder under the folder you selected, and copy CLIP.BMP there. Optionally, you can copy the HINT.BMP, ORIGIN.BMP, REGION.BMP, TRIGGER.BMP, SKIP.BMP, RAIN.BMP, and SNOW.BMP files in the DKTools/files subfolder to your GFX subfolder. These are useful for editing, as they can be used in place of the clip texture for things such as triggers and origin brushes.

4. | Place all your graphics in the GFX directory. The format for your graphics must be all 24-bit BMP files. The dimensions must be a power of 2, such as 64x64, 128x128, 256x256, 16x32, 16x16, 64x32, etc. You cannot have a texture that is 48x56 for example. The reason is because many 3D accelerators have a problem with anything other than a power of 2 for width and height for textures.

5. | Click the Make WALs! button. DK Otter will scan the BMP files in your GFX folder; if any formatting issues are found, it will notify you to correct the improperly formatted BMP files. If there are no show-stopping issues, DK Otter will first create a GFX8 folder parallel to your GFX folder, then convert the 24-bit BMPs in your map's GFX folder into 8-bit BMPs in the GFX8 folder, and finally it will convert the 8-bit BMPs into WAL files and put them into Daikatana's data\textures\<mapname> folder for the game and IonRadiant to use.

Method 2: Texture Set Creation Using the Command Line

1. | The first thing you need to do is make GFX and GFX8 subdirectories in the map directory where you're working on your map. The directory structure should look like this: DKMAPDEV | +-> YOUR_MAP |
+-> GFX
+-> GFX8

2. | Now, you place all your graphics in the GFX directory. The format for your graphics must be all 24-bit BMP files. The dimensions must be a power of 2, such as 64x64, 128x128, 256x256, 16x32, 16x16, 64x32, etc. You cannot have a texture that is 48x56 for example. The reason is because many 3D accelerators have a problem with anything other than a power of 2 for width and height for textures.

3. | IMPORTANT: Make sure you copy the CLIP.BMP file from the DKTools directory into your GFX directory before trying to process your graphics with the MAKEWAL.BAT file! Optionally, you can also copy the HINT.BMP, ORIGIN.BMP, REGION.BMP, TRIGGER.BMP, SKIP.BMP, RAIN.BMP, and SNOW.BMP files in the DKTools/files subfolder to your GFX directory. These are useful for editing, as they can be used in place of the clip texture for things such as triggers and origin brushes.

4. | When you've filled the GFX directory with all your 24-bit BMP textures, you need to run the KRUNCH program to generate a 256-color palette from the 24-bit colors used in all the BMPs. To do this, you need to be in your map directory, just below the GFX directory, and type KRUNCH GFX. It may take a while to generate the palette, but when it's done you will have a palette generated from all the 24-bit colors used in the BMPs. This palette is saved in the COLORMAP.BMP file in the GFX8 directory.

5. | Now that you've generated your palette from the 24-bit BMPs, you need to run the MAKEWAL.BAT file from the IonRadiant directory. You can actually be in the IonRadiant directory and run the batch file. This batch file takes only one parameter and that's the directory name of your map. In the example directory structure above, the map name is YOUR_MAP, so you would type MAKEWAL YOUR_MAP so it would process the graphics in YOUR_MAP/GFX.
The MAKEWAL.BAT will convert the 24-bit BMPs in your map's GFX directory into 8-bit BMPs in the GFX8 directory, then finally it will convert the 8-bit BMPs into WAL files and put them into Daikatana's data\textures\<mapname> directory for the game and IonRadiant to use.
When you add new graphics to your GFX directory, you do not really need to do step 4 again... you can just use the palette that's already been generated and do step 5. But if the new graphics look bad because their colors are not in the palette, just go ahead and do steps 4 and 5.

6. | At this point, you can check and make sure you have a Daikatana\data\textures\<mapname> directory and that it's filled with WAL files. Now, in IonRadiant, you can use the Textures->Load From List function and point to that directory to load your textures up.
When you're finished with your level and all the textures, you need to distribute the map's BSP file *AND* the map's texture directory you created.

SECTION 4: Paking it up

If you've made a map with a custom texture set and custom sounds, or maybe even a set of maps, you should consider
putting it into a .pak file. This greatly simplifies distribution and installation of the map(s) and associated textures and
sounds. Daikatana's pak files actually compress maps and textures, making them take up less disk space. Compressed .pak files are made using the DKPAK utility, which we've included with this release of IonRadiant. This utility normally outputs three .pak files when it's run, but it has been modified to put all data files into a single pak when run with the -userpak parameter.
You must run DKPAK at a command prompt, so open up a command prompt window by going to the Start menu, choose
Run... and type cmd and press Enter (Windows 95/98/ME users type command). Make sure you are in your staging folder (by using the CD <path> command).

1. | The first thing you need to do is assemble your map(s), textures, and sounds in a staging folder. The directory structure should look like this: TEMP FOLDER | +-> MAPS | |
| +-> .BSP files
+-> TEXTURES
| +-> TEXTURE SET(S)
+-> SOUNDS

2. | IMPORTANT: Before you can use DKPAK, you will need to add the path of where this utility is located to your PATH system variable. You can do this simply by typing (at the command prompt): PATH=%PATH%;<utils dir> and press Enter. Type PATH by itself to see if the path was added correctly. This way, you can be in your staging folder and when you type DKPAK, the computer will run the utility from the directory it resides in, instead of requiring it to be in the staging folder.

3. | DKPAK takes a filename in addtion to the -userpak parameter. If you're building a pak file named pak9.pak, you would type DKPAK -USERPAK PAK9.PAK. Or, if you just type DKPAK -USERPAK and don't specify a filename, it will output a .pak file named user.pak.
IMPORTANT: Be sure not to name your .pak file pak1.pak, pak2.pak, or pak3.pak, as installing such a named file in Daikatana's data folder will overwrite one of the game's main .paks!