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Soldier of Fortune II: Double Helix
Soldier of Fortune II: Double Helix
— SoF 2 Mapping Tutorial —
Written by Kenn Hoekstra



Getting Started With QERadiant

Click for larger imageThe first thing you need to do in order to make levels for Soldier of Fortune II: Double Helix is install the full version of the game on your PC's hard drive. Place Soldier of Fortune II: Double Helix CD #1 in your CD ROM drive and the autorun feature will bring up the install screen. I recommend doing a standard install for the purposes of this article. When prompted, do a full install to the default directory: C:\Program Files\Soldier of Fortune II - Double Helix. Placing the install in this directory simplifies the Soldier of Fortune II tools setup.

Click for larger imageOnce the game is installed, you need to download and install the 1.01 patch. The 1.01 patch is available from Activision's support website as well as a number of Gaming File sites and Soldier fan sites.

Once the game is fully installed, patched and you've re-booted your computer, you need to download and install the Soldier of Fortune II: Double Helix SDK provided by Raven Software. Point your web browser here and click on the download hyperlink for the server that's nearest you. Selecting this link will allow you to commence downloading the tools. (I also recommend visiting and bookmarking the Q3Radiant Manual, which is available in HTML format here. The document weighs in at a hefty 163 pages and is an invaluable resource for learning the ins and outs of QERadiant. But I digress...) Download the 10 MB SoF2SDK-101.zip file and save it to your desktop. Once you've successfully downloaded the tools, double click on the .zip file and open it with Winzip. Extract the files inside the .zip file to your desktop.

Click for larger imageDouble click on the SoF2SDK-101.msi file to start the installation of the tools. Follow the on-screen instructions, agree to the license terms and install the SDK to the default location, which is C:\SoF2SDK\. Check the box that says you want to install it for everyone who uses the computer. Click "Next" and the tools will install. Click "Close" when the install completes successfully.

Once the 1.01 tools are installed, download the SoF2SDK-101a.zip file to your desktop and unzip the four files and the readme to your c:\SoF2SDK\bin folder. The four files are EntitiesSP.def, RadiantSP.bat, spradiant.exe and sof2SP.qe4. You can download the SoF2SDK-101a.zip here.

Click for larger imageOnce you've installed the tools, browse "My Computer," go to C:\Program Files\Soldier of Fortune II - Double Helix\base, and find the maps.pk3, textures0.pk3, textures1234.pk3 and therest.pk3 files. Use WinZip or a similar decompression utility to extract these .pk3 files into your C:\Program Files\Soldier of Fortune II - Double Helix\base directory. (If Winzip won't do this automatically, right click on the individual .pk3 files and select "Open With" and point it to Winzip to create a file association between .pk3s and Winzip) This will unpack all of the game's maps, textures and other critical files so you can use them within the editor to make your own maps. This operation will take several minutes on most machines because the .pk3 data files are a whopping 800MB in total size. If extracted properly, your once neat and tidy C:\Program Files\Soldier of Fortune II - Double Helix\base directory will now be filled with more than a dozen folders and a bunch of config files.

Click for larger imageAre you with me so far? If so, you now you have Soldier of Fortune II: Double Helix installed and patched up to 1.01, the two tool releases downloaded and installed and the .pk3 files extracted. Double click the RadiantSP.bat shortcut in the c:\SoF2SDK\bin folder. Doing so will launch the QERadiant level editor. The first time you launch the editor, it will likely ask you to set up your preferences.

Click for larger mageMoving from left to right, top to bottom in preferences, you should have the interface optimized for Quake III and the mouse option set to 3-button. There are four options for views/rendering for you to choose from. Select the first one, which has the Z checker on the left, the X/Y view in the middle, the 3-D view in the upper right and the texture field in the lower right. In the Game Path/Tool Settings/Stuff That Wouldn't Fit Anywhere Else field, make the path C:\Program Files\Soldier of Fortune II - Double Helix\sof2.exe. Once you've made your selections, click "Ok" and the Q3Radiant editor will launch. If, for some reason, the editor launches without asking you to set these preferences, you can set them manually by going into the Edit menu at the top of the editor and scrolling down to Preferences to bring up the Preferences window.

Click for larger imageWhen the editor first loads up, none of the windows will be set up correctly. You'll need to drag the windows around, expand them and place them to your liking. Now that you have the editor up and running, go to File and select Load Project. Point the dialogue box to C:\SoF2SDK\bin\, select sof2sp.qe4 and hit Open. Once the file loads, go to File - Project Settings to bring up the Project Settings window. For "basepath," make sure it says C:\SoF2SDK\base, "mapspath" is blank, "rshcmd" is blank, "remotebasepath" is c:\SoF2SDK\base, "entitypath" is c:\SoF2SDK\bin\entitiesSP.def and "texturepath" is C:\Program Files\Soldier of Fortune II - Double Helix\base\textures. Once these are set, click Okay, close down Radiant and re-launch it with RadiantSP.bat. The editor will remember your preferences from this point onward.

If the steps are followed properly, when you re-launch the editor and go to the Textures menu, you should have a bunch of texture sets to choose from, including Airport, Armory, Cemetery, Colombia, etc. In the Textures menu, scroll down and select "Cemetery" as a test, as it is one of the smaller Texture directories to load. Your textures should load up and show in the gray texture preview window in the editor. If you right click on the white, top down editor grid, a drop down menu should appear with all of your entity options in it (client, door, emplaced, func, etc.). That means that your project settings are pointing to the correct entities.def files.

Click for larger imageThe numbers 1 through 7 on your keyboard (not on the num pad) change the grid size of the map from 1 pixel to 64 pixel increments. Press the number 6 to make the map grid size 32 pixels. Left click, hold and drag the mouse cursor in the X/Y view and make a brush that is 14 grid units (448 pixels) long and 14 grid units wide. (The insert and delete keys will zoom the X/Y view in and out so you have more room to work.) Once the box is the appropriate size, release the mouse button and you will be free to move the cursor around. To re-size the brush, simply move the mouse cursor to the outside of the box in the X/Y editing window, left click and drag the edges of the brush in or out until you find the proper fit. If you make a mistake, you can press the Backspace key while the brush is selected (highlighted in red) and the brush will be deleted.

Click for larger imageOnce you've successfully created the 448 X 448 brush, go to the Z check window on the left side of the editor, left click below the highlighted box and drag it down so the bottom of the box is at -32 pixels. Left click above the box in the z-check window and drag it upwards so the box stretches from -32 pixels up to +288 pixels in the window. Open the Selection drop down menu at the top of the editor, go to CSG and select Hollow. (Note: There is also a button below the Brush drop down menu that will accomplish the same hollow function) This will hollow out the solid box, leaving you with a square room that is 384 pixels long by 384 pixels wide by 256 pixels tall. In the texture window, left click on the Marble_Tile texture. This will apply the texture uniformly to the entire room you have selected. Press the Escape key and de-select the room. Once you've deselected the room, go to File and select Save As. Direct the map to save in C:\SoF2SDK\base\maps and save it as test.map.

Using the Arrow Keys and the D and C keys on your keyboard, move the camera in the X/Y view inside the room you just made. The forward and back arrows move the camera forward and backward and the left and right arrows allow you to turn the camera left and right. Pressing the D key will increase the camera's height and pressing the C key will decrease the camera's height. These six keys will allow you to easily move the camera in the X/Y view of the map so you can view your work in the 3-D window view. To jump the camera around in the X/Y view, move the cursor to where you want the camera to be and then press the Control key on your keyboard and the middle button on your mouse. Middle clicking your mouse in the X/Y view field will also point the camera in the direction of the click while the camera remains in a stationary position.

Click for larger imageIn the X/Y top down view, right click at the center of the room and you'll bring up the entities menu. Go to the Info tab and then select Info_Player_Start. Selecting this will create a player start spot entity, which will appear as a red box in your X/Y and 3-D Camera views. Use the Z Check window to move the player start spot to the floor level at zero height. Deselect the player start spot using Escape. Right click in the X/Y view, bring up the entities menu, and select Light. This will make a light entity, which will appear in the editor as a green square with an X in it. Move the light in the Z-checker window and raise the height of the light so it sits at 192 pixels off the floor. Center the light in the room. Deselect the light with the Escape key and save your map with the File/Save menu.

Select the BSP drop down menu from the top of the editor, scroll down and select bsp_FullVis. A DOS dialogue box will come up and show the progress of the BSP, which processes the data from your map and exports it into the C:\SoF2SDK\base\maps directory as a .bsp file. In this case, since your Map file is saved as Test, the .bsp file is called Test.bsp.

Click for larger imageOnce the BSP is finished, copy the Test.bsp file from c:\SoF2SDK\base\maps to C:\Program Files\Soldier of Fortune II - Double Helix\base\maps, minimize the editor and launch Soldier of Fortune II: Double Helix from the shortcut on your desktop. Make sure the game CD is in your CD ROM drive. Once the game launches and loads up to the menus, hold down the SHIFT key and press the ~ (tilde) key to bring down the console. Type "map test" (without the quotes) and hit Enter. This will load your map into the game. There you have it. One room with a player start and a light successfully imported into the game engine.

This is, of course, only the tip of the iceberg. If you are interested in learning more about designing levels for Soldier of Fortune II: Double Helix, I recommend you visit these websites:
  • RUST: The most comprehensive mapper's guide on the Internet. The site features tutorials for nearly every modifiable 3-D game on the market and their forums give you access to dozens of map makers who will answer your mapping questions.

  • Q3Radiant Tutorials: A site dedicated to the Q3Radiant level editor and how it works. There are detailed instructions on how to do just about anything with the editor from making a basic room to doing complex curve applications.

  • PlanetQuake Editing: An information and resources for all things Quake, including tutorials, tools and downloadable information for Quake, Quake II and Soldier of Fortune II: Double Helix.

Soldier of Fortune II: Double Helix © 2002 Activision Inc. Developed by Raven Software Corporation. Published and distributed by Activision, Inc. Activision® is a registered trademark of Activision, Inc. Soldier of Fortune® is a registered trademark of Omega Group, Ltd. This product contains software technology licensed from Id Software, Inc. ("Id Technology"). Id Technology © 2002 Id Software, Inc. Quake III: Team Arena™ is a trademark of Id Software, Inc. All Rights Reserved. All other trademarks and trade names are properties of their respective owners.


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