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*RADIX: BEYOND THE VOID*
By: Neural Storm Entertainment
Published By: Epic MegaGames
"RadCad" Game Editor FAQ v1.0
Written by: Greg MacMartin
June 1996
-----------------------------------------------------------------
=================================================================
i. TABLE OF CONTENTS
=================================================================
*** means this option is NOT USED in the game and should never be
selected or utilized in any way.
i. Table Of Contents
I. Introduction
1. Preliminary Info.
[1-1] A note from the author
[1-2] What is RadCad?
[1-3] What do I need to run RadCad?
[1-4] Creating and distributing Radix levels
(1-4-1) License.doc
(1-4-2) Creating documentation for your map
(1-4-3) How do I play the level I have created?
.lgd, .dir, .dat files and 3drescmp.exe
(1-4-4) Modifying existing Radix levels
2. RadCad Overview.
[2-2] General Editor Interface
[2-3] File Options
(2-3-1) New
(2-3-2) Save
(2-3-3) Save As
(2-3-4) Quick Save
(2-3-5) Load
[2-4] Map Types
(2-4-1) Map Types explained.
(2-4-2) Long Map
(2-4-3) Wide Map
[2-5] Check Map
[2-6] Dump Info
[2-7] Episode Bitmap Selection
[2-8] Player Start Positions
II. Walls and Sectors
3. Walls
[3-1] How do I draw walls in RadCad?
(3-1-1) Create Walls
(3-1-2) Create Marked Walls
[3-2] Deleting walls
[3-3] What's with this "grid" thing? And those little
red dots?
[3-4] What do the colours of the walls mean?
[3-5] Some of the walls are thicker than others...why?
[3-6] What are those little "nibs" on the walls?
4. Sectors
[4-1] What is a sector?
[4-2] Basic run through of dialog box options
(4-2-1) Floor and ceiling heights
(4-2-2) Floor and ceiling bitmaps
(4-2-3) Lighting levels (Shading)
Lighting explained
Darkness
Fog
None
(4-2-4) Set slope values
(4-2-5) Adding and deleting sectors
(4-2-6) Sector options
Hiding/showing sector names
Outdoor sectors/Floor outdoor sectors
Mission Sector Hide
[4-3] Naming conventions
[4-4] Highlight sectors display option
[4-5] Batch creation of sectors
[4-6] Sector browsing
[4-7] A word on sector heights
5. Assigning walls to sectors
[5-1] How do I assign walls to sectors?
[5-2] Apply attributes and Edit Wall(s)
(5-2-1) What's the difference?
(5-2-2) Front and back wall sectors
[5-3] Assigning bitmaps (textures)
(5-3-1) Ceiling walls, Floor walls and Complete
Walls
(5-3-2) "Pegging" explained
[5-4] Syncing bitmaps
III. Slopes.
6. What is a slope?
7. Creating and editing slopes (The Slope Editor)
[7-1] How do I get to the Slope Editor?
[7-2] Bounding boxes and slope nodes
[7-3] Moving and rotating slope bitmaps
[7-4] Slope Options
(7-4-1) Snap to grid
(7-4-2) Obtain Height
(7-4-3) Saving slopes
[7-5] When I was rotating a bitmap, my mouse cursor
disappeared and wouldn't come back after I finished
rotating...?
[7-6] A word on alien A.I and slopes
IV. Sprites
8. What is a sprite? And a trigger?
9. Creating and editing event sprites
[9-1] Basic run through of dialog box options
(9-1-1) List of Sprites
New Sprite
Delete Sprite
(9-1-2) Edit Specifics
Auto activation of sprites
(9-1-3) Generate Trigger
(9-1-5) Trigger Dialog
(9-1-6) Done
(9-1-7) Sprite Types
(9-1-8) Current Sprite Name
Hide Sprites
Show All Sprites
[9-2] All event sprites described
(9-2-1) Scrolling Wall
(9-2-2) Moving Surface
(9-2-3) Switch Wall Bitmap
(9-2-4) Switch Sec Bitmap
(9-2-5) Toggle Wall Bitmap
(9-2-6) Toggle Sec Bitmap
(9-2-7) Cycle Bitmap
(9-2-8) Lights Flicker
(9-2-9) Lights Off/On
(9-2-10) Light Oscillate
(9-2-11) Plane Teleport
(9-2-12) Plane Transpo
(9-2-13) New Moving Surface
(9-2-14) Play Sound
(9-2-15) Rand Lights Flicker
(9-2-16) End Of Level
(9-2-17) Sprite Trigger Activate
(9-2-18) Sector Based Grav
(9-2-19) Deactivate Trigger
(9-2-20) Activate Trigger
(9-2-21) Complete Missile Wall
(9-2-22) Scanner Jam ***
(9-2-23) Print Message
(9-2-24) Floor Missile Wall
(9-2-25) Ceiling Missile Wall
(9-2-26) BigSprite Trig
(9-2-27) Massive Explosion
(9-2-28) Wall Dead Check
(9-2-29) Secondary Objective
(9-2-30) Seek Complete Missile Wall
(9-2-31) Light Movement
(9-2-32) Mult Light Oscillate
(9-2-33) Mult Rand Lights Flicker
(9-2-34) Skill Ratio
(9-2-35) Hurt Player Explosion
(9-2-36) Switch Shade Type
(9-2-37) Six Light Movement
(9-2-38) Surface Powerup
(9-2-39) Secret Sprite
(9-2-40) Boss Eye Handler ***
(9-2-41) Vertical Explosion
(9-2-42) Scrolling Surface
(9-2-43) Light osc move
10. Creating and editing triggers
[10-1] Trigger Dialog Box
(10-1-1) List of Triggers
New Trigger
Delete Trigger
Done
Hide
Show All Triggers
(10-1-2) Sprites
Add Sprite
Delete Sprite
Add Object Sprite
(10-1-3) Trigger Options
Conditional ***
Activate
Deactivate
Activate on Space ***
Toggle
11. Creating and editing object sprites
[11-1] What is a object sprite?
[11-2] Basic run through of dialog box options
(11-2-1) Ground
(11-2-2) Angle
(11-2-3) Speed
(11-2-4) Height Speed
(11-2-5) Skill levels
Easy-Hardest
DMatch
(11-2-6) A note on placing object sprites
[11-3] All object sprites described
(11-3-1) Full Armour, Shield, Energy
(11-3-2) Super Charge
(11-3-3) Radid Recharger, Energizer
(11-3-4) Maneuvering Jets
(11-3-5) Night Vision System ***
(11-3-6) Plasma Bomb
(11-3-7) A.L.D.S
(11-3-8) God Mode
(11-3-9) Laser Cannon
(11-3-10) Explosive Cannon
(11-3-11) Plasma Spreader
(11-3-12) Nuclear Missiles
(11-3-13) Seeking Missiles
(11-3-14) Phase Torpedo
(11-3-15) Gravity Wave Device
(11-3-16) Explosive Shells (250,500,1000)
(11-3-17) Nukes (5,25)
(11-3-18) Torpedoes (10,50)
(11-3-19) Seekers (20,50)
(11-3-20) BOOM PACK
(11-3-21) BioMineWeak
(11-3-22) BioMineStrong
(11-3-23) Alien Fodder
(11-3-24) Alien Meta-Morph ***
(11-3-25) Automated Defence Drone A
(11-3-26) Smart Drone B
(11-3-27) Smart Drone C
(11-3-28) SkyFire Assault Fighter
(11-3-29) StormBird Bomber
(11-3-30) BioMine Spawning Ship
(11-3-31) Exo-Droid
(11-3-32) Snake Badass
(11-3-33) Reg Air Mine
(11-3-34) Rotating Radar
(11-3-35) Energy Conduit
(11-3-36) Shield Generator
(11-3-37) Main Particle Cannon Generator
(11-3-38) BioMech
(11-3-39) Engine Core
(11-3-40) Easy Automated Defence Drone
(11-3-41) Easy Automated Defence Drone B
(11-3-42) Easy Automated Defence Drone C
(11-3-43) Easy SkyFire Assault Fighter
(11-3-44) Easy StormBird Bomber
(11-3-45) Sideways Biomech
*RADIX: BEYOND THE VOID*
By: Neural Storm Entertainment
Published By: Epic MegaGames
"RadCad" Game Editor FAQ v1.0
Written by: Greg MacMartin
June 1996
-----------------------------------------------------------------
=================================================================
i. TABLE OF CONTENTS
=================================================================
*** means this option is NOT USED in the game and should never be
selected or utilized in any way.
i. Table Of Contents
I. Introduction
1. Preliminary Info.
[1-1] A note from the author
[1-2] What is RadCad?
[1-3] What do I need to run RadCad?
[1-4] Creating and distributing Radix levels
(1-4-1) License.doc
(1-4-2) Creating documentation for your map
(1-4-3) How do I play the level I have created?
.lgd, .dir, .dat files and 3drescmp.exe
(1-4-4) Modifying existing Radix levels
2. RadCad Overview.
[2-2] General Editor Interface
[2-3] File Options
(2-3-1) New
(2-3-2) Save
(2-3-3) Save As
(2-3-4) Quick Save
(2-3-5) Load
[2-4] Map Types
(2-4-1) Map Types explained.
(2-4-2) Long Map
(2-4-3) Wide Map
[2-5] Check Map
[2-6] Dump Info
[2-7] Episode Bitmap Selection
[2-8] Player Start Positions
II. Walls and Sectors
3. Walls
[3-1] How do I draw walls in RadCad?
(3-1-1) Create Walls
(3-1-2) Create Marked Walls
[3-2] Deleting walls
[3-3] What's with this "grid" thing? And those little
red dots?
[3-4] What do the colours of the walls mean?
[3-5] Some of the walls are thicker than others...why?
[3-6] What are those little "nibs" on the walls?
4. Sectors
[4-1] What is a sector?
[4-2] Basic run through of dialog box options
(4-2-1) Floor and ceiling heights
(4-2-2) Floor and ceiling bitmaps
(4-2-3) Lighting levels (Shading)
Lighting explained
Darkness
Fog
None
(4-2-4) Set slope values
(4-2-5) Adding and deleting sectors
(4-2-6) Sector options
Hiding/showing sector names
Outdoor sectors/Floor outdoor sectors
Mission Sector Hide
[4-3] Naming conventions
[4-4] Highlight sectors display option
[4-5] Batch creation of sectors
[4-6] Sector browsing
[4-7] A word on sector heights
5. Assigning walls to sectors
[5-1] How do I assign walls to sectors?
[5-2] Apply attributes and Edit Wall(s)
(5-2-1) What's the difference?
(5-2-2) Front and back wall sectors
[5-3] Assigning bitmaps (textures)
(5-3-1) Ceiling walls, Floor walls and Complete
Walls
(5-3-2) "Pegging" explained
[5-4] Syncing bitmaps
III. Slopes.
6. What is a slope?
7. Creating and editing slopes (The Slope Editor)
[7-1] How do I get to the Slope Editor?
[7-2] Bounding boxes and slope nodes
[7-3] Moving and rotating slope bitmaps
[7-4] Slope Options
(7-4-1) Snap to grid
(7-4-2) Obtain Height
(7-4-3) Saving slopes
[7-5] When I was rotating a bitmap, my mouse cursor
disappeared and wouldn't come back after I finished
rotating...?
[7-6] A word on alien A.I and slopes
IV. Sprites
8. What is a sprite? And a trigger?
9. Creating and editing event sprites
[9-1] Basic run through of dialog box options
(9-1-1) List of Sprites
New Sprite
Delete Sprite
(9-1-2) Edit Specifics
Auto activation of sprites
(9-1-3) Generate Trigger
(9-1-5) Trigger Dialog
(9-1-6) Done
(9-1-7) Sprite Types
(9-1-8) Current Sprite Name
Hide Sprites
Show All Sprites
[9-2] All event sprites described
(9-2-1) Scrolling Wall
(9-2-2) Moving Surface
(9-2-3) Switch Wall Bitmap
(9-2-4) Switch Sec Bitmap
(9-2-5) Toggle Wall Bitmap
(9-2-6) Toggle Sec Bitmap
(9-2-7) Cycle Bitmap
(9-2-8) Lights Flicker
(9-2-9) Lights Off/On
(9-2-10) Light Oscillate
(9-2-11) Plane Teleport
(9-2-12) Plane Transpo
(9-2-13) New Moving Surface
(9-2-14) Play Sound
(9-2-15) Rand Lights Flicker
(9-2-16) End Of Level
(9-2-17) Sprite Trigger Activate
(9-2-18) Sector Based Grav
(9-2-19) Deactivate Trigger
(9-2-20) Activate Trigger
(9-2-21) Complete Missile Wall
(9-2-22) Scanner Jam ***
(9-2-23) Print Message
(9-2-24) Floor Missile Wall
(9-2-25) Ceiling Missile Wall
(9-2-26) BigSprite Trig
(9-2-27) Massive Explosion
(9-2-28) Wall Dead Check
(9-2-29) Secondary Objective
(9-2-30) Seek Complete Missile Wall
(9-2-31) Light Movement
(9-2-32) Mult Light Oscillate
(9-2-33) Mult Rand Lights Flicker
(9-2-34) Skill Ratio
(9-2-35) Hurt Player Explosion
(9-2-36) Switch Shade Type
(9-2-37) Six Light Movement
(9-2-38) Surface Powerup
(9-2-39) Secret Sprite
(9-2-40) Boss Eye Handler ***
(9-2-41) Vertical Explosion
(9-2-42) Scrolling Surface
(9-2-43) Light osc move
10. Creating and editing triggers
[10-1] Trigger Dialog Box
(10-1-1) List of Triggers
New Trigger
Delete Trigger
Done
Hide
Show All Triggers
(10-1-2) Sprites
Add Sprite
Delete Sprite
Add Object Sprite
(10-1-3) Trigger Options
Conditional ***
Activate
Deactivate
Activate on Space ***
Toggle
11. Creating and editing object sprites
[11-1] What is a object sprite?
[11-2] Basic run through of dialog box options
(11-2-1) Ground
(11-2-2) Angle
(11-2-3) Speed
(11-2-4) Height Speed
(11-2-5) Skill levels
Easy-Hardest
DMatch
(11-2-6) A note on placing object sprites
[11-3] All object sprites described
(11-3-1) Full Armour, Shield, Energy
(11-3-2) Super Charge
(11-3-3) Radid Recharger, Energizer
(11-3-4) Maneuvering Jets
(11-3-5) Night Vision System ***
(11-3-6) Plasma Bomb
(11-3-7) A.L.D.S
(11-3-8) God Mode
(11-3-9) Laser Cannon
(11-3-10) Explosive Cannon
(11-3-11) Plasma Spreader
(11-3-12) Nuclear Missiles
(11-3-13) Seeking Missiles
(11-3-14) Phase Torpedo
(11-3-15) Gravity Wave Device
(11-3-16) Explosive Shells (250,500,1000)
(11-3-17) Nukes (5,25)
(11-3-18) Torpedoes (10,50)
(11-3-19) Seekers (20,50)
(11-3-20) BOOM PACK
(11-3-21) BioMineWeak
(11-3-22) BioMineStrong
(11-3-23) Alien Fodder
(11-3-24) Alien Meta-Morph ***
(11-3-25) Automated Defence Drone A
(11-3-26) Smart Drone B
(11-3-27) Smart Drone C
(11-3-28) SkyFire Assault Fighter
(11-3-29) StormBird Bomber
(11-3-30) BioMine Spawning Ship
(11-3-31) Exo-Droid
(11-3-32) Snake Badass
(11-3-33) Reg Air Mine
(11-3-34) Rotating Radar
(11-3-35) Energy Conduit
(11-3-36) Shield Generator
(11-3-37) Main Particle Cannon Generator
(11-3-38) BioMech
(11-3-39) Engine Core
(11-3-40) Easy Automated Defence Drone
(11-3-41) Easy Automated Defence Drone B
(11-3-42) Easy Automated Defence Drone C
(11-3-43) Easy SkyFire Assault Fighter
(11-3-44) Easy StormBird Bomber
(11-3-45) Sideways Biomech
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