MGS online documentation


MGS Plugin for QERadiant

Users not familiar with MGS (I know there are) are strongly advised to have a look to the MGS text scripting documentation. QERadiant plugin reproduces features already available through the text scripting interface.

Plugin settings

MGS comes both as a stand-alone text scripting software, and a plugin for QERadiant. The plugin settings are handled by mgswin.exe in the 'misc/radiant plugin setup' menu.

When the plugin is loaded inside Radiant, you have access to the plugin settings dialog box.

The 'radiant plugin setup' menu in mgswin.exe handles configuration of the DLL path and L-Systems directory. L-Systems are the scripts used for brush scripting.

General tips

Here are a few hints to get you started :

Brush selection : the corridor and brush scripting features need some brush input from the user. First select the brushes, then hit the selection button. You will be asked for an origin point. This features understand input brushes as a 2D profile oriented along X-axis. See the tutorials for details.

Brush scripting : when you have selected the brushes, you must provide a few informations about them. Basically for a staircase, you will have to provide Height of the basic stair, and Length. (along X-axis, from your origin point) Angle is the default rotation around Z. You can select any of the .ls files for the brush scripting. The script names are pretty self-explanatory.

Natural terrain : You can have a look to the natural terrain tutorial to get you started. Natural terrain is dedicated to users familiar with level editing, and structural/detail issues. MGS uses external processes to optimize the meshes produced, but the triangle count can get huge. If you make all your brushes sctrucural, VIS time will be huge with poor results. Have a look to mgs/maps/sample.map for an example of structural/detail balance.

Tim