Same with terrain. Gtkradiant 1.4 comes with Gensurf as plugin so you can generate terrain directly within the editor and it will be map-format-compatible. But you must always enclose it or surround it by closing boxes (no leaks) textured with the sky shader. Unfortunately, Gtkradiant 1.5 comes with no plugins and it seems like they haven't developed any of them for 1.5.
Better yet! an image is worth a 1000 words!
1.Create a huge box in Radiant. This box will be the container of your level so make it big enough to wrap your level. By default it will display the "no shader" texture.
http://afecelis.gdlib.net/Irrlicht/skies01.jpg
2.With your box selected, click on the "hollow" button (red mark). You'll get 6 brushes created and now you can move inside your cube in the 3d view.
http://afecelis.gdlib.net/Irrlicht/skies02.jpg
3.Texture your 6 brushes with a sky shader.
http://afecelis.gdlib.net/Irrlicht/skies03.jpg
4.Build your level inside. No leaks guaranteed!
![Wink :wink:](./images/smilies/icon_wink.gif)
http://afecelis.gdlib.net/Irrlicht/skies04.jpg
5.Compile and load into Irrlicht. Remember to add an Irrlicht skybox to replace the quake skybox.
http://afecelis.gdlib.net/Irrlicht/skies05.jpg
In case you don't have Q3 sky shaders, you can find some very cool ones here:
http://amethyst7.gotdoofed.com/env.htm
remember to follow the instructions included to get them to work properly, specially for the lighting part.
As a final note, I'm also planning to update the tutorial witn a much faster approach: using openarena (free opensource port of Quake 3 with free content) combined with the latest version of radiant 1.5 to create a fast,robust and efficient pipeline for Irrlicht. This way we could create and try the levels immediately and then move everything to our Irrlicht projects. It's how I'm working now and it really is simpler and faster.
Info on openarena here:
http://cheapy.deathmask.net/
Hope it helps!
![Wink :wink:](./images/smilies/icon_wink.gif)