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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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CAM window
The window located on the top-left area of the screen is the CAM window. This is your 3D viewport. (Refer to Figure 4-9.) The purpose of the window is to present you with a visual representation of your map. Right now it’s empty, but later, when you start working on your map, you will be able to see in this window what you are working on as if you were in the game. The CAM window also makes it a lot easier to select portions of the map that you’re working on. I go into this further in the next chapter.
Part II: Making Your Own Maps
Figure 4-9:
Each window in the editor has a specific purpose, all of which are very important to editing a map in Quake 4.
Weld patch points
Redisperse patch points Show patches as wireframe Show primitive bounding box Don’t select models Move selection
Show light volumes Spline options Add curve points Delete curve points
Show sound bounding box
Select only brushes Select primitives by bounding box
Show models as Patch bend mode Add caps to current patch
Launch game for testing Show sound volumes Insert curve points Edit curve points Light option
Select drill-down rows/columns
Multi-Purpose window
The window located on the bottom-left of the screen is the Multi-Purpose window. (Refer to Figure 4-8.) This window houses a number of tabbed windows providing details about different parts of your work environment. From here you can edit the properties of different entities in your map, view and select media and textures, refer to the editor console for possible compiling errors, and work with the various grouped objects of your map. Although the title of this window reads as Inspectors in Figure 4-8, the title changes depending on the operations you are performing within the editor. I simply refer to
Chapter 4: Getting Set Up for Mapping
47
this window as the Multi-Purpose window. You will have a chance to explore each of these tabs while making your first map later.
2D window
The window located on the right of the editor is your 2D (two-dimensional) window. (Refer to Figure 4-8.) It is displayed as a grid and is labeled XY Top in the figures in this chapter. This window is your primary working environment. This is where you will be constructing the pieces of your map.
Although this window is displaying only two dimensions of your threedimensional world, you construct and edit everything from here. When this is selected as the active window, pressing Ctrl+Tab switches among the three available views: XY Top, XZ Front, and YZ Side. The combination of these windows provides you with a view of all three dimensions.
You will be working in this window of the editor most. Here you can draw the objects in your world, move them around, resize them, add entities, and much more.
Z window
The last window is the one located in the middle of the screen located between the CAM window and the 2D window and labeled only with the letter Z. (Refer to Figure 4-8.) Your Z window refers to the Z axis of your three-dimensional world. When used in conjunction with the XY Top view in the 2D window, you can see a complete three-dimensional view of your map.
Pressing buttons and working menus
The buttons at the top of the window contain the commands most often used. I don’t get to all the buttons in this book. Actually, it’s my goal that by the end of this book, you won’t even need any of the buttons. It’s more efficient to know the keyboard shortcuts to all the commands in the editor than to rely on buttons and menu options. But before I go over the essential shortcuts in Chapter 5, let me introduce you to these buttons:
You might not be able to see all the buttons to the right on your editor. This is because the editor is meant to be used with a wider screen resolution than 1024 pixels. Widen the view of your monitor if you would like to see and use these buttons. However, remember that you have a drop-down menu and shortcuts to use instead.
There is also the menu at the top of the screen. Here you can find all the editor options available. If you don’t have the keyboard shortcut memorized or you don’t see the button for the operation you want to perform, you can find it in this menu.
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Part II: Making Your Own Maps
Using shortcuts for success
You should get to know the keyboard shortcuts for the editor. There really is no quicker and easier way to work on your map other than when you are using keyboard shortcuts. You might find it difficult to remember them at first, but trust me when I tell you that it’s worth the effort. The more you use them, the better you will remember them.
If you forget a keyboard shortcut or want to look for one you haven’t yet learned, you can find a list available from the menu. Choose HelpOCommand List to get to the complete list of available keyboard shortcuts available for the editor.
As you read through the coming chapters, I introduce important shortcuts. If you’re looking for a reference to all the shortcuts, flip over to the Cheat Sheet found behind the front cover of this book.
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