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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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Pressing these shortcut keys at this point, without anything within your window to zoom on, you might not see much of a difference. Right now, only the numbers in the lower-right corner of the editor will change. Later, when you have something to zoom on, you will notice the changes that occur by using these shortcuts.
I prefer using the [ and ] keys. But if you’d like to use the numbers, you can get a better understanding of which number does what by selecting GridO Grid Size, you will find the corresponding shortcut to grid size is listed there.
That’s your quick review of the 2D window. In the following sections, you get to practice using it.
Resizing and Moving Brushes
Getting back to your map, you need to finish sizing your medium-size brush that you created in the section, “Drawing the First Brush,” earlier in this chapter. You want to size it equal that of the entire room you are making, which is going to be 512 units in width, 512 units in depth, and 128 units in height.
The reason I chose 512 units square is because this will create a room large enough to experiment in without making it too large. A room with a height of 128 units makes the player feel comfortable. You could create a room of nearly any size when constructing your map, but for practice purposes here, you should use the dimensions listed.
You already know how to move around in your 2D window, but now you need to understand how to resize and move your brushes as well as change your views from just the XY Top to the other two views: XZ Front and YZ Side.
To resize a brush, all you need to do is click outside the brush on the side you want to change and drag the mouse. This stretches that side of the selected brush in the direction you pull. If you click and drag near the outside corner of a brush, you affect the two closest edges of that brush. You can also use the Z window when sizing and moving brushes; however, this affects only the height of the brush because it affects only the Z plane.
To move a brush around the map, just click inside the brush and drag the mouse. That’s all there is to it.
Now resize the brush. Your goal is to create a brush that is 512 units in width, 512 units in depth, and 128 units in height. First resize the width and depth. From within the 2D window, stretch each of the four sides of the brush until they land on -256 and 256 units. (See Figure 5-6.) Use the numbers on the top and on the left of the window to help you adjust the size. Remember that you can zoom in and out of the window’s view as well as move the grid around for better control of your brush.
Chapter 5: Creating Your First Game Map
Figure 5-6:
Size the brush by using the numbers on the grid from within the 2D window.
Next, resize the height of the brush from the Z window found between the CAM window and the 2D window. Click and drag upward — starting above the red outlined brush — until the brush reaches the 128-unit mark. The bottom of the brush should already be sitting on the 0-unit mark, but if it isn’t, adjust the brush by stretching or moving it accordingly. The resulting Z window should look something like the one shown in Figure 5-7.
Figure 5-7:
Adjust the height of a brush by using the Z window.
Part II: Making Your Own Maps
Hollowing Out the Room
When your brush is properly sized, you need to hollow it out to make room for your player. Right now, it’s a solid block. Your goal is to create an empty room with four walls, a floor, and a ceiling.
Before you hollow, check the grid size selected in the 2D window. When you hollow the brush, the wall thickness changes to a size equal to the grid size. Ideally, wall brushes are created at 8 units thick, so make sure the grid size is set to the default 8 units apart. One way you can check is by looking at the very bottom-right area of the editor and reading the text shown in Figure 5-8. The text should begin with G:8.00, which stands for Grid: 8.00 units. Adjust your grid size if needed, either by using your mouse wheel or by using the shortcuts [ and ].
Figure 5-8:
The bottom-right corner of the editor.
The bottom-right corner of the editor provides you with some information about your editor settings. Reading from left to right, you have the following information displayed:
G: This is the grid size that is actively set in the 2D window. When you load the editor, the default size is 8.00, meaning that the grid is at 8 units apart, or 8 x 8 units.
T: This is the texture scale that has been set in the editor’s preferences. This number should always read as 1.00; otherwise, what you see in the editor won’t be the same as what you see in the game.
R: This is the default degree of rotation a brush or other selected item in the map will turn when using the rotation shortcut.
C: This defines the viewable distance in the CAM window and is preset during installation. Your distance in the editor is limited so as not to slow down your computer with all the additional processing.
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