in black and white
Main menu
Share a book About us Home
Biology Business Chemistry Computers Culture Economics Fiction Games Guide History Management Mathematical Medicine Mental Fitnes Physics Psychology Scince Sport Technics

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
Previous << 1 .. 21 22 23 24 25 26 < 27 > 28 29 30 31 32 33 .. 129 >> Next

^ L: This defines your texture lock modes. MR means that your textures will stay locked in place on the brush when you go to move them (M) or rotate them (R).
Chapter 5: Creating Your First Game Map
Avoiding file corruption
Even though this editor has been around for a number of years and was updated with improvements after every major game release, there are still options in the editor that you should use with caution or not at all. Using the Hollow tool on more complex shapes is one of
these potentially corrupting options. However, you can hollow out simple shapes such as cubes by using the Hollow tool without much worry that doing so will corrupt the map. More information about tools that require warnings can be found in Chapter 20.
In the Figure 5-8, you can’t see the values for C or L. This is because the editor is meant to be used at a larger screen resolution than 1024 x 768.
You don’t need to see these values. However, if you do want to see them, you will need to adjust the resolution of your monitor accordingly.
Locate the Hollow button at the top of the editor. It’s pictured as a red square with red dashed lines inside a square with solid lines, as shown here. (When you hover your mouse over this button, it opens a box labeled Hollow.) Press this button now to hollow the selected brush, which happens to be the brush you were just working with.
You now have something that looks more like a room and less like a solid block. (See Figure 5-9.) Your brush that was once solid is now looking more like a room made of six brushes: one for each side, one for the top, and one for the bottom.
Figure 5-9:
Hollowing a solid brush results in a structure of multiple brushes.
60 Part II: Making Your Own Maps__________
Maneuvering the CAM Window
This is a good time for you to start playing with the CAM window. Now that you’ve hollowed this large brush (check out the preceding section), you should be seeing something new in this window: the inside of your new room. With your map started, you can use this window just as much as the 2D window for previewing and selecting your world.
Right now, all you should be able to see is one of the inner walls of your room. There are a couple of ways to move around in this window, but for this book I stick with the simplest and most accurate method: the keyboard shortcuts. Moving around in this window requires the use of the keys in Table 5-1, shown in order of most frequently used:
Table 5-1 Shortcut Keys Used to Move Around in a Window
Key Result
Up arrow Move forward
Down arrow Move backward
Left arrow Turn left
Right arrow Turn right
D Move up
C Move down
A Look up
Z Look down
< Strafe left
> Strafe right
Fixing Overlapping Issues
Take a look at one of the corners of the room, like the one shown in Figure 5-10. You’re going to notice that after hollowing your brush, instead of leaving the walls butted against each other, they are overlapping. This is an important issue you need to fix after using the Hollow tool. If you don’t fix this, you might see some problems with the overlapping textures when they are rendered in the game.
Chapter 5: Creating Your First Game Map
Figure 5-10:
After using the Hollow tool, you must go back to fix overlapping brushes.
XV Top -256

To fix the overlapping, you’re going to move some of the brushes around.
You do this in the same way that you resize a brush before hollowing it out. (See the section, “Resizing and Moving Brushes,” earlier in this chapter.)
Start with the ceiling and floor brushes. You are going to move the ceiling up and the floor down, but first you make sure you won’t accidentally mess up the work you have done by moving more than you plan. Here’s how:
1. Press Esc to deselect everything in your map.
I press Esc to deselect everything quite often so I don’t mistakenly manipulate the wrong object. Then I select the one object or multiple objects I want to adjust. Reselecting your brushes is easier than finding and fixing what was messed up during a previous operation.
2. With everything deselected, select the ceiling brush in the room. Do this from the CAM window by pressing Shift+click on that brush.
When you select the brush, it will be colored with a shade of red and have a white outline. This way you can see what is selected and what is not.
Part II: Making Your Own Maps
Selecting brushes from the CAM window
You might be asking yourself why you don't just select your brushes from the 2D window. In the case of the ceiling brush, you could do just that by using the same shortcuts. However, if you can select the ceiling brush, how do you select the floor brush? In answering this question, it is
understood why you wouldn't select the floor brush from the 2D window. When you use the 2D window, only the uppermost brush is selected. This is why you use the CAM window when selecting brushes.
3. Move the brush up 8 units so it sits on the top of the wall brushes and is no longer overlapping.
Previous << 1 .. 21 22 23 24 25 26 < 27 > 28 29 30 31 32 33 .. 129 >> Next