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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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To save the map, you have several options:
^ You can click the save icon, as shown here, from the top of the editor.
^ You can choose SaveOSave or SaveOSave As.
^ You can use the keyboard shortcut Ctrl+S.
When naming your map, make sure to use only alpha-numeric characters and no spaces. Any other characters result in errors when you go to compile and play your map. For example, instead of naming your map my, use This saves you a headache later.
Because you’re working on Chapter 5 of this book, save it under a name that makes it easy to reference later. Name it
66 Part II: Making Your Own Maps
Chapter 6
Decorating the Scene
In This Chapter
^ Grabbing new textures ^ Covering the caulk with fresh paint ^ Adjusting textures
7he stage is set, but what about the scene? Right now, the walls in your file are just covered in the Caulk texture. This texture is great for keeping the processing power required by the game to a minimum, but is quite unsuitable for your game play. Your player cannot see this texture in the game, so you should dress things up with some textures.
Textures are really just pictures painted on the sides of the brushes in your map. (A side of a brush is called a face. Texturing the side of a brush is known as painting a brush face.) These pictures are often designed to look like concrete, brick, metal, wood, or other materials you commonly find in the real world. Most of the time, these pictures are created in small squares that can be stacked on top and next to each other endlessly and saved in an image format that the game can recognize. These are called tileable images because the image is applied like tiles on the floor.
Your objective is to place some of the textures onto the brush faces of your map. You can put down a concrete texture on the floor, a metal texture on the walls, and a decorative tile on the ceiling. All the textures that you need are available in the editor; they’re based on the levels already created for the game. If you see a texture in the game, you can use it in the editor for your map, as well.
Loading the Common Walls Texture Set
In Chapter 5, I show you how to load the Common texture set, which is where you can find the Caulk texture that you use while building a room. You are now going to load another texture set, and this one is called Common Walls. Here’s how:
68 Part II: Making Your Own Maps
1. Open the Media tab within the Multi-Purpose window.
2. Expand the root Textures folder if it isn’t already expanded.
3. Double-click the Common Walls texture set to load the textures into memory.
4. When they have finished loading, open the Textures tab within the Multi-Purpose window so that you can preview and choose your next
It is on this Textures tab that you will find a thumbnail list of all the textures within the Common Walls set.
Before you select the new texture you want to apply, you must select the brush face of one of your walls. This distinction (the brush face, not the brush) is important because you don’t want to apply the texture to the entire brush on each of the walls. This would defeat the purpose of using the Caulk texture when constructing the room.
First, make sure everything is deselected by pressing Esc. Then in the CAM window, select just one face of that brush by pressing Shift+Ctrl+click on that brush face. The brush face now has the same red coloring that the entire brush has when you select it, but the coloring is present only on the specific brush face, and it isn’t outlined in white. (See Figure 6-1.)
With your brush face selected, you can now apply a new texture. Because this is just a basic room, you don’t need to get too fancy selecting a texture. Apply the first available texture in the list of textures you just loaded, common_ walls/ba_wall1_5c, to the selected brush face. (See Figure 6-2.) Clicking this texture applies it to whatever faces you have selected. Because you have only the one brush face selected, only one face will receive the new texture.
Faces on the Waffs
Chapter 6: Decorating the Scene
Figure 6-2:
Selecting a texture from the Textures tab applies it to the selected brush face.
Next, apply this texture to the remaining three walls in the room. You could do this by individually selecting each brush face as you did before and then applying the new texture by selecting it from the list. However, an easier way is to copy the texture you just applied to the other faces, provided you have a middle mouse button.
With your first textured brush face still selected, press Shift+Ctrl+middle-click on the wall next to the previous brush face. This copies the texture that has been applied to the selected brush face and pastes it onto the newly clicked brush face.
When you’re copying textures from one brush face to another, make sure to use the Shift+Ctrl+middle-click combination. Just like when you’re selecting brushes, pressing only the Shift key while clicking applies your texture to the entire brush, but pressing both the Shift and Ctrl keys while clicking affects only one brush face.
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