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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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Chapter 9: Expanding Your Map with Additions
Figure 9-2:
Drag your duplicate up and to the left of the original to create two separate rooms.
3. Zoom out so you can see more of your map.
Right now the window is probably zoomed in on your original room. By zooming out, you will be better able to move the copy to another location. Use either the mouse wheel or press Home to zoom out.
4. Move your copy by clicking anywhere within the current selection and dragging it up and to the left diagonally. Drag them until they have one 64-unit block between them, as shown in Figure 9-2.
Clicking outside of your selection results in stretching the selected brushes; the damage done by this is difficult to fix. If you do accidentally stretch them out of place, you might want to delete them by pressing Backspace. Then you can make a new copy.
5. With your duplicate room in place, press Esc to deselect everything.
Now you have two identical rooms. To make your new room different, change the color of the light. The light in the original room is red, so make the light in the new room blue:
1. Move your camera in the CAM window into the new room.
Right now, it’s still located in the original room, and you want to leave that light as it is. Move your view in the CAM window using the arrow, D and C keys as was done in Chapter 4.
Part III: Expanding Your Creation
2. From within the new room and the CAM window, select the light entity.
3. Press K to open the Color Picker and select a deep blue color for your light.
4. When you have the color selected, press OK to apply the color change and to close the Color Picker.
5. Save your map as by choosing FileOSave As, entering the new name, and pressing Save.
Joining Rooms
You now have two rooms in your map, but no way to move between them as a player. To solve this, you need to add a hallway connecting the two rooms. In this section, I show you how to create an L-shaped hall below your new room and to the left of your original room. The halls will connect to the center of a wall on each of your rooms.
Drawing your halts
How wide should the hall be? How tall? Determining the width and height of structures such as hallways is something that comes with experience. There is no set number that you must use when constructing different areas of a map, but there are ideal numbers. The hall you are creating will be 128 units wide, and the height will be equal to that of your rooms. A width of 128 units makes your player feel comfortable and also allows multiple players to pass each other in the same hall without having to squeeze through.
After making sure that everything is deselected, you need to select the Caulk texture. This is the texture you should use to build all your structures before applying decoration. Begin by drawing out a solid brush for your first hallway. Use the same method that you use when creating a room by drawing a solid brush and hollowing it out. (Refer to Chapter 5 for more on how to do this.) Use the 2D window to draw the brush. Remember that you can change your view in this window by pressing Ctrl+Tab. You can use either the 2D window or the Z window to adjust the height. The new brush should be touching the wall of one room and reach to where the next hallway will meet with it. The result should look like Figure 9-3. In the figure, I’ve shaded in the brush you are adding.
Chapter 9: Expanding Your Map with Additions
Before you hollow this brush, you need to draw the next one, the second part of the L-shaped hallway. This way you can be certain that both parts are the correct size. You can do this either by pressing Esc and then drawing a new brush, or by pressing the spacebar to copy your current brush and then resizing it by dragging its outer edges to its new location. I chose the latter after setting my 2D window to XY Top to make sure the height is correct. Then click and drag the side of the brush you wish to resize. Remember, when you make copies, the copy doesn’t move on the Z axis, but only in the two directions shown in the 2D window.
After the second brush is in place, the soon-to-be hallway has its L shape, as shown in Figure 9-4.
Making room to play
It’s time to hollow these two brushes, one at a time. You should hollow each of these brushes separately so that you don’t create errors with the map structure. With one brush selected, press the Hollow button from the icon menu to hollow the brush. When that’s done, deselect everything (by pressing Esc), reselect the other hallway brush, and then hollow that one the same way.
Part III: Expanding Your Creation
Figure 9-4:
The second leg of the hallway should complete the L shape for the entire hall.
Figure 9-5:
Select and delete the end brushes of each of the hallowed halls.
I XV Top
When you use the hollow function to create a room (refer to Chapter 5), you have to go back and fix the overlapping brushes. You’re going to have to do the same here, as well as delete and move other brushes around. The idea is to create a single hallway from your two hollowed brushes.
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