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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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When you get to the back corner of the map where you didn’t create the additional ledge brush, simply copy the texture to that wall as if it were the ledge. It should look seamless along the back, and the player will never know that it doesn’t stick out from the wall.
6. Save the map under a new name. Name it chapter12.map.
Lighting the porch
Something else that adds a lot of detail to a level is lighting. I don’t mean just the general lighting that makes it possible for the players to see where they’re going. I’m referring to the lights that accent points in the game such as entrance ways.
156 Part III: Expanding Your Creation
In this section, you add a light over top of each pair of doors. This makes the doorways more obvious to the player and makes them more interesting at the same time.
1. With everything deselected, select the Caulk texture and move the camera around and in front of a set of doors, viewing it from the exterior.
2. Draw a brush that is 32 x 16 x 16 units (X, Y, Z) in size and place it 8 units above the center of the two doors so that it looks something like Figure 12-6.
This brush is the light’s basic structure, but you need to shape it so it doesn’t look quite so boxy.
3. Switch your view in the 2D window so that you’re looking at the side of the light.
4. Reduce your grid size to Grid4 by pressing 4, and then press E to show the brush edges.
5. Drag the top-front brush edge down so that the top of the light fixture is sloped downward but there is still a 4-unit lip in the front.
Be careful not to drag the edge and create a three-sided brush because this type of brush manipulation will create an error during the compile process. The result should look like Figure 12-7.
Figure 12-6:
To start the light structure over the door, draw a box with the Caulk texture.
That completes the light fixture structure. Now you need to texture it.
1. Load the Common Lights texture set.
There are a lot of nice accent lights here for you to play with.
2. Select the bottom brush face of the light, which is where you will place the light texture.
Chapter 12: Adding a Few Details 157
3. Apply the texture common_lights/rect_light6.
If you’re working on the light attached to the red room, your texture will need to be rotated before it lines up properly. After you’ve rotated it and checked that the edges of the texture line up with the edges of the brush, you will see something like Figure 12-8. If needed, you can also use the Surface Inspector to fit the texture to the brush face.
Figure 12-7:
Move the edges of your brush to create a shape that looks more appropriate for a light box.
4. As for the remainder of the light fixture, texture it with a basic steel texture.
Using the same texture that you used on the inner doorway edges would be great. To find it easily, choose MaterialsOShow In Use to filter your loaded textures in the Textures tab. Then apply terminal/t1_metal2, as was done in Figure 12-9.
Figure 12-8:
Great light textures are available to you in the editor.
158 Part III: Expanding Your Creation
Figure 12-9:
Apply a generic metal texture to the sides of the light box to complete the look.
Optimizing the light fixture
In the preceding section, you completed the creation and texturing of the light, but doing so really hurt the map’s optimization. In Chapter 10, which discussed optimization, you had a chance to see how your map was being split up into multiple polygons in the game. Every place two brushes met, they created a split.
If you were to take a look at your current map in the game, you would see multiple splits occurring around the light structure that you just made. All this added geometry will start slowing down your map, especially as you add more detail to the level.
To solve this problem, you must define your brush as an entity, not as a structural brush. Only then will it be calculated during the BSP process as something that doesn’t create all these splits. You want to turn it into a func_static entity. This entity is meant for converting regular brushes into simple entities.
1. Select the brush.
2. Right click the 2D window and select funcOfunc_static.
This converts your brush into the entity that will save your map from a horrible fate: slowness.
Chapter 12: Adding a Few Details 159
Adding a tight entity to your tight fixture
So, the light fixture looks complete as a structure, but this won’t shine light on the area under the door. To shine a little light on things, you need to add a light entity:
1. Deselect everything and right-click the area near the light fixture in the 2D window.
2. From the drop-down menu, select the Light option.
3. Position the light entity so that it sits directly under the brush you just created, as shown in Figure 12-10.
The light will look good here, but you should adjust the color. To dim the intensity, select a darker color. You want the light to fit the scene and not stand out too much.
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