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-
- ------------------------------------
- Qoole v2.50
- Quake Object Oriented Level Editor
- By Matthew Ayres and Paul Hsu
- ------------------------------------
-
- Qoole is (C)1997 by Lithium Software. All rights reserved.
- Quake is a trademark of Id Software, Inc.
-
-
- 1. Introduction
- ----------------
-
- Qoole is a 3D level editor for the popular computer games Quake and
- Quake II written by id Software, Inc. Qoole is an acronym for 'Quake
- Object Oriented Level Editor', and is pronounced like the word
- 'cool'. It is capable of creating new Quake levels and modifying
- existing levels saved in id's ".map" or Qoole's ".qle" file formats.
- Qoole features the Object Oriented level editing methodology, as well
- as an intuitive user interface that provides powerful editing
- functions. These functions include:
-
- Object Oriented grouping and scoping
- Object move, rotate and scale manipulations
- Using premade brush and object primitives
- Brush vertex, edge and face manipulations
- Brush hollowing
- Constructive Solid Geometry Subtraction
- Undo operations
- Entity property editing
- Wireframe/Solid Polygons/Texture previews
- Fast 3D rendering engine
- Easy map navigating interface
- Texture bookmarks
- Texture move, rotate and scale manipulations
- Multiple texture files manager
- Compiling BSP files and running Quake from within the program
- And many others...
-
- Qoole allows you to build Quake level maps effortlessly without
- requiring you to have any prior 3D map editing experience. Both
- beginners and advanced map creators will find Qoole to be an
- indispensable tool for designing professional looking Quake
- levels quickly and easily.
-
-
- 2. Map Editing Concepts
- ------------------------
-
- There are 2 primary elements in a Quake map: brushes and entities. A
- brush is simply a 3 dimensional solid block. In a Quake map, the
- world is made out of solid blocks. To make a simple cubic room, one
- would need 6 brushes to enclose off an empty area; 1 brush for the
- ceiling, 1 brush for the floor, and 4 brushes for the surrounding
- walls.
-
- As for the second element to a Quake map, there are 2 kinds of
- entities: item entities and applied entities. The item entities are
- basic items in Quake such as weapons, health boxes and monsters. The
- applied entities are special properties that are assigned to some
- brushes to make them perform certain functions, such as an elevator
- that moves up and down or a door that opens and closes.
-
-
- 3. Object Oriented Concept
- ---------------------------
-
- Qoole considers everything as an object. An object can be either an
- item from Quake (an entity), a convex solid block (brush), or a group
- of other objects. This simple concept results in the powerful feature
- of multi-layered grouping. Grouping allows you to build structures
- such as a staircase, an arch, a bridge or a chair out of simple
- brushes. Grouping also lets you to make complex rooms and level
- sections quickly out of those structures. Imagine a level made out of
- 'rooms', which are made from simpler structures, which themselves are
- made from other smaller objects or brushes.
-
- The Object Oriented editing methodology hides unnecessary information
- from the user. With it, you can construct a level based on logical
- objects instead of thousands of brushes and vertices. The methodology
- also introduces modularity and portability. The user can build
- independent sections of a level without worrying about the rest of the
- map, thus the user is able to compile libraries of re-usable, complex
- objects. It removes the extra work required to remake similar
- structures in different maps. It also opens the possibility of using
- third party supplied structure and object libraries.
-
-
- 4. Menu Commands Description
- -----------------------------
-
- Here we briefly explain of each of the menu commands and its
- function in Qoole. Some commands are pretty obvious, and require
- little or no explanation. We start with the File menu.
-
- File Menu
- New, Load, Save, Save As, Exit
-
- Export Map
- This allows you to save your Quake maps in the id's ".map" format.
- The saved ".map" file however will lose any object grouping information
- that was added in Qoole. You'd normally use this function to distribute
- your maps for public release so they can be compiled and loaded in other
- Quake map editors. When exporting a ".map" file, Qoole also creates a
- ".wad" file containing only the textures used by the map. It is often
- very useful to supply this ".wad" file with the ".map" file.
-
- Export BSP
- Before you can load a map as a level in Quake, it must be compiled
- into the binary format ".bsp" that Quake understands. Normally you
- use three other utilities to accomplish this: QBSP, LIGHT and VIS.
- These three utilities are included with the Qoole distribution. The
- menu command Export BSP brings up a dialog box that allows you to
- select the different utilities you need to run and compile your map.
- It can also start up Quake and load the level for you after Qoole has
- compiled the map.
-
- Edit Menu
- Undo, Cut, Copy, Paste, Delete, Duplicate
-
- CSG Subtract
- The function CSG Subtract works very much like a cookie cutter.
- It carves holes out of solid brushes using the selected object as the
- cutting shape. It removes the portions of other brushes intersecting
- the selected object. This is often used to break open the walls
- inbetween 2 adjacent rooms to make a doorway. This function only applies
- to the brushes in the level and has no effects on entities.
-
- Hollow Brush
- This function only applies to brushes. It hollows out a solid
- block, breaking it down to multiple thin blocks surrounding an empty
- area inside. This is often used to create rooms out of enlarged
- cubic brushes.
-
- Mode Menu
- A mode in Qoole selects the default mouse operation. There are 11
- different editing modes in Qoole: Object Select, Object Move, Object
- Rotate, Object Scale, Vertex Move, Edge Move, Face Move, Eye Move,
- Eye Rotate, Eye Zoom, and Walk-Through. Qoole is always in one of these
- operation modes. The different modes are explained below.
-
- Object Select
- This mode selects an object that will be manipulated by other
- operations. You can select only one object at a time (see grouping
- section on how to make multiple objects into one). Qoole draws
- the selected object in red in the edit windows. To select an object
- in this mode, place the mouse over the object and keep clicking the
- left mouse button until the object is highlighted in red. The
- selection cycles through from the nearest to the furthermost objects
- positioned underneath the mouse cursor.
-
- The Object Selection mode also is embedded in the Object Move,
- Object Rotate and Object Scale modes. To select an object in these
- modes, left click on the object without moving the mouse.
-
- Object Move
- This mode changes the position of the selected object. To move an
- object, simply left click on the selected object in any edit windows,
- drag it to a new position and release. You may only move an object in
- the plane parallel to the edit window.
-
- Object Rotate
- This mode changes the orientation of the selected object. To
- rotate an object, left click on the selected object in any edit
- window, drag the mouse left or right and release. This rotates the
- object in the counter-clockwise and clockwise directions fixed in the
- plane parallel to the window.
-
- If an object contains an item entity, the object's rotation
- will be restricted to the plane parallel to the world. If an object
- consists of only brushes, it can rotate freely in any direction.
-
- Object Scale
- This mode changes the size of an object. Similar to Object Move
- and Rotate, you scale an object by left clicking on the selected
- object, dragging and releasing. By default, Qoole limits scaling to
- 2 dimensions at a time. These 2 dimensions are defined by the axes
- of the plane parallel to the window. When scaling an
- object, only brushes in that object are changed. You cannot modify
- an item-entity's size.
-
- Vertex Move
- This function only applies to brush objects. It allows you to
- modify the shape of a brush by changing the positions of its
- vertices. In this mode, the selected brush is displayed with yellow
- dots at its vertices. To move a vertex, simply left click on its
- yellow dot and drag it to a new position.
-
- When compiling a Quake map, all solid brushes must be convex
- (bowed outward). You can't change the position of a vertex into an
- invalid concave shape (with a 'cave' in it). This usually happens
- when you drag a vertex out of the planes of the faces containing the
- vertex. Qoole prompts you when this happens, and snaps the brush
- back to its original shape.
-
- Edge Move
- This function only applies to brush objects. It allows you to
- move an edge of the selected brush into a new position. In this
- mode, the selected brush is displayed with yellow dots in the middle
- of all its edges. To move an edge, simply left click on a yellow dot
- and drag it to a new position. Moving an edge may deform the brush
- into an invalid concave shape. Qoole prompts you when this happens,
- and snaps the brush back to its original shape.
-
- Face Move
- This function only applies to brush objects. It allows you to
- move a face of the selected brush into a new position. In this mode,
- the selected brush is displayed with yellow dots at the middle of all
- its faces. To move a face, simply left click on its yellow dot and
- drag it to a new position. Moving a face may deform the brush into
- an invalid concave shape. Qoole prompts you when this happens, and
- snaps the brush back to its original shape.
-
- Eye Move
- This mode changes the where the virtual "eye" is looking from in
- the editing windows. By default, the 4 editing windows all focus on
- one point in space. If you move the view of an editing window, all
- the other editing windows will update their views relative to the new
- editing focus point. To move this focus position, left click and
- drag the mouse in any window. This movement is fixed in the plane
- parallel to the window. To move the focus position forward and
- backward in the 3D view, right click and drag the mouse forward and
- backward inside the 3D editing window. You can also use the arrow keys
- at any time to move an editing view's position.
-
- Eye Rotate (Orbit)
- This mode changes the orientation of the view in the 3D edit window.
- There are 2 ways to do this. The 1st way is to have the 3D view revolve
- and "orbit" around the editing focus point. The position of the virtual
- "eye" changes, but the position of the editing focus point deos not.
- Thus this will not affect the views of the 2D windows. To do this,
- LEFT click and drag the mouse in the 3D edit window. By default, this
- mode uses the "crystal ball" interface, where one rotates the world like
- spinning a crystal ball centered at the editing focus point. If the
- option "inverse mouse" is enabled in the config window, then this mode
- uses the "orbiting" interface, where you move the eye position left and
- right revolving around the focus point. The 2nd way is to have 3D view's
- "eye" stay at the same position, but only rotate it's view to look up,
- down, left and right. If the option "View Locking" is enabled, this mode
- derives a new editing focus point based on the new viewing direction, and
- updates the other 2D views relatively. To rotate the view, RIGHT click
- and drag the mouse in the 3D edit window.
-
- Eye Zoom
- This changes the zoom level of the 2D views. Left click in any
- window and drag the mouse up and down. In the 3D view, this mode
- increases and descreases the distance between the 3D view's "eye"
- position and the editing focus point.
-
- Walk-Through
- This mode allows you to move the 3D view around in the level using
- a similar interface to Quake's movement controls. While in this mode,
- you move the mouse to look left, right, up and down. You can enable
- the "inverse mouse" option in the config window if you prefer the
- "airplane" style of control. The default keys for moving in the 3D view
- are:
-
- FORWARD - 'w', up arrow or right mouse button;
- BACKWARD - 's' or down arrow;
- LEFT - 'a', or left arrow;
- RIGHT - 'd' or right arrow;
- UP - 'e' or Pg Up;
- DOWN - 'c' or Pg Dn.
-
- Press ESC, SpaceBar, or the Enter key at any time to quit out of the
- Walk-Through Mode.
-
- Object Menu
- Grouping Menu
- Grouping and scoping are essentially the Object Oriented features of Qoole.
- With grouping and scoping, you manipulate multiple brushes as grouped
- logical objects. You can change the grouping information of an object by
- using the following menu commands.
-
- Add To
- You use this command to mark the objects that you want to group
- together. It changes the selected object's color to brown to show
- that you have marked it.
-
- Finish
- This command takes the current marked objects and groups them together
- into a new logical object.
-
- Ungroup
- This command ungroups the selected objects, separating the immediate
- subcomponents into individual objects.
-
- Scope Menu
- Scopes are very similar to the directory hierarchy of a file system.
- Qoole defines the scope of an object by the grouping of the object's
- immediate subcomponents. If we ever want to modify the components of
- an object, we need to enter the object's scope first. Qoole provides
- the scope up and scope down commands for this purpose. The top most
- scope in a Quake map always contains the worldspawn entity, which defines
- certain properties for the entire Quake level.
-
- Scope Up
- This "exits" the scope of an object. If the current scope is the top
- most scope in the entire level, and there are multiple objects in
- the current scope, Qoole creates a new scope and places all the objects
- together into the new group. An analogy of this function to a file
- system would be like going to the parent directory.
-
- Scope Down
- This "enters" the scope of a grouped object. By default, everything
- other than the selected object will disappear from the editing windows.
- Scoping down hides unnecessary information about the rest of the world
- when you're working on individual objects in a Quake level. An analogy
- of this function to a file system would be like entering a sub directory.
-
- Add Brush Menu
- This menu provides several primitive brushes that you can use in Qoole.
- These primitive brushes include cubes, spheres, triangular and
- rectangular prisms of different sides, etc. When adding new brushes,
- Qoole places them at the center of the 4 editing windows when you have
- enabled 'View Locking' (see "Lock View").
-
- Add Entity
- This menu shows you the item entities that you can add to a Quake level.
- When adding new item entities, Qoole places them at the center of
- the 4 editing windows when you have enabled 'View Locking'
- (see "Lock View").
-
- Delete
- This command deletes the currently selected object.
-
- Apply Entity
- This menu shows you the properties you can apply to brushes to make
- them perform functions in Quake. These functions include doors,
- elevators, moving platforms, etc.
-
- Entity Properties
- This command brings up the entity properties window. It is used
- to modify the attributes and properties of entities that define their
- behavior in a Quake level.
-
- Load Prefab
- This command loads a Qoole object file from the prefab directory
- on the hard drive.
-
- Save Prefab
- This command saves the selected object as an individual Qoole Object
- in the prefab directory on your hard drive. By default, Qoole saves
- the prefabs in ".qle" format.
-
- Texture Menu
- Apply
- This command applies the selected texture in the textures window
- to all the faces of the selected object. You can also do this by
- double clicking on the selected texture in the textures window, or
- pressing T.
-
- Texture Properties
- This command brings up a window that allows you to change and
- align the texture on an individual face of a brush. You also can
- press Alt+T to bring up this window.
-
- Details
- This command brings up a window displaying the dimension of the
- selected texture from the textures window. You also can right click on
- the texture inside the textures window, and select the Details
- command to get to this window.
-
- Bookmarks
- This command brings up a window that allows you to bookmark your
- favorite textures from the textures window. You also can press Alt+B
- to bring up this window.
-
- Add Wad
- This command lets you add an additional texture file to Qoole's
- texture database.
-
- Wad Manager
- This command lets you add and remove texture files from Qoole's
- texture database. You can also specify the texture files that will
- be displayed in the textures window.
-
- View Menu
- Add Window
- This command adds other view windows in additional to the standard
- 4 editing windows.
-
- Render Style
- The menu lets you select the rendering style of the 3D window.
- The available styles include wireframe, solid polygon and textured
- rendering.
-
- Goto Center
- This centers the 4 editing views to the object scope.
-
- Lock Views
- By default, the 4 editing views focus on a common point in space.
- When you change the position of one of the views, the other editing views
- update themselves relative to the new focus point. The Lock Views command
- enables and disables this focus feature. When disabled, all the 4
- editing views can move independently from each other.
-
- Dec/Inc View Depth
- To make it easier to see an editing view, Qoole doesn't display
- portions of a map beyond a certain viewing range. These 2 menu
- commands increase and decrease this viewing range.
-
- Cascade/Default Layout
- This command repositions the 4 editing windows back to the
- default desktop layout.
-
- Options Menu
- Config Window
- This command lets you change Qoole options.
-
- Entity Set
- This command lets you choose the commercial add-on pack that you're
- building the map for. This changes the entities that you can add to
- your levels.
-
- Video Modes
- This command lets you change the video resolution when Qoole is
- running under full screen mode.
-
- About
- Information about Qoole.
-
-
- 5. User Interface
- ------------------
-
- Now we will explain the user interface and the functions of each of
- the windows.
-
- Editing Windows
-
- The 4 editing windows display the map you are building from 4
- different viewing directions: top, back, side and an arbitrary 3D
- angle. By default, these 4 views are focused on a common point in
- space. When you move the view in one window, Qoole updates the other
- views relative to the new focus point in space. You can "lock" and
- "unlock" the views of the 4 windows by using the menu command "Lock
- View."
-
- Quake uses a right handed coordinate system for its maps. To
- understand this system better, imagine an everyday road map. The
- positive X axis is like the direction east, and points to the right
- side in the top view window. The positive Y axis is like the
- direction north, and points up in the top view window. Then simply
- think of the Z axis as the measurement of height in our Quake maps.
- The positive Z axis comes out of the top view window and points
- toward us. The back window provides the view toward the north
- direction, and the side window provides the view toward the west
- direction. The 3D window is simply a camera view that 'orbits'
- around the editing focal point in space.
-
- The 3D window can be rendered in wireframe, solid fill polygons or
- textured preview styles. This can be changed by the "View->Render"
- menu commands.
-
- You can reset the views of the editing windows back to the origin
- with the menu command "View->Home."
-
- The editing views have a display depth range. Portions of a map will
- not display beyond a certain distance in the views. It is helpful
- when building large Quake levels because it reduces the number of
- objects shown on the screen. You can adjust the distance value by
- using the menu commands "View->Decrease View Depth" and
- "View->Increase View Depth."
-
- To further unclutter the editing windows while building a level, you
- can turn off the display of item entity wireframes in the map. You
- do this by disabling the "display entities" option in the
- configuration window.
-
- Textures Window
-
- This window displays all the textures from the texture files you
- specified in Qoole's wad file manager. You can apply these textures
- to brushes when creating a Quake level. Whenever you add a new brush
- into a map, Qoole applies the selected texture from the textures
- window to all the faces of the new brush. To change the texture of a
- brush in a map, first select the brush object, then scroll through
- the textures window, left mouse click on the new texture to select
- it, and right mouse click and select the apply command.
-
- Texture Files (WADs) Manager
-
- This window allows you to add and remove texture files to and from
- Qoole's texture database. It also lists all the wad files that's in
- the database, and the number of textures contained in each wad file.
- Some files are listed with a check mark next to them, which means
- that the textures from those wad files are displayed in the textures
- window. To check or uncheck a file, just double click on the file
- entry in the window.
-
- Texture Details Window
-
- To bring up this window, select a texture in the textures window,
- right mouse click, and select the details command. This window
- displays the selected texture's true dimension.
-
- Bookmark Window
-
- You use this window to bookmark textures from the textures window.
- To bring up this window, select the menu command
- "Textures->Bookmarks", or press Alt+B. The bookmark window contains
- 7 texture slots. To bookmark a commonly used texture, select the
- texture first in the textures window, then press the "Set" button of
- an empty slot inside the bookmark window.
-
- To quickly move to a bookmarked texture in the textures window,
- simply click on the texture in the bookmark window.
-
- The "reset" button in the window clears all the 7 texture bookmarks.
- The "save" button saves the bookmarking information into a file.
- The "load" button reloads the bookmarking information from a file.
-
- Texture Property Window
-
- By default, the selected texture from the textures window is applied
- to all the faces of a new brush. This window allows you to apply a
- different texture to individual faces of the selected brush object.
- To bring up this window, first select a brush object, then select the
- menu command "Texture->Texture Properties," or press Alt+T.
-
- Use the "Next" and the "Previous" buttons to cycle through the faces
- of the brush. The selected face is always outlined in the color
- yellow. To assign a different texture to this face, select a new
- texture in the textures window, right click, and select the apply
- command. Use the X and Y offsets, and X and Y scale adjustments to
- align a texture along the edges of the face. Use the "angle"
- adjustment to rotate the orientation of the texture on the face.
- Repeat this process for the different sides of the selected brush as
- needed.
-
- Object Window
-
- This window displays the texture that you applied to the selected
- object. If the object consists of brushes that have been applied
- with different textures, this window displays the words "Multiple
- Textures."
-
- Entity Property Window
-
- This window lets you modify the behavior of entities in a Quake
- level. An entity's behavior is defined by a list of attributes and
- their values. These attributes have different meaning depending on
- the type of entity they are associated with. Usually the attributes
- have the general meanings described below:
-
- targetname The name of the entity.
- target The target of a trigger entity.
- message Message displayed when a trigger entity is triggered.
- style Entity specific styles.
- spawnflags Entity specific attributes.
- speed How fast the entity moves.
- wait How long the entity waits between completion of movement.
- lip The amount of door/button to remain in place when
- opened or pushed.
- health How much damage the entity takes before it triggers.
- delay Time before an event is triggered.
- sounds The sound the entity makes when triggered.
- height How high a platform will raise.
-
- To modify the behavior of an entity, select the entity object first.
- Then select the menu command "Object->Entity Properties," or press
- Alt+E. Click in the attribute fields and change their values.
-
-
- 6. Config windows
- ------------------
-
- Config
-
- Snap
- This value determines how much precision you have on manipulating
- objects. Lower values give you more precision, while higher values
- make aligning objects easier.
-
- Draw Grid
- This value determines how many units between grid lines in the views.
-
- Hollow Wall
- This sets the wall thickness for objects that are hollowed.
-
- Rotate Snap
- This value effects the precision on object rotations.
-
- Sensitivity
- Mouse sensivitity for object manipulations.
-
- Gamma
- Gamma correction sets the brightness of the Qoole GUI.
-
- Snapping
- Toggles snapping on and off.
-
- Invert Mouse
- Inverts the mouse for eye rotation modes.
-
- Group Sub Pieces
- This option enables automatic grouping of objects broken up by a
- CSG Subtraction.
-
- Show Entities
- Toggles display of entities in all views.
-
- Crosshair
- Toggles the crosshair (your editing position) in the 3d view.
-
- Brush Info
- Display brush info for current scope at top of each window.
-
- Coord Info
- Display coordinate info of what the mouse cursor is over at top of
- each window.
-
- Real Coord
- Toggles the real coordinate system on and off. If you turn this
- off, and scope down into an object, the origin changes to the center
- of the object.
-
-
- Advanced Config
-
- Unsaved Query
- Should Qoole ask if you want to save unsaved changes before going
- to a new map or exiting?
-
- Save Win Positions
- Save window positions between sessions.
-
- Auto Default Layout
- Use default window layout after Qoole window is scaled or
- fullscreen mode is toggled.
-
- Xmouse
- Unix-style Xmouse toggle. Nifty.
-
- Auto Center
- When scoping down, automatically centers the view to the object.
-
- Auto Move Mode
- After adding a brush, if in an eye mode, switch to object move mode.
-
- Switch 3D View Clicks
- Switches what the left and right mouse buttons do in 3d eye move
- and rotate modes.
-
- No 3D View Editing
- Toggle to disallow editing in the 3d view.
-
- Wireframe During Changes
- Switch to wireframe render during changes or eye moves, for
- faster operation.
-
- Solid During Changes
- Switch to solid render (if in textured) during changes or eye
- moves, for faster operation.
-
- Lock Buttons
- Display lock buttons in the top right of each window for more
- control over view locking.
-
- Scaled Mouse
- Mouse movements scaled based on current 2d zoom rate for object
- manipulations.
-
- Animated Textures
- Toggle animation of textures.
-
- Texture Scroll Wait
- When scrolling through textures, wait until the user pauses
- before updating.
-
- Texture Mipmaping
- Toggle level of detail (LOD) on and off. Distant textures look
- better with this on.
-
- Entities While Textured
- Toggle if entities should be shown while in texture rendered mode.
-
-
- 7. Compiling and running your maps
- -----------------------------------
-
- Before you can load a map in Quake, you need to compile it into the
- ".bsp" format that Quake understands. There are 3 utilities used to
- convert a Quake map: qbsp.exe, light.exe and vis.exe. QBSP converts
- the map into the .bsp format used by Quake. Light adds the lighting
- information to the .bsp file. Vis optimizes the .bsp file to improve
- Quake's run-time performance. You can run these programs from the
- Export BSP window.
-
- Often there will be errors compiling your map with qbsp, light and
- vis, and a ".bsp" file won't be produced for your map after running
- these programs. These are usually caused by problems in your Quake
- maps.
-
- A few of the common problems people run into include building an
- entire Quake map out of liquid textures by mistake, or forgetting to
- include a player start position in the level. QBSP warns you of
- these problems when it tries to compile your map. If you get an
- error message, try to find out what the problem is, fix it, and
- re-run QBSP.
-
- The Quakelab web site has organized a very detailed list of Quake map
- compiling problems and solutions. If you meet an error message that
- you don't understand, please check this informative resource first.
-
- The problem listing is included in the /Quakelab directory on the
- Qoole CDROM, and may also be downloaded from the Quakelab Editing Web
- Site on the Internet at http://www.planetQuake.com/Quakelab/problems.html.
-
-
- ----
- Document (C)1997 by Lithium Software. All rights reserved.
-