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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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quma10.zip
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README.TXT
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1996-08-30
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FILELIST:
The zip file should contain the following files
bsp.bat example batch file that builds a BSP from a MAP file
entities.txt list of valid entities and their properties (available for expansion)
quma.exe application
readme.doc this file (in MS Word format)
readme.txt this file in plain text format
test.bat example batch file that runs Quake with the BSP file
updates.doc version fixes/feature info
QuMa:
QuMa is a utility for creating maps for use with the game Quake. It is my humble contribution to
the world of head to head deathmatch gaming.
OFFICIAL HOME PAGE: Check here for info and updates http://www.teleport.com/~benw/quma
LEGAL STUFF:
This program and its documentation are copyright c1996 Negative Eddy Software and Ben
Williams. All rights reserved. QuMa is offered with no warranty or guarantee so use it at your own risk.
By downloading and using this software you, the user, agree to take full responsibility for anything that
happens. The maker of this software is in no way responsible for anything that may happen. You may
redistribute QuMa freely as long as all the files listed above are included and have not been modified and
no charge or fee is collected (normal BBS/online service fees excluded) for the service. Anyone wishing to
include this program in any type of anthology or cd-rom must get permission from the author of QuMa first.
Since QuMa is a spare time project for me it may still have some small bugs but I think that I
sorted most of them out. I welcome useful suggestions and any feedback in the form of email
(benw@teleport.com). If you try it and like it please drop me a line saying something like "Hey, I think
QuMa is cool!" Thanks for trying it out and now on with the show.(nobody reads these instructions anyway)
Requirements:
Windows95 with DirectX2 installed
CameraView (upper left)- Works like 3d first person games
NOTE: by default the camera is off - it must be turned on by selecting a type of display in the menu
View->Camera->DisplayOption
Flat drawing mode draws objects in different colors depending on the orientation of the surface in order to
help show edges when no lighting is involved
arrow keys: move forward/back, turn left/right
z: move left
x: move right
pgup: move up
pgdown: move down
XYView (bottom left):
Current entity is drawn in BLUE, others in BLACK; selected brushes in current entity draw in RED. Entity
names are drawn immediately below the entities bounding box (can be turned off in the menu - on by
default)
click-drag:
If the entity is modifiable - i.e. its not a thing like a light, weapon, or person and no brush is
selected it creates a new brush in the current entity which is a cube of height MinZ to MaxZ (as shown in
the Zview). If a brush is selected it will drag the brush if it was clicked inside the brush or drag the nearest
edge to resize the brush if clicked outside the brush.
Double-click:
Sets the Z-View point (marked by a small pruple circle)
Shift-click: selects/deselects the brush, if selected brush not in the current entity the current entity is
changed to be that of the new brush
Ctrl-click: points the camera view in the direction of the place clicked
Ctrl-Double-click places the camera at the click spot
Keys:
-: subtracts the brush selection form the rest of the current entity (handy for making doors and tunneling out
other brushes)
delete: removes the selected brush
esc: unselects all brushes
tab: changes current entity to next one in list
return: (if in clipper mode) carves selected brushes with the clipper plane in the direction of the normal of
the clipper plane. The normal direction can be determined using the right hand rule.
/: (if in clipper mode) flips the normal on the clipper plane
ZView:
Current entity is drawn in BLUE, others in BLACK; selected brushes in current entity draw in RED
click-drag:
If a brush is selected it will drag the nearest edge to resize the brush if clicked above the brush
otherwise it will drag the brush up or down
Shift-click: selects deselects the brush
Ctrl-click: places the camera at the height of the clicked spot
Context menu: allow you to change the current MinZ and MaxZ (shown by two red lines) for brush creation
Clipper:
the clipper is a special mode which allows you to shape the brushes beyond just cubes. Enter clipper mode
by selecting it from the menu or from the context menu in XYView.
Then by single clicking in the XYView the clipper places 3 points which define the clipping plane. If an
exact point is clicked on again it will be move from MinZ to MaxZ resulting in a sloped plane. The side of
the plane which is clipped out of existence depends on the clockwise/counterclockwiseness of the points.
Use the right hand rule to determine which side is clipped away. When the enter key is pressed the selected
brushes will be carved so that all parts of the selected brushes on the clipper side of the plane are deleted,
leaving only the portion of the selected brushes on the other side of the clipper plane.
Key Points:
To change the current entity you can TAB in the XYView or select a brush in that entity. To
change an entities attributes just make it the current entity and go Entity->Properties or double click its
properties in the dialog view.
To make an new entity drag a brush into the main map then select 'Make into entity' from the edit
menu. This brings up the entity dialog box which will make an new entity out of the selected brushes (fixed
size entities will have their brushes resized to the proper size for that entity and will not be able to change
size). Add Light entities so that you can see things in the camera view in Flat shaded mode (light value >=
500 is good and bright)
Set the default texture (Edit menu) before creating a brush. - at this point all parts of a brush have the same
texture. Using this feature requires a Wad file with the quake textures in it (I got them from
http://www.wf.net/~stephenc/ along with the map->bsp utilities or you can find a copy of pak2wad to
extract them yourself). QuMa saves the name of your current wad file so you only have to set it the first
time you run it.
Stairs: to create stairs just select a single brush whose height goes from the bottom of the first step to the
top of the last. Select Brush->Make into Stairs from the menu (or use the toolbar or context menu) and tell
QuMa how high to make each step and which end of the stairs is the elevated end. Viola! Instant stairs
automatically calculated.
To connect to entities (i.e. make one a target of another like a button and a door) select the entity that you
want to be the trigger then right click on the entity you want to be the target and select Connect Entities.
This automatically generates a target name and target for the two entities. Also if one of the entities already
has that attribute it will be used for the other instead of overwriting it. Of course you can also set up the
targets manually with the entity properties dialog.
Scaling factor is set to a default of 2 (twice or half the size). This can be adjusted under the brush menu
Key Concepts:
Brushes are just walls
Entities are things - the map, weapons, triggers, teleport destinations
Check out http://www.infi.net/~nichd/qmapspec.html for examples of how to create doors and stuff using
triggers and targetnames
Please let me know of a list of features/ changes you would like to see (and importance of them). And for
any bug reports please be specific and explain how to duplicate the issue (which window was active what
you did last etc.) Send all correspondence to benw@teleport.com.
Helpful Places and Documents:
The list of helpful places for quake editing is avaliable at the QuMa web site:
http://www.teleport.com/~benw/quma
Special thanks to:
Id Software for creating something so cool and making it as unbelievably customizable as it is
The guys who wrote The Unofficial Quake Specs and the Quake Map Specs which made this possible
My beta testers for asking for the impossible and just generally helping out
My wife for putting up with all this nonsense about Quake
Troubleshooting:
n If QuMa doesn't run when clicked on make sure the entities.txt file is in the same directory as the exe
file.
n If the texture select dialog box displays the names of the textures and a black box instead of the proper
colors then your WAD file doesn't contain a palette. Replace it with one that does.
n If the your display is not in 256 color mode then the texture select dialog box will not display the
textures correctly