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- ---=== QUAKEMAP ===--- for Windows 95
-
- Version 2.0 (beta 4)
-
- This is the documentation for the QuakeMap Editor only.
- See EXPLORER.TXT for documentation about the QuakeMap Explorer.
-
- QuakeMap Editor is a basic level editor for the game Quake from id
- Software. It provides for full 3D editing of .map files, allowing
- you to build levels by using polyhedrons with any number of sides
- with any angle: you are not restricted to cubes.
-
-
- What's new (non-exhaustive list) :
- - Entities now displayed with a cross on the map.
- - Entity list is now hierarchical. Entities can be arranged by
- groups.
- - Grouping of brushes.
- - Clipboard operations (copy, cut and paste).
- - Brush rotation and scaling.
- - Streamlined interface with new buttons.
- - Brush substraction.
- - Unlimited UNDO/REDO.
-
-
- * Introduction *
-
- The screen you see when you first open Quake Map is this Quake
- Map Explorer. If you open a .qme file, the left portion of the
- screen will display the items (such as text descriptions,
- patches, etc.) that are included. From here, you can open the
- map to work on the level. You can also directly open a .map file
- and work on it.
-
- When you open a map, you see the QuakeMap Editor. The main screen
- is divided into 3 regions. The two regions at the right shows you
- the level you are currently editing. The bottom window has a yellow
- background and is a top view of the level.The top region, which is
- green, is a front view (this "side" view can be rotated throughout
- 360 degrees, not limiting you to just XY or XZ views). The
- level is drawn in wireframe. The left region shows you various
- parameters, such as the view scale, the grid, some editing
- icons, the compass, and the currently selected object.
-
- To understand basic Quake editing principles, open an already
- existing .map or .qme file, like the included sample Test.qme.
- Use the "file" menu to open the desired map. Note that the file
- Models.qme is used internally by QuakeMap, to hold, among other,
- the list of standard entities, and contains no real map itself.
-
- To play a level, choose "GO!" in the "Quake" menu. There are other
- options, but the first one is a summary of the next ones : it extracts
- the necessary textures in a wad file, launches QBSP and then Quake.
- You will be asked where the QBSP/VIS/LIGHT utilities are on your hard
- disk.
-
- As long as no object (entity or polyhedron) is selected, the bottom
- left region of the screen lists all of the entities of the map. An
- entity is either a particular Quake item, enemy, light spot, etc, or a
- solid object like a door, a switch, or the map itself. The former
- are shown beside a sphere, and the latter are shown beside a cube.
- Independant entities are associated with a particular spot in the
- level, which is the starting point of the item or monster. These
- entities are shown on the map as a cross, or +. If you click on
- one of these entities, the spot will be shown on both views
- of the map as a sphere. You can drag it elsewhere with the mouse.
- Moveable entities, i.e. those associated with solid objects like
- doors and platforms, are not associated with a starting point, but
- with some of the polyhedrons that constitute the level ("brushes").
- If you click on one of these entities, the corresponding polyhedrons
- will be highlighted. The first entity in a Quake level is always
- "worldspawn", and it owns all the polyhedrons of the level except
- the ones owned by doors and buttons.
-
- The entities may be organized in a hierarchical design, to help you
- work on the level. You can group polyhedrons and/or entities together.
- These are called "groups" and are displayed with a "cube in a folder"
- icon. Groups do not correspond to anything for Quake; they are only
- useful for you while you are making your maps.
-
- Although some effort will be made here to educate the user on Quake
- editing, that is not the real purpose. For current information
- regarding the types of entities, and the variables associated with
- them, please refer to a site such as Quake Map Specifications,
- http://www.infi.net/~nichd/qmapspec.html. In addition, you may want
- to look at the maps included in sqeam.zip and qtricks.zip at
- ftp.cdrom.com for some examples to learn by.
-
-
- * Working with polyhedrons *
-
- Here lies the real "basics" of creating a Quake level. Before your
- level can be populated with monsters, weapons and powerups, there has
- to be a "world" for these items to exist in. In id's terms, these
- polyhedrons, coupled with textures make a "brush". Throughout this
- document, these terms may be used interchangably.
-
-
- -= Basics =-
-
- In .map files, polyhedrons are represented by the definition of each
- of their sides. Apart from the texture, a side is only defined by the
- plane in which it lies. This program uses the same concept. This mean
- you cannot manipulate vertexes of the polyhedrons, but only sides, or
- more exactly only the planes which define the sides. Only convex
- polyhedrons are allowed and the whole polyhedron is determined by the
- set of planes. You work by moving, resizing or rotating these planes,
- and the program will compute the new vertexes and display the
- resulting polyhedron.
-
- A convex polyhedron is any multisided object, that does
- not have any sides that fold toward itself. The easiest way to
- understand this is with a simple test. If you draw a straight line
- through a convex polyhedron, regardless of the angle or position of
- the polyhedron, the line will only enter once, and exit once.
-
- To select a polyhedron, first click on the green side view at the
- desired polyhedron's height. This set a red reference line across the
- width of the view window. Next click on the yellow top view inside the
- desired polyhedron. This click is converted into a 3D position: the
- X and Y coordinates are those of the point where you clicked in the top
- view, and the Z coordinate is the coordinate of the red reference line
- in the side view. If this leads to a 3D point which is inside of an
- existing polyhedron, then the polyhedron is selected and shown darker.
- Once a polyhedron is selected, in addition to changing to a darker
- color, a black handle is displayed in the center of the polyhedron,
- and white handles are shown at the center of each face.
-
- IMPORTANT: by clicking with the right mouse button on either an entity
- in the entity list or on a polyhedron or on one of the handles, you
- will bring up a context-sensitive menu. Not only are these right-button
- menus very useful, but they also sometimes contains commands that are
- not found in menus. So do not forget to right-click everywhere.
-
- You can move a polyhedron by dragging the center black handle or by
- changing the "center" value in the information area at the left of
- the screen. This will not cause any distortion to the polyhedron.
- To change the polyhedrons shape, you have to select one particular
- side by clicking on one of the white handles. In addition to showing
- a white handle, you will see a normal vector and yellow lines from
- the handle to each vertex, defining the selected side. You can
- move the plane defining that side by dragging the handle. This
- will resize the polyhedron. You can change the side's orientation
- and angle by clicking on the end (gray circle) of the white normal
- vector handle. When a face of a polyhedron is selected, the side's
- texture name and parameters are shown in the information area at
- the left of the screen. For any side, you can choose any texture
- and any texture offsets, texture rotation angle, and texture scaling
- factors. You can also pick a texture from the texture browser;
- see below.
-
- You can always cancel what you have done by using the UNDO function.
- It may be found either in the Edit menu, or by clicking on one of
- the buttons at the left of the screen. You can UNDO and REDO the last
- 25 (by default) operations you made.
-
-
- -= Operations between polyhedrons =-
-
- Adding a new side to a polyhedron allow you to have more than the
- default 6-sides to your polyhedron. IMPORTANT: altought the old
- "split up this side" command is still available, I recommend not
- using it any more. Here are the easier, alternate ways. Let's start
- with this example. Let's say you have built a wall, and want to make
- a hole in it. To do this, you use "brush substraction". You create a
- cube, move it into the wall exactly where you want the hole to be,
- and "subtract" the cube from the wall. To do this, click on the wall,
- then hold down the Shift key and click on the cube. This operation
- starts a group-selection. More on this later. For now, just see how
- both the wall and the cube are selected. Then, choose "Substract" in
- the Edit menu. This will split up the wall into as many convex
- polyhedrons as required to make a wall with a hole. Don't forget to
- remove the cube you used as substracter.
-
- Let's come now to how to add a new side to a polyhedron. The easier
- way is to pick up another polyhedron, move it over the previous one,
- and do brush substraction. For example, if you want to cut one corner
- of a cube, you will do this :
-
- +-----+/\
- A | | \
- | /| \ +-----+
- +-----+ / | + resulting A
- / / | /
- \ / B +---+
- \ /
- \/
-
- Substracting polyhedron B from polyhedron A will leave polyhedron A
- with one more side, as shown at the right.
-
- You can also cut a polyhedron in two parts along a plane. This gives
- you another way to do some operations like cutting just a corner
- off of a cube, separating a wall in two parts for assigning them
- different textures, etc.
-
- To cut a polyhedron, you have to choose the plane you'll use as the
- separation plane first. To do so, select a side of another
- polyhedron and choose "tag this side" by right-clicking on its
- handle. Then, select the polyhedron to cut and choose "Cut along
- plane" in the menu or in the context-menu. With the example above,
- you would select polyhedron B, right-click on the handle of the side
- that goes through polyhedron A, and choose "Tag this side"; the
- tagged handle is shown as a red square. Then, right-click on
- polyhedron A a choose "Cut along plane".
-
-
- -= Other operations =-
-
- Additional functions can be done through the use of the Tool Palette.
- You can start the Tool Palette by clicking on the icon on the left
- side of the screen. This will provide you a selection of tools for
- moving, resizing and rotating brushes.
-
- Brush rotation is very simple. With the desired brush selected,
- just click on the appropriate rotation direction button. The
- default rotation increment is 15 degrees, but you may change the
- rotation increment setting for all three axis.
-
- Once you have created a few brushes that form a single object, such
- as stairs, a well, an arch, etc., you can select multiple brushes to
- work with by clicking on each desired polyhedron while holding
- either the shift or ctrl key. This group will be displayed on screen
- as highlighted with a dashed line in both map views and given the
- temporary group name of "(selection)". If you wish to save this
- grouping, simply change the name from "(selection)" to your name
- of choice. This will save your group information in .qme files.
- Keep in mind, if you save or export your map into .map format, group
- information WILL NOT be saved.
-
- The use of the clipboard for cut, copy and paste operations can make
- duplication of repetitive objects (pillars, arches, etc.) much easier.
- These operations can be done on entities, polyhedrons, or a group.
- To copy a brush or group, after selecting the desired items, press
- ctrl-c. If you want to cut, then press ctrl-x. Both of these actions
- places the selected information onto the Windows clipboard. To paste
- This information, center the two map views on where you want the items
- placed, then press ctrl-v. This can be very handy for making stairs,
- for example. After creating your first step, click once or twice on
- the scroll bar arrows to offset in the appropriate direction, and
- paste. This method makes for very consistant spacing on stairs,
- pillars, etc.
-
- Although Quake Map does not support multiple maps open at one time, you
- can still cut and paste between maps. Simply select the items to copy
- and press ctrl-c. Then open the destination map, and press ctrl-v to
- paste. This is possible since the operation uses the Windows clipboard.
-
-
- -= Textures =-
-
- Using textures has been made easier than ever. You no longer need to
- have a texture .wad file to hold your textures. The first time you
- access the texture list, Quake Map will ask you to specify where
- Quake resides on your hard drive. It will then directly access the
- textures from within Quake's .pak files. The texture browser has also
- been improved to allow you to view multiple textures at one time.
- These textures are grouped by type, for easier use. In the future,
- you will also be able to work with user-specific texture wads.
-
- To directly apply a texture from the texture browser to the side of a
- polyhedron, right-click on the handle of the side, and choose
- "Texture..." in the context-menu, or click on the small "..." button
- near the Texture Edit box. You can also click on one of the buttons at
- the left of the screen. The Textures dialog box appears, and if you
- select a texture by double-clicking on it, will be applied to the
- selected side. Note that you can also apply a texture to a whole
- polyhedron; this assigns the same texture to each of its sides. You can
- even apply a texture to a whole group, or even to "worldspawn" itself,
- but be careful ! This replaces every texture in the group by the choosen
- texture. Anyway, don't forget that you can always UNDO a wrong
- operation.
-
-
- * Working with entities *
-
- If you double-click on one of the entities in the list, you'll be
- shown the list of parameters associated with this entity. Parameters
- are pairs of Spec-Arg: a Specific is a parameter name, and an
- Argument is this parameter's value. Double-click on a Specific to
- edit the associated Arg's value. For example, every entity must have
- a "classname" Specific, whose Argument specifies the type of entity,
- like "light" or "weapon_rocketlauncher"; and most entities have an
- "origin" Specific, whose Arg specifies the coordinates of the
- starting point or location of the entity. This is the Specific which
- is used to show the cross on the map. If you move the cross, it
- will modify the associated Arg.
-
- Some entities may have Specifics whose meaning depends on the
- classname. For example, lights can have a "light" Specific, whose Arg
- specifies the light power. For more information about which Specifics
- are meaningful with which classnames, look for other sources, like
- the QuakeSpecs (see QMAP20.TXT). Parts of these informations may also
- be included in future versions of QuakeMap.
-
-
- -= Groups =-
-
- A group is a particular item in the hierarchical list that is used to
- hold other entities. If you select several polyhedrons and/or entities,
- by holding down the Ctrl or the Shift key while clicking on them, you
- will create a temporary "(selection)" group. If you rename this group
- to something else, you will create a non-temporary group. Such a group
- is only used to hold other entities, unlike "brush items" like doors
- and lifts. Doors and lifts are made of an entity containing moving
- polyhedrons, so they are "groups" in the sense that they can contain
- sub-items. Every polyhedron owner by a door of lift entity is
- considered to be part of the door or the lift, and will move with it.
- Note that you may also use doors and lifts entities like true groups
- and put other entities or sub-groups into them, as well as polyhedrons.
-
- You can move entities, polyhedrons and even sub-groups into or outside
- groups by dragging their icon in the entity list. This should be
- intuitive enough. The only delicate point is that polyhedrons are not
- represented by icons in this list, so they can't be dragged like
- entities and sub-groups. You need to either click on the "group" button
- or use the Shift key to select the polyhedron(s) as "(selection)". When
- this is done, you have something to drag elsewhere : the (selection)
- group itself.
-
- When you create a new polyhedron or a new entity, it is created as
- sub-item of the currently selected group. That is, you have two ways to
- associate polyhedrons with doors or lifts, i.e. to build doors and
- lifts : either you click on the icon of the said door and then choose
- the "new" button, which will create the new polyhedron directly
- associated with the door; or, to change associations later, you first
- have to select the polyhedron(s) in a "multi-selection" manner. This
- would lead to a "(selection)" temporary group in the hierarchical list.
- From there, you simply drag the icon "(selection)" and drop it onto the
- door icon.
-
- By clicking on the icon of group, all the associated polyhedrons and
- entities are shown highlighter, which is a good way to check which
- polyhedrons are in with which groups. You can also know where a
- particular polyhedron is by clicking on it and looking what "Owner by"
- says.
-
-
- * Conclusion *
-
- This documentation could be much longer, but I prefer stopping here !
- Discover by yourself everything that QuakeMap allows. And don't forget
- to have a look at the QuakeMap Explorer, in file EXPLORER.TXT !
-
-
- Thanks to Mike Melzer who wrote and updated many parts of this
- documentation.
-
-
- NO WARRANTIES, either expressed or implied. This software is
- provided "as is". Use at your own risk. The author cannot be held
- responsible for any damage caused to your computer or its data.
- Quake and all associated logo's and textures are the property of
- id Software.
-
-
- Author : Armin Rigo, armin.rigo@p22.gnothi.fn.alphanet.ch
- Comments/bug reports are welcome and encouraged.
-