Basic editing concepts
Latest stable version:
Alexander Malmberg <firstname.lastname@example.org>
1. Basic editing concepts
Welcome to the Quest Map Editing Tutorial series. This is the first
part of it, and more are to follow. In this tutorial I am going to
explain some basic words you will often see when making a map. So
here we start.
A brush is usually a solid convex object in a map. Nearly
everything in a Quake map is formed by brushes: walls,
water and doors for example. Brushes can have any shape
as long as you keep them convex.
Faces are what form the brush (the sides); they can have a
texture which can be scaled, moved or rotated.
Vertices are what form a face ;), they are the corners
of the Face, and so, the corners of the Brush.
Everything in a Quake map is an entity, all normal
brushes that don't have a special function (like a normal wall)
contain to the "worldspawn" entity. But when people talk about
entities they usually mean weapons, health boxes, lights and
doors or platforms. Entities can have key-value pairs, which
you can set their preferences with. For example the intensity
of a light, the sound of a door and so on. The possible
key-value pairs are described in the entity window.
A model is an entity that is formed by brushes.
A door, or a trigger are models, because you form them by
normal brushes, and assign them to an entity. A model can
consist of one or more brushes. If more than one brush is
used, they work as one.
There is a special feature for doors. If you got two
different doors (moving in different directions) and
two of their faces touch each other they perform in a team.
So when door1 opens, door2 opens too.
- Focal Point
This is actually a quest-specific thing, which is not
saved in maps. Everything in quest has one focal point, which
is in the center of itself. You can select brushes/entities/whatever
by CTRL-clicking on its focal point. This is a good way of
selecting things, because brushes are seldom in your way, at least
not as much as in other map editors, where you can select
a brush by just clicking anywhere in it. Of course it can happen,
that focal points overlap each other, in this case you will get a
menu that shows you a list of brushes or faces and their texture
name, or a list of entities and their classname. If your view is
from the top of the map, the menu will show the focal point that
is highest first.
So now you know the basic things about map editing and you can head on
to the next tutorial.
GNU Free Document License (C) RvB <email@example.com>, 2002
Edited by Alexander Malmberg