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332 lines
9.8 KiB
HTML
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<title>Q3Radiant Editor Manual: Appendix B6</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1>Appendix B: Entity Descriptions</h1>
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<h2><a name = "misc">Misc_* Entities</a></h2>
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<div class = "subheading">misc_model</div>
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<b>Map Entity Color:</b> red
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Generic, one-size-fits-all placeholder for
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inserting .md3 models in game. Requires compilation of map geometry
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to be added to level.
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<p><strong>Keys</strong>
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<br><b>angle:</b> direction in which model will be oriented.
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<br><b>model :</b> path/name of model to use (eg:
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models/mapobjects/teleporter/teleporter.md3).*/
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<p><strong>Notes</strong>
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<br>This is a premade mesh model, created in a program like
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Kinetix's 3d Studio Max. It is a static (non-animating)
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model. Shaders can give it the appearance of motion, but no
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animation. The models should be stored in a directory with
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the pathname: models/mapobjects. The process by which models are
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made is not a part of this document. Currently, models only have
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rotation on the Z axis.
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<p>Models do not "clip" against players or weapon
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hits. They are entirely non-solid. If clipping is important, The
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user will need to build clip brushes that are roughly the size and
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shape of the models.
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<p>Do not use the flip or rotate tools on models. Only use the
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entity facing buttons or manually change the angle value. The
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purple "3d crosshair" is the origin point of the model.
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<p><b>Make it:</b> Right mouse press on a map window to bring up
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the floating entity selector. Select misc_model. A selection
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dialogue box will open giving access to available .md3 files.
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Select the one you want and it will load into the map. Now,
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hit "n" to open the entity window. Click on the "model" key in the
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key list box. Now edit the value field to remove part of the
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line.
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<p><b>Example:</b> <span class = "type">"c://program files/quake III
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arena/baseq3/models/mapobjects/storch.md3"</span>
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<p>… should be edited to read:
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<p><span class = "type">"models/mapobjects/storch.md3"</span>
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<p><div class = "subheading">misc_portal_camera</div>
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<b>Map Entity Color:</b> light orange
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Portal camera. This camera is used to
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project its view onto a portal surface in the level through the
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intermediary of a misc_portal_surface entity. Use the "angles" key
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or target a target_position or info_notnull entity to set the
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camera's pointing direction.
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<p><strong>Keys</strong>
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<br><b>angles:</b> this sets the pitch and yaw aiming angles of the
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portal camera (default 0 0). Use "roll" key to set roll angle.
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<br><b>target:</b> point this to a target_position entity to set the
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camera's pointing direction.
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<br><b>targetname:</b> a misc_portal_surface portal surface
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indicator must point to this.
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<br><b>roll:</b> roll angle of camera. A value of 0 is upside down
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and 180 is the same as the player's view.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><strong>Check Boxes/Spawnflags</strong>
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<br>SLOWROTATE : makes the portal camera rotate slowly along the
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axis of camera to target or (selected direction).
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<br>FASTROTATE : makes the portal camera rotate faster along the
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axis of camera to target or (selected direction)..
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<p><strong>Notes</strong>
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<ul><li>Both the setting "angles" key or "targeting a target_position"
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methods can be used to aim the camera. However, the target_position
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method is simpler. In both cases, the "roll" key must be used to
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set the roll angle. Generally, this is adjusted after compiling the
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map at least once.
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<li>If either the SLOWROTATE or FASTROTATE spawnflag is set, then
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the "roll" value is irrelevant.</ul>
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<p><div class = "subheading">misc_portal_surface</div>
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<b>Map Entity Color:</b> light orange
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Portal surface indicator. This will "lock
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on" the brush face closest to it and identify as a portal. The view
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displayed on the portal surface is the view of the
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misc_portal_camera that this entity targets. Also used for mirrors
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(see Notes).
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<p><strong>Keys</strong>
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<br><b>target:</b> point this to a misc_portal_camera that "sees"
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the view you want to display on the portal.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><strong>Notes</strong>
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<ul><li>The entity must be no farther than 64 units away from the portal
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surface to lock onto it.
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<li>To make a mirror, apply the common/mirror shader to the surface,
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place this entity near it but don't target a
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misc_portal_camera.
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<li>When used as a mirror, the mirror surface will display what the
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entity can "see."</ul>
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<p><div class = "subheading">misc_teleporter_dest</div>
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<b>Map Entity Color:</b> red
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<br><b>Dimensions:</b> (-32 -32 -24) (32 32 -16)
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<br><b>Game Function:</b> Teleport destination location point for
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trigger_teleporter entities. A "target_position" can also be used
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for this.
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<p><strong>Keys</strong>
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<br><b>angle:</b> direction in which player will look when
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teleported.
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<br><b>targetname:</b> make the trigger_teleporter point to
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this.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><strong>Notes</strong>
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<br>In most cases, this is replaced by the "target_position"
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entity.
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<h2><a name = "path">Path_* Entities</a></h2>
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<p><div class = "subheading">path_corner</div>
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<b>Map Entity Color:</b> brown
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Path corner entity that define the routes
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that func_trains can be made to follow.
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<p><strong>Keys</strong>
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<br><b>target:</b> point to next path_corner in the path.
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<br><b>targetname:</b> the train following the path or the previous
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path_corner in the path points to this.
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<br><b>speed:</b> speed of func_train (in game units per second)
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while moving to the next path corner. This will override the speed
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value of the train.
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<br><b>wait:</b> number of seconds func_train will pause on path
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corner before moving to next path corner (default 0 - see
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Notes).
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><strong>Notes</strong>
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<ul><li>Setting the wait key to -1 will not make the train stop on the
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path corner, it will simply default to 0.
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<li>The center of the origin brush in the func_train follows the
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path.</ul>
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<h2><a name = "shooter">Shooter_* Entities</a></h2>
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<div class = "subheading">shooter_grenade</div>
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<b>Map Entity Color:</b> red-violet
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This will shoot a grenade each time it's
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triggered. Aiming is done by setting the "angles" key or by
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targeting an info_notnull or target_position entity.
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<p><div class = "subheading">shooter_plasma</div>
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<b>Map Entity Color:</b> red-violet
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This will shoot a plasma ball each time
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it's triggered. Aiming is done by setting the "angles" key or by
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targeting an info_notnull or target_position entity.
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<p><div class = "subheading">shooter_rocket</div>
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<b>Map Entity Color:</b> red-violet
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This will shoot a rocket each time it's
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triggered. Aiming is done by setting the "angles" key or by
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targeting an info_notnull or target_position entity.
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<p><strong>Keys</strong>
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<br><b>angles:</b> this sets the pitch and yaw aiming angles of
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shooter (default 0 0). The roll angle does not apply.
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<br><b>targetname:</b> activating trigger points to this.
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<br><b>target:</b> this points to a target_position entity for
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aiming the grenades.
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<br><b>random:</b> random aiming variance in degrees from the
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straight line to the targeted entity (default 0 - see Notes).
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br>notteam: when set to 1, entity will not spawn in "Teamplay" and
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"CTF" modes.
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<br>notsingle: when set to 1, entity will not spawn in Single Player
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mode (bot play mode).
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<p><strong>Notes</strong>
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<ul><li>When the random key is set, its value is used to calculate a
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maximum angle deviation from the normal trajectory formed by a
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straight line between the shooter and the aiming entity it targets.
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The final trajectory will be a random value anywhere between no
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deviation at all (0) to maximum deviation (value of the random
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key).
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<li>Both the setting "angles" key or "targeting a target_position"
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methods can be used to aim the shooter. However, the
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target_position method is simpler.*/</ul>
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<p align = "center"><a href = "appn_b_5.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_7.htm">Next</a>
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