btw clicking multiple times in the 2d views will go through all of the visible objects underneath (underneath in respect to that view that is). So, clicking multiple times will cycle through wall/interveining brushes/floor/back to wall. As you click it also highlights the item you have selected in the tree view, which makes it easy to select a brush based entity by clicking the poly for that entity. Other than that.... well, the groups feature helps in sorting things so that your point entities are an easy navigation away.
You can't select point entities? This should work. Anyway there is an easy way to get from a brush to its entity: Press home and then 2. After two years you will know the editor quite well. Did you know that you can set up a virtual plane between three points and use that to cut polys or glue faces to it?
No I did not. Please expalin in detail how to cut polys in Quark! I about gave myself a hernia the other day trying to make a triangle. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Also, is there vertex manipulation in Quark? And how do I get it to find my custom wad files? And is there any way to specify different compile parameters for each HL mod the way you can in WorldCraft? Or do I need to edit the output directory every time I decide to work on a map for a different mod?
ull have to mention the name of it when its done so i can play it ^_^ looks very lerk friendly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You will find a cube with a red line through it in the toolbar. Click on it and drag a line in any view. Sometimes I even use it in 3D for stones or other rough things. I 'walk' around the object and when I find a corner that looks too harsh I drag a line through it. As a result you get a smooth uneven object. Alternatively you can also right-click on a vertex (again in any view) and choose 'cut out corner' from the menu. The other thing is brush substraction. It works the same way as in WolrldCraft. (Related to this are negative brushes, but that is another topic)
There is no vertex manipulation at the moment, but someone is working on it. At the moment just cut everything off at your hearts content. You *can* drag a vertex, but Quark will always go sure you don't create a concave object, so the freedom is limited. Also try holding Alt while dragging a vertex: It will snap to one of its adjacent planes (better disable the grid for this). Whenever you drag something holding Ctrl causes it to snap to grid. Always remember that you can call up the origin of an object by it's center handle. I don't know where I needed it, but it was useful sometimes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Custom WAD files is a bit of a mess. The system works perfect for Quake, but in HL it won't load your textures dynamically. So whenever you add or delete a texture it wont add/delete a reference to the texture in a WAD file. To load a WAD click Toolboxes, Texture browser. If you don't want to mess up your NS.qrk, DataHL.qrk or Default.qrk you'll like to click on 'Folders', New main folder... Choose 'In a new addon' (the description recommends it anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) and then give it a filename. Rename the folder that should be at the bottom of the folder list by clicking on it two times or pressing F2. With the folder selected click the button with the shiny red cube in a folder at the top-right. Select NS from the list and disable merged. The other options have no effect. Click OK. Your textures are now in Quark. You'll just have to delete all the stuff around your custom textures wad and maybe drag the wad onto your main folder to have fater access. Yes, you have to repeat this over and over if you change any wad or add a new one.
QuArK uses context definitions for mods. Load ns_context.qrk and your maps will go to \ns\maps. As far as I know you can not set up different compile tool options though. But take a look at the Half-Life menu when you have a map opened. The last menu item lets you setup your own menu items with extra command line parameters. If you have parameters that you will always use you should add them in the Half-Life configuration dialog. NS mappers would add -hullfile nshulls.txt there for example, so they can't miss it when they create new compile-menu items.
It's a nice hallway. Lovely curves. But the lighting could be even better. Put in red lights behind the pipes parallel with them. Put in texlights at the bottom (or top) of the wall to light it up.
Use light_spots on the ceilings which will create circles of light on the floor.
Comments
After two years you will know the editor quite well. Did you know that you can set up a virtual plane between three points and use that to cut polys or glue faces to it?
Also, is there vertex manipulation in Quark? And how do I get it to find my custom wad files? And is there any way to specify different compile parameters for each HL mod the way you can in WorldCraft? Or do I need to edit the output directory every time I decide to work on a map for a different mod?
ull have to mention the name of it when its done so i can play it ^_^ looks very lerk friendly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Impy <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
The other thing is brush substraction. It works the same way as in WolrldCraft. (Related to this are negative brushes, but that is another topic)
There is no vertex manipulation at the moment, but someone is working on it. At the moment just cut everything off at your hearts content. You *can* drag a vertex, but Quark will always go sure you don't create a concave object, so the freedom is limited. Also try holding Alt while dragging a vertex: It will snap to one of its adjacent planes (better disable the grid for this).
Whenever you drag something holding Ctrl causes it to snap to grid. Always remember that you can call up the origin of an object by it's center handle. I don't know where I needed it, but it was useful sometimes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Custom WAD files is a bit of a mess. The system works perfect for Quake, but in HL it won't load your textures dynamically. So whenever you add or delete a texture it wont add/delete a reference to the texture in a WAD file. To load a WAD click Toolboxes, Texture browser.
If you don't want to mess up your NS.qrk, DataHL.qrk or Default.qrk you'll like to click on 'Folders', New main folder...
Choose 'In a new addon' (the description recommends it anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) and then give it a filename.
Rename the folder that should be at the bottom of the folder list by clicking on it two times or pressing F2.
With the folder selected click the button with the shiny red cube in a folder at the top-right.
Select NS from the list and disable merged. The other options have no effect. Click OK.
Your textures are now in Quark. You'll just have to delete all the stuff around your custom textures wad and maybe drag the wad onto your main folder to have fater access.
Yes, you have to repeat this over and over if you change any wad or add a new one.
QuArK uses context definitions for mods. Load ns_context.qrk and your maps will go to \ns\maps.
As far as I know you can not set up different compile tool options though. But take a look at the Half-Life menu when you have a map opened. The last menu item lets you setup your own menu items with extra command line parameters. If you have parameters that you will always use you should add them in the Half-Life configuration dialog. NS mappers would add -hullfile nshulls.txt there for example, so they can't miss it when they create new compile-menu items.
No more questions? hmm...
But the lighting could be even better.
Put in red lights behind the pipes parallel with them.
Put in texlights at the bottom (or top) of the wall to light it up.
Use light_spots on the ceilings which will create circles of light on the floor.