![quake 4 monsters quake 4 monsters](https://img.webnovel.com/bookcover/19877286006753305/600/600.jpg)
The actual MAP file is totally unusable by Quake itself until it A map file isīasically un-'compiled' level data.
QUAKE 4 MONSTERS SOFTWARE
Work with MAP files, as all tools released by id Software also use the MAP file format. MAP files are the development format for Quake levels. Tools should support either UNIX or DOS text formats, as id's tools do. The actual MAP file format is quite simple. Y_scale - scales y-dimension of texture (negative value to flip) X_scale - scales x-dimension of texture (negative value to flip) Rot_angle - floating point value indicating texture rotation Y_off - Texture y-offset (must be multiple of 16) X_off - Texture x-offset (must be multiple of 16) Now, you're probably wondering what those last five numbers are. That's probably just a bit confusing when you first see it. If you point your fingers towards the positive x-axis and bend your fingers so that your knuckles face the positive y-axis, your thumb will point towards the positive z-axis: The reference of "right-handed" to a coordinate system, it basically provides a tactile and visual discription Quake uses a standard right-handed (X,Y,Z) coordinate system. Section 1: MAP Information 2.1.1 Coordinate System: Dalias - Correcting several errors in section 2.2.3 and for func_wall's purpose. Marc Fontaine - Correcting the Y-axis in the coord system.īernd Kreimeier - Correcting rot_angle and texture offsets.īen Morris - Correcting right/left handed system. Robert Jones - Info on using light tag with fires, list of light styles. Lars Bensmann - Information on using origin with attached brushes, a few bugfixes. Thomas Scherning - Information on the last five brush parameters. Remco Stoffer - trigger_counter info, light styles, trap_shooter, some trigger_relay info, teleporting monsters, shootable buttons, and lots of other stuff. Told me that targetname and target can have real names for their argument, not just numbers.
QUAKE 4 MONSTERS HOW TO
Reorganized the document structure a little bit.īrian Hackert - Info on how to use func_train and path_corner. Thomas Winzig - Confirmation on the model tag's behavior.
![quake 4 monsters quake 4 monsters](https://media.moddb.com/cache/images/mods/1/21/20051/thumb_620x2000/00357837.1.jpg)
Added stuff to coordinate systems and brushes. Section 4: Special entity-related structures You can get the most up-to-date version of the Quake MAP Specs from Quake Technical Resources. Hopefully when editingīecomes more mainstream and the rate of new discoveries comes to a near stop, I won't have to tell you about (or maintain) the standalone file. Please note that my web site will probably be moving soon! Keep checking for further information.
QUAKE 4 MONSTERS UPDATE
I frequently update the seperate Map Specs and youĬan get the latest version from Niklata's web site.
![quake 4 monsters quake 4 monsters](http://download.xbox.com/content/images/66acd000-77fe-1000-9115-d802415607d2/1033/screenlg3.jpg)
Information is pouring in about editing Quake levels. Since map editing is quite untested, a great deal of new It is also a part of the Quake Documentation Project. This standalone version is here to provide you with the most up-to-date information about Quake Map Editing. This document is now a part of the Unoffical Quake Specs. I'll put in your contribution and you'll get your name in here as well. If you find an error, or figure something out This document should tell you everything you need to know about MAP files. Info on entities/maps and maintenance by Niklata (Nicholas Dwarkanath)Īdditions and original HTMLization by Thomas Winzig Quake MAP Specs Quake MAP Specs Last Updated: 8/22/96 8:52PM EST