OK, I promised you a sky window and rune trim. I shall deliver.
But first, here is a neat little trick I found while working with Radiant on some maps. It's about:
1. Faster movement in the 3-D port.
Right-click into the 3-D viewport as usual. This will latch your mouse to the camera. Remember you can just right-click again to leave the 3-D viewport. I told you to zoom around in the 3-D view by using the mousewheel; however, that quickly makes your fingers hurt. It is also terribly ineffective. Imagine you could move around the 3-D view just like you do in the game. Here's the good news: You can!
While you're in the 3-D viewport, try using the arrow keys. Up, down, left, right. You'll notice the arrow keys work exactly like WASD does in the game. Combine that with mouse movement, and you can zoom around the 3-D viewport faster than a dimensional shambler. That's much better than the mousewheel.
You can rebind those movement keys to, say, WASD. But watch out, be sure to put the commands that are bound to WASD onto some other keys first, otherwise the surface inspector (S) might pop up when you want to move backwards...
There's a list of currently active keybindings in the Help / Shortcuts menu. NetRadiant allows you to edit key bindings directly in the menu. The config file for gtkradiant is located in
$home/.radiant/1.5.0/q1.game/shortcuts.ini
at least in my case.
If (like me) you're one of these weird people who play with an inverted mouse, you can set that in the preferences; press P for the preferences window and go to Settings -> Camera. You'll find the mouse settings for the 3-D viewport there.
Good, let's move on to that sky window now. You'll learn some new tricks about
2. Selecting faces directly; aligning textures on multiple faces at once.
I'll load up the L-shaped room from last time now. First thing in the morning, I'll rip open the ceiling in the lava part to let the sun in. Remember how we built the lava pool? The sky window is very similar.
Switch to the 64 unit grid, if that's not already set. Make sure you have the QE button active (QE4 Drag tool). Now turn the solid ceiling brush into something like this:

What I did was to pull one side of the ceiling brush back. Then I drew new ceiling brushes to create that "ring". Remember, clicking and dragging in the top view creates brushes. Radiant automatically made the new ones a high as the original ceiling brush.
Finally I selected the whole ceiling "ring" and in the side view, resized it around the top part until it was only 64 units thick. That's what you see in the screenie.
Next, draw a final brush in the middle to plug the hole. Click on a sky texture in the texture browser. Bam! Sky finished.
Actually, I'm going to, from the side view, pull that sky brush up a bit, so it's not flush with the ceiling. The result:

Notice that sky brushes, unlike fluids, may touch the void. That's fine. Sky is special, quite simply. The sky texture looks a little weird; that's fine, that's what creates the scrolling sky effect in the game. Or maybe you want to use a skybox for your map later, which will then be displayed instead of Quake's normal sky.
Why did I place the sky brush 64 units above the cutout in the ceiling? Simple: I want to put some trim around that sky window, to make it look a little less Hunnic and a little more refined. What's trim?
TRIM means all sorts of details that make your map look less boring. For example those demon faces, runic doorposts, ornaments in sky windows, and frames of a different texture around all sorts of stuff are called trim.
You know what, I'll just create a 32 unit frame with some rivet texture between the ceiling and the sky. And after that, I'll even put some "X" shaped ornament in there, like you often see in vanilla Quake.
Let's switch the grid to 32 and do the first brush of that frame. Simply click and drag in the top view, as always. Remember you can switch between top and side views by pressing (Ctrl + Tab), if you're like me and only use one 2-D viewport. Anyway, go to the top view and draw that frame brush on the 32 unit grid like this:

Notice I'm in the side view there actually, because I had to reduce the brush's height after I drew it. I also clicked on some blueish rivet texture for that trim. Now again in the top view, simply draw the rest of the "frame":

And that's the trim for the sky window. Actually, I'm going to do the "X" ornament now. First, draw another 32x32 brush (you're on the 32 grid still right?):

And with that still selected, press E to go to Edge mode. Draw a selection box over one end of the brush, and then skew it by dragging on the selected edge markers:

Skew the brush in the top view until it is exactly diagonal. You can verify that it's diagonal (ie at a 45 degree angle) by counting the squares of the grid; if it goes one to the side, one to the top and so forth, it's at a 45 degree angle. :-)
Now deselect that. Draw another brush just like that one, and again go to Edge mode, select one half of the brush and skew it in the other direction:

All in the top view, on a 32 unit grid.
Good, you now have an X-shaped ornament in the sky window. You could just as well have a double X, a V, W, or any other shape of ornament. Vanilla Quake maps do this a lot. One nice effect is if you have sunlight - that's a map compiler feature - coming from the sky, it will make a nice shadow.

That's the map in Darkplaces, compiled with Bengt Jardrup's tools using the sunlight feature. I have the sunlight falling in at an angle; notice how the X's shadow is drawn on the wall. There are no other lights in the map, because we didn't place any. I made it use a pink skybox, too, which is drawn in place of the usual sky texture. Skyboxes are an engine feature; in the map editor, you just place the usual sky textured brushes.
Anyway, that trim is nice, but some of the textures are misaligned. For example, the "X" brushes are now diagonal, but the textures aren't. Also, I want the underside to show the single row of rivets everywhere.

Select one of the faces that make up the "X" by holding down Ctrl and Shift, then clicking on it. You do this in the 3-D viewport. This way, you can select faces directly without using the Face mode.

Press S to bring up the surface inspector. In the Rotate box, enter "45" to rotate that texture by 45 degrees. If that doesn't look right, try "135" - this rotates the texture 45 degrees in the other direction, so to speak (90 degrees for a right angle, plus 45 again = 135). You can also click those little arrows next to the Rotate box to keep rotating the texture in steps of 45 degrees.

In my case, 45 was the right angle - notice how the single row of rivets now follows the diagonal brush. I'm going to do the other face of the "X" now (Ctrl + Shift + Click to select a face):

In this case, 135 is the correct angle; however, the rivets are cut off. Bad! I can now either try to move the X around until the rivets line up, if I'm lucky. Or I can, in addition to setting the correct angle, play around with the horizontal and vertical shift settings.

In my case, 12 was the magic number. I suggest trying horizontal and vertical shifts of 8, 12 and 16 units, or their multiples (48, 80...) in such a case. It's still not perfect, but for demonstration purposes, it's OK.
Now I still need to rotate the textures on the horizontal beams by 90 degrees. I select them both and rotate them at the same time:

Again not perfect, but all right! So much for selecting faces and aligning textures. Radiant can align textures on multiple faces, by the way, even in 3-D. You could select all faces of a brush and use the surface inspector to rotate them all around. In the same way you can select all the top faces of a set of stairs, and rotate the textures on them. And so on.
(Ctrl - Shift - Click) selects a face.
(S) brings up the surface inspector.
I'll now create a similar "frame" trim around the lava pool. In the top view, on the 32 unit grid, let's draw a frame around the lava, adjust its height in the side view, and apply one of those rune textures. The result:

I took the liberty to put quadratic brushes (32x32) in the corners, in order to have a red rune texture on them. Remember, anywhere you want a different texture, you'll need a brush to carry it. If you want a wall to have different textures in different parts, you'll need to slice the wall into several brushes. That's because each face can only have one texture. And to get more faces, you'll need additional brushes.
Here's the texture wad with those multi-rune textures. They come in very handy.
http://www.quaketastic.com/upload/fi...gb_tut_wad.zip
This concludes it for today; next time, we'll slice the walls up a bit to create more detail. And maybe we'll finally add some lights, and a player start point.
Leave a comment: