Collapse Tree="S" // not a true hotkey, but a modifier
Select Child="End"
Select Next="PgDn"
Select Previous="PgUp"
Same Type="S" // not a true hotkey, but a modifier
Insert = "Ins"
Tag Side = "Ctrl+T"
Clear Tags = "Alt+C"
Add to Tagged = "Ctrl+A"
Glue Side = "Ctrl+G"
Align Texture = "Ctrl+W"
Link Selection = "Ctrl+L"
Extend Selection = "Ctrl+E"
Select Tagged Faces = "Alt+S"
Unrestrict Selection = "Ctrl+U"
Restrict to Selection = "Alt+R"
Zoom to Selection = "Alt+Z"
Brush Subtraction = "Ctrl+B"
Browse Multiple Selection = "Alt+B"
Invert Face Selection = "Ctrl+I"
Freeze Selection = "Alt+F"
Unfreeze Selection = "Alt+U"
Game Menu = "These are set in Game Menu|Customize"
Form = "MapHotKeys"
}
AuxKeys:config =
{
Select Faces = "F"
Select Brushes = "B"
Select Curves = "C"
Select Entities = "E"
Form = "MapAuxKeys"
}
}
Games:config =
{
GameCfg = "Quake 2"
Quake 1:config =
{
Game = "Quake 1"
Code = "1" // Hardcoded value in Setup.PAS
Program = "Quake.EXE"
Directory = "\Quake"
CheckDirectory = "QUAKE.EXE"
MapCommentsPrefix = "//"
OutputMapFormat = "Quark etp"
BuildPgm1 = "TXQBSP.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP,+PRT,-PTS{LoadLinFile}"
BuildPgm2 = "RVIS.EXE"
BuildArgs2 = ""
BuildPgm3 = "ARGHLITE.EXE"
BuildArgs3 = ""
DefaultTexture = "bricka2_2"
DefaultTextureTrigger = "trigger"
DefaultTextureClip = "clip"
WateryTex = "*"
TextureFormat = ".wad_D"
TextureWriteFormat = ".wad_D"
TextureWad = "gfx/QuArK.wad"
BaseDir = "id1"
tmpQuArK = "tmpQuArK"
MapHoles = ".pts"
Palette = "gfx/palette.lmp"
Gradient = "gfx/colormap.lmp"
UnifiedPalette = "1"
ExtraCmdLine = "-game %s"
RunMapCmdLine = " +map %s"
AddOns = "DataQ1.qrk" // list of files to use as add-ons for Quake 1 (separator is the character $0D hex., example : "first.qrk"$0D"second.qrk"$0D"third.qrk"
AlwaysPak = ""
PakExt = ".pak"
LightFactor = '0.9'
3DLight = '512'
Console = "1"
Form = "GameQuake1"
PlayerClass = "X"
}
Hexen II:config =
{
Game = "Hexen II"
Code = "2" // Hardcoded value in Setup.PAS
Program = "H2.EXE"
Directory = "\Hexen II"
CheckDirectory = "H2.EXE"
MapCommentsPrefix = "//"
OutputMapFormat = "Quark etp"
BuildPgm1 = "QBSP.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP,+PRT,-PTS{LoadLinFile}"
BuildPgm2 = "VIS.EXE"
BuildArgs2 = ""
BuildPgm3 = "LIGHT.EXE"
BuildArgs3 = ""
DefaultTexture = "rtex215"
DefaultTextureTrigger = "rtex215" //FIXME
DefaultTextureClip = "clip" //FIXME
WateryTex = "*"
TextureFormat = ".wad_D"
TextureWriteFormat = ".wad_D"
TextureWad = "gfx/QuArK.wad"
BaseDir = "data1"
tmpQuArK = "tmpQuArK"
MapHoles = ".pts"
Palette = "gfx/palette.lmp"
Gradient = "gfx/colormap.lmp"
UnifiedPalette = "1"
ExtraCmdLine = "-game %s"
RunMapCmdLine = " +map %s"
AddOns = "DataH2.qrk"
AlwaysPak = ""
PakExt = ".pak"
Console = "1"
Form = "GameHexenII"
QuakeC = "HexenC"
MdlPath = "models/"
LightFactor = '0.72'
3DLight = '640'
HxStrings = "strings.txt"
PlayerClass = "1"
}
Quake 2:config =
{
Game = "Quake 2"
Code = "A" // Hardcoded value in Setup.PAS
Program = "Quake2.EXE"
Directory = "\Quake2"
CheckDirectory = "QUAKE2.EXE"
CD = ""
CDDir = "Install\Data"
MapCommentsPrefix = ";"
OutputMapFormat = "Quark etp"
BuildPgm1 = "TXQBSP3.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP,-LIN{LoadLinFile}"
BuildPgm2 = "TIMVIS3.EXE"
BuildArgs2 = ""
BuildPgm3 = "ARGHRAD.EXE"
BuildArgs3 = "-gamedir .. -moddir ."
TexturesPath = "textures/"
Q2TexFlags = "1"
DefaultTexture = "e1u1/damage1_1"
DefaultTextureTrigger = "e1u1/trigger"
DefaultTextureOrigin = "e1u1/origin"
DefaultTextureClip = "e1u1/clip"
TextureFormat = ".wal"
TextureWriteFormat = ".wal"
BaseDir = "baseq2"
tmpQuArK = "tmpQuArK"
Palette = "pics/colormap.pcx"
Gradient = "pics/colormap.pcx"
UnifiedPalette = "1"
ExtractFiles = "pics/colormap.pcx"
ExtraCmdLine = "+set game %s"
RunMapCmdLine = " +map %s"
AddOns = "DataQ2.qrk"
AlwaysPak = ""
PakExt = ".pak"
Console = "1"
Form = "GameQuake2"
LightFactor = '0.9'
3DLight = '512'
}
Heretic II:config =
{
Game = "Heretic II"
Code = "B" // Hardcoded value in Setup.PAS
Program = "Heretic2.EXE"
Directory = "\Heretic II"
CheckDirectory = "HERETIC2.EXE"
MapCommentsPrefix = ";"
BuildPgm1 = "TXQBSP3.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP,-LIN{LoadLinFile}"
BuildPgm2 = "TIMVIS3.EXE"
BuildArgs2 = ""
BuildPgm3 = "ARGHRAD.EXE"
BuildArgs3 = "-gamedir .. -moddir ."
TexturesPath = "textures/"
Q2TexFlags = "1"
DefaultTexture = "andoria/sstone"
DefaultTextureTrigger = "andoria/sstone" //FIXME
DefaultTextureClip = "andoria/clip" //FIXME
walTrick = "1"
TextureFormat = ".m8"
TextureWriteFormat = ".m8"
BaseDir = "base"
tmpQuArK = "tmpQuArK"
Palette = ":pics/colormap.pcx" // ":" means that the palette is stored in DataHr2.qrk
//Gradient = "gfx/colormap.lmp"
ExtraCmdLine = "+set game %s"
RunMapCmdLine = " +map %s"
AddOns = "DataHr2.qrk"
AlwaysPak = ""
PakExt = ".pak"
PakFormat = "HTIC2-#.PAK"
Console = "1"
Form = "GameHeretic2"
LightFactor = '0.9'
3DLight = '512'
}
Half-Life:config =
{
Game = "Half-Life"
Code = "3" // Hardcoded value in Setup.PAS
Program = "HL.EXE -console -dev -zone 1024 +set sv_cheats 1"
Directory = "\Sierra\Half-Life"
CheckDirectory = "HL.EXE"
MapCommentsPrefix = "//"
OutputMapFormat = "Valve 220"
BuildPgm1 = "HLCSG.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP"
BuildPgm2 = "HLBSP.EXE"
BuildArgs2 = ""
BuildCheck2= "+BSP,+PRT,-PTS{LoadLinFile}"
BuildPgm3 = "HLVIS.EXE"
BuildArgs3 = ""
BuildPgm4 = "HLRAD.EXE"
BuildArgs4 = ""
DefaultTexture = "FIFTIES_WALL14Y"
DefaultTextureTrigger = "AAATRIGGER"
DefaultTextureOrigin = "ORIGIN"
DefaultTextureClip = "CLIP"
EnableTransparency = ""
TextureWad = "?" // variable (the map name is used)
GameNeedWad = "1"
WateryTex = "!"
TextureFormat = ".wad3_C"
TextureWriteFormat = ".wad3_C"
BaseDir = "valve"
tmpQuArK = "tmpQuArK"
MapHoles = ".pts"
Palette = "gfx/palette.lmp"
Gradient = "gfx/colormap.lmp"
//DECKER - 'ExtractFiles' just creates troubles, if another mod-directory is choosen....
TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions
TextureWriteFormat = ".tga"
TextureShaders = "shaders/quark.shader"
BaseDir = "base"
tmpQuArK = "tmpQuArK"
Palette = ":pics/colormap.pcx"
ExtraCmdLine = "+set fs_game %s"
RunMapCmdLine = " +devmap %s"
AddOns = "DataSoF2.qrk"$0D"Q3ArchLib.qrk"
AlwaysPak = ""
PakExt = ".pk3"
PakFormat = "*.PK3"
Console = "1"
Form = "GameSoF2"
LightFactor = '0.9'
3DLight = '512'
PakExtra1 = ".nav" // PAK extra files into pak file (ie maps/mapname.nav)
}
Genesis3D:config =
{
Game = "Genesis3D"
Code = "4" // Hardcoded value in Setup.PAS
Program = "Quake.EXE"
Directory = "\Quake"
CheckDirectory = "QUAKE.EXE"
MapCommentsPrefix = "//"
OutputMapFormat = "Classic Quake"
BuildPgm1 = "TXQBSP.EXE"
BuildArgs1 = ""
BuildCheck1= "+BSP,+PRT"
BuildPgm2 = "RVIS.EXE"
BuildArgs2 = ""
BuildPgm3 = "ARGHLITE.EXE"
BuildArgs3 = ""
DefaultTexture = "bricka2_2"
DefaultTextureTrigger = "trigger"
DefaultTextureClip = "clip"
WateryTex = "*"
TextureFormat = ".wad_D"
TextureWriteFormat = ".wad_D"
TextureWad = "gfx/QuArK.wad"
BaseDir = "id1"
tmpQuArK = "tmpQuArK"
MapHoles = ".pts"
Palette = "gfx/palette.lmp"
Gradient = "gfx/colormap.lmp"
UnifiedPalette = "1"
ExtraCmdLine = "-game %s"
RunMapCmdLine = " +map %s"
AddOns = "DataGen3D.qrk" // list of files to use as add-ons for Quake 1 (separator is the character $0D hex., example : "first.qrk"$0D"second.qrk"$0D"third.qrk"
AlwaysPak = ""
PakExt = ".pak"
LightFactor = '0.9'
3DLight = '512'
Console = "1"
Form = "GameQuake1"
PlayerClass = "X"
}
}
Map:config =
{
Mouse:config =
{
Left = "S"
LeftShift = "FS"
LeftCtrl = "ST"
Right = "SM"
RightShift = "M"
RightCtrl = "STM"
Middle = "+"
MiddleShift = ""
MiddleCtrl = "-"
LeftDrag = "RS"
LeftDragShift = "C"
LeftDragCtrl = "RST"
RightDrag = "S"
RightDragShift = "Z"
RightDragCtrl = "R+"
MiddleDrag = "Z"
MiddleDragShift = "R-"
MiddleDragCtrl = "R+"
Form = "MapMouse"
}
Keys:config =
{
GridPlus = $C0
GridMinus = $BA
ZoomIn = "k"
ZoomOut = "m"
MoveLeft = "%"
MoveRight = "'"
MoveUp = "&"
MoveDown = "("
Form = "MapKeys"
}
Options:config =
{
DrawAxis = "1"
SolidGrid = ""
GridVisible = "1"
GridActive = "1"
GridVisibleTex = "1"
RedLines2 = ""
//ShowWholeLevel = ""
//GrayOutOfView = "1"
//HideOutOfView = ""
//Textured = ""
CrossCursor = "1"
AutoAdjustNormal = ""
DrawMapLimit = "1"
PagesLocked = ""
TexPanelActive = "1"
TexPanelLight = "1"
BBoxAlways = "1"
BBoxSelected = "1"
DeleteFaces = "1"
//ViewModels = "1"
NoScrollBars = "1"
PolySubtractMax = ""
HideFaces = ""
AutoClosePoly = ""
Recenter = "1"
HandleHints = "1"
TreeKeybDelay = "1"
IgnoreToBuild = "1"
DisableMapComments = ""
// DisableEnhTex = ""
DisableFPCoord = ""
// Experimental; disable in distributions:
// UseIntetralVertices = ""
AutoCheckMap = "1"
EntityLinesDispersion = "1"
CompassNumbers = "1"
ComputePolys = "1"
HideMouseDrag = "1"
Form = "MapOptions"
}
Building:config =
{
DefPoly = "128x128x128"
WallWidth = '-8'
mpOffset = '0 0 64'
mpZoom = '2'
mpRotate = '15'
ForceAngleStep = '15'
AutoSave = '10'
AutoSaveRun = "1"
LinearWarning = "1"
//BezierCenterX = '-32'
//BezierCenterY = '-32'
Form = "MapBuilding"
}
Layouts:config =
{
_layout = "Classic"
}
Display:config =
{
NormalVector = '40'
GridStep = '32'
GridMinStep = '5'
MapLimit = '4096 4096 4096'
GridHighlight = "8"
GridHFactor = '2'
// Rotate3D = '80 2' // 80 degrees per second during 2 seconds
FreeZoom = '1'
ViewMode = $01 // gray out of view by default
ArrowSize = '40 27'
Form = "MapDisplay"
}
Colors:config =
{
InvertedColors = ""
ViewXZ = $E8E8B8
ViewXY = $E8DCB8
SelXZ = $0080C0
SelXY = $0090C0
Gray = $BABABA
Axis = $A6CAF0
GridXZ = $008000
GridXY = $808000
GridLines = $D0D0FF
BrEnt = $800000
Duplicator = $0000FF
Tag = $FF0000
GrayImage = $FF0000
BSP = $008080
Digger = $FF00FF
Linear = $FF0080
Bezier = $008080
Form = "MapColors"
}
}
Model:config =
{
Mouse:config =
{
Left = "S"
LeftShift = ""
LeftCtrl = "ST"
Right = "SM"
RightShift = "M"
RightCtrl = "STM"
Middle = "+"
MiddleShift = ""
MiddleCtrl = "-"
LeftDrag = "RS"
LeftDragShift = "C"
LeftDragCtrl = "RST"
RightDrag = "S"
RightDragShift = "Z"
RightDragCtrl = "R+"
MiddleDrag = "Z"
MiddleDragShift = "R-"
MiddleDragCtrl = "R+"
Form = "MapMouse"
}
Options:config =
{
DrawAxis = "1"
DrawMapLimit = "1"
SolidGrid = ""
GridVisible = "1"
GridActive = "1"
GridVisibleTex = ""
CompassNumbers = "1"
NoScrollBars = "1"
CrossCursor = ""
HideMouseDrag = ""
AutoAdjustNormal = ""
PagesLocked = ""
HandleHints = "1"
LinearBox = ""
TreeKeybDelay = ""
Form = "MdlOptions"
}
Building:config =
{
WallWidth = '-8'
mpOffset = '0 0 64'
mpZoom = '2'
mpRotate = '15'
ForceAngleStep = '15'
LinearWarning = "1"
Form = "MdlBuilding"
}
Display:config =
{
NormalVector = '40'
GridStep = '16'
GridMinStep = '5'
MapLimit = '512 512 512'
GridHighlight = "8"
GridHFactor = '2'
FreeZoom = '1'
ViewMode = $01 // gray out of view by default
ArrowSize = '40 27'
HandlesDelay = '0.5'
Form = "MdlDisplay"
}
Colors:config =
{
InvertedColors = ""
ViewXZ = $E8E8B8
ViewXY = $E8DCB8
SelXZ = $0080C0
SelXY = $0090C0
Gray = $BABABA
Axis = $A6CAF0
GridXZ = $008000
GridXY = $808000
GridLines = $D0D0FF
Tag = $FF0000
GrayImage = $FF0000
Linear = $FF0080
Vertices = $FF0000
Form = "MdlColors"
}
Layouts:config =
{
_layout = "Classic"
}
}
Toolbars and Menus:config =
{
Texture Browser:config =
{
ImageListTextureDimension = "64"
ImageListLoadNoOfTexAtEachCall = "3"
Form = "Toolbars_TextureBrowser"
}
}
}
ConfigForms.qrk =
{
MapDisplay:form = // ":form" objects are forms for editing object Specific/Args
{ // these ones are used in the Configuration dialog box
NormalVector: =
{
Txt = "Length of the normal vector"
Typ = "EF1" // Edit Float, 1 value
Min = '1'
}
GridStep: =
{
Txt = "Grid step"
Typ = "EF1" // Edit Float, 1 value
Min = '0'
}
GridMinStep: =
{
Txt = "Hide grid dots if denser than"
Typ = "EF1" // Edit Float, 1 value
Min = '0'
}
GridHighlight: =
{
Txt = "Highlight every ...th grid line"
Typ = "E"
Hint = "Highlight grid dots or lines periodically (no value disables this feature)"
}
GridHFactor: =
{
Txt = "Highlight them by a factor of"
Typ = "EF1"
Min = '0'
Max = '10'
Hint = "How much highlighted are the highlighted dots or lines ? (more or less than 1 to mean more or less visible than others)"
}
FreeZoom: =
{
Txt = "'Mouse Free Zoom' sensitivity"
Typ = "EF1"
Hint = "By default, Mouse Free Zoom is Shift-Middle-mouse-button"$0D"Enter a negative value to reverse 'In' and 'Out' directions"
}
}
MdlDisplay:form =
{
GridStep: =
{
Txt = "Grid step"
Typ = "EF1" // Edit Float, 1 value
Min = '0'
}
GridMinStep: =
{
Txt = "Hide grid dots if denser than"
Typ = "EF1" // Edit Float, 1 value
Min = '0'
}
GridHighlight: =
{
Txt = "Highlight every ...th grid line"
Typ = "E"
Hint = "Highlight grid dots or lines periodically (no value disables this feature)"
}
GridHFactor: =
{
Txt = "Highlight them by a factor of"
Typ = "EF1"
Min = '0'
Max = '10'
Hint = "How much highlighted are the highlighted dots or lines ? (more or less than 1 to mean more or less visible than others)"
}
FreeZoom: =
{
Txt = "'Mouse Free Zoom' sensitivity"
Typ = "EF1"
Hint = "By default, Mouse Free Zoom is Shift-Middle-mouse-button"$0D"Enter a negative value to reverse 'In' and 'Out' directions"
}
sep: = {Typ="S" Txt = ""}
HandlesDelay: =
{
Txt = "Delay to display handles"
Typ = "EF1"
Hint = "If non-zero, some handles are not displayed immediately but after this delay (seconds)"
}
}
t_ProgramHint:incl = {
Hint="Specify the game's executable (.EXE) and additional command-line arguments."
$0D
$0D"QuArK will automatically append arguments to start the .BSP-file in the game,"
$0D"and arguments to tell the game to use a different startup base-directory."
}
t_GameBuildPgm:incl = {
DefExt="exe"
Typ="EP"
Txt="...program-executable (path optional)"
Hint="Specify the build-tool executable (.EXE) for this step."
$0D
$0D"The absolute-path is optional, and if not given, you must"
$0D"specify it in the 'Default directory of build-programs'."
}
t_GameBuildArgs:incl = {
Typ="E"
Txt="...fixed command-line arguments"
Hint="Specify the additional command-line arguments for the build-tool."
$0D
$0D"You can use the following user-variables, which automatically will"
$0D"be replaced at run-time. If at least one of these are used, QuArK"
$0D"will _not_ append a '<path>/<mapfile>' to the command-line arg.,"
$0D"so you better remember to do this yourself."
$0D
$0D"%file% - Gives the map's path and filename without extension"
$0D"%mappath% - Gives the map's path with ending backslash"
$0D"%mapfile% - Gives the map's path and filename with .MAP extension"
$0D"%basepath% - Gives the directory of the game (see Game Settings above)"
// These 'user-variables' are replaced in MapQuakeMenu.PY
}
t_GameBuildCheck:incl = {
Typ="C"
Txt="...at program end, check these file-extensions:"
Items= ""
$0D"+BSP"
$0D"+BSP,+PRT"
$0D"+BSP,-LIN{LoadLinFile}"
$0D"+AAS"
Hint="Here you list which file-extensions that should exist or not exist,"
$0D"after the build-program have ended."
$0D
$0D"Example; to make sure that a .BSP file have been created, and"
$0D"_no_ .LIN file exists, this field should contain: +BSP,-LIN"
$0D
$0D"A prefixed '+' means 'must exist'"
$0D"A prefixed '-' means 'must not exist'"
}
t_GameBuildPgms:incl = {
Console: = {Typ="X" Txt="Run these build-programs..." Cap="in QuArK's console"}
BuildPgmsDir:={Typ="ED" Txt="Default directory of build-programs" Hint="This directory is searched to find a build-program,"$0D"if the build-program does not have an absolute path specified."}
StupidBuildToolKludge:={Typ="X" Txt="Run tools from base directory" Hint="When this is checked, the tools are run in the base directory,"$0D" on maps in tmpquark"}
OutputMapFormat: = {
Txt = "Output Map Format"
Typ = "C"
Items = "Classic Quake"
$0D "Quark etp"
$0D "Valve 220"
$0D "Brush Primitives"
Hint="These are set for the game's reccommended build tools. If you don't have these," $0D " Classic Quake1/2/3 will function at a minimal level"
}
// Typ="X" Txt="Tools support brush primitives" Hint="When this is checked, if use brush primitives map option is also checked,"$0D" maps will be written in brush primitives format"}
sep: = {Typ="S" Txt="1st program"}
BuildPgm1: = {t_GameBuildPgm=!}
BuildArgs1: = {t_GameBuildArgs=!}
BuildCheck1:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="2nd program"}
BuildPgm2: = {t_GameBuildPgm=!}
BuildArgs2: = {t_GameBuildArgs=!}
BuildCheck2:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="3rd program"}
BuildPgm3: = {t_GameBuildPgm=!}
BuildArgs3: = {t_GameBuildArgs=!}
BuildCheck3:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="4th program"}
BuildPgm4: = {t_GameBuildPgm=!}
BuildArgs4: = {t_GameBuildArgs=!}
BuildCheck4:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="5th program"}
BuildPgm5: = {t_GameBuildPgm=!}
BuildArgs5: = {t_GameBuildArgs=!}
BuildCheck5:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="6th program"}
BuildPgm6: = {t_GameBuildPgm=!}
BuildArgs6: = {t_GameBuildArgs=!}
BuildCheck6:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="7th program"}
BuildPgm7: = {t_GameBuildPgm=!}
BuildArgs7: = {t_GameBuildArgs=!}
BuildCheck7:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="8th program"}
BuildPgm8: = {t_GameBuildPgm=!}
BuildArgs8: = {t_GameBuildArgs=!}
BuildCheck8:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt="9th program"}
BuildPgm9: = {t_GameBuildPgm=!}
BuildArgs9: = {t_GameBuildArgs=!}
BuildCheck9:= {t_GameBuildCheck=!}
sep: = {Typ="S" Txt = ""}
MapCommentsPrefix: = {
Typ="E"
Txt=".MAP comments prefix"
Hint="Specify the character(s) that instruct the build-tools,"
$0D"which lines in the .MAP file, are end-of-line comments,"
$0D"and will be ignored."
}
}
t_DefaultTexture:incl = {
Txt = "Default texture"
Typ = "ET" // Edit Texture
Hint = "Default texture when inserting polyhedrons in maps."
$0D"An '[auto]' texture."
}
t_DefaultTextureTrigger:incl = {
Txt = "Default trigger texture"
Typ = "ET" // Edit Texture
Hint = "Default trigger texture when new brush-entities request it."
$0D"An '[trigger]' texture."
}
t_DefaultTextureClip:incl = {
Txt = "Default clip texture"
Typ = "ET" // Edit Texture
Hint = "Default clip texture when new brush-entities request it."
$0D"An '[clip]' texture."
}
t_DefaultTextureOrigin:incl = {
Txt = "Default origin texture"
Typ = "ET" // Edit Texture
Hint = "Default origin texture when new brush-entities request it."
$0D"An '[origin]' texture."
}
t_DefaultTextureCaulk:incl = {
Txt = "Default caulk texture"
Typ = "ET" // Edit Texture
Hint = "Default caulk texture when new brush-entities request it."
$0D"An '[caulk]' texture."
}
GameQuake1:form =
{
Style = "3"
sep: = {Typ="S" Txt="---- Game Settings ----"}
Program: = {
Typ = "C" // combo box
Txt = "Quake command-line"
Items = "Quake.EXE"
$0D"Quake.EXE -listen 4"
$0D"GLQuake.EXE"
$0D"GLQuake.EXE -listen 4"
$0D"WinQuake.EXE"
$0D"WinQuake.EXE -listen 4"
$0D"WinDed.EXE"
t_ProgramHint=!
}
Directory: =
{
Txt = "Directory of Quake 1"
Typ = "ED" // Edit Directory
Hint = "Path to the game executable"
CheckFile = "QUAKE.EXE"
}
AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !)
Txt = "&R" // Read-only but use the 'Specific-name' for label
Typ = "R"
Hint = "If map-editor has started, new assignment will apply on"
$0D"next QuArK restart. Otherwise when map-editor is started."
}
AlphaKeyForm:incl =
{
Txt = "&R" // Read-only but use the 'Specific-name' for label
Typ = "R"
}
MouseForm:incl = // ":incl" objects can be included in other objects (see below)
{
Typ = "CL" // Combobox List
Items = "Ignored"
$0D"Select object"
$0D"Frozen selection"
$0D"Select multiple"
$0D"Select and Menu"
$0D"Multiselect and Menu"
$0D"Menu only"
$0D"Zoom In"
$0D"Zoom Out"
Values = ""
$0D"S"
$0D"FS"
$0D"ST"
$0D"SM"
$0D"STM"
$0D"M"
$0D"+"
$0D"-"
}
MDragForm:incl =
{
Typ = "CL" // Combobox List
Items = "Ignored if not on an handle"
$0D"Rectangle selection"
$0D"Multiple rect. sel."
$0D"Rect. sel. and Menu"
$0D"MultiRectSel and Menu"
$0D"Scroll View"
$0D"Zoom In rect. / sidestep"
$0D"Zoom Out rect. / sidestep"
$0D"Mouse Free Zoom"
$0D"Circle Strafe Selection"
Values = ""
$0D"RS"
$0D"RST"
$0D"RSM"
$0D"RSTM"
$0D"S"
$0D"R+"
$0D"R-"
$0D"Z"
$0D"C"
}
MapHotKeys:form =
{
Style = "7"
Open: = {HotKeyForm = !}
Save: = {HotKeyForm = !}
Close: = {HotKeyForm = !}
sep:={Typ="S" Txt = ""}
Cut: = {HotKeyForm = !}
Copy: = {HotKeyForm = !}
Delete: = {HotKeyForm = !}
Undo: = {HotKeyForm = !}
Redo: = {HotKeyForm = !}
Duplicate: = {HotKeyForm = !}
sep:={Typ="S" Txt = ""}
Cancel Selections: = {HotKeyForm = !}
Select Parent: = {HotKeyForm = !}
Collapse Tree: = {AlphaKeyForm = ! Hint="Prevent collapse of treeview on climb with Parent key."$0D" Key must be an ordinary alphabetic key, not used by 3DView|Keyboard Settings."}
Select Child: = {HotKeyForm = !}
Select Next: = {HotKeyForm = !}
Select Previous: = {HotKeyForm = !}
Same Type = {AlphaKeyForm = ! Hint="When this key is depressed, prev/next selection must be of same type" $0D
" Must be an ordinary alphabetic key, not used by 3DView|Keyboard Settings."}
sep:={Typ="S" Txt = ""}
Insert: = {HotKeyForm = !}
Tag Side: = {HotKeyForm = !}
Clear Tags: = {HotKeyForm = !}
Glue Side: = {HotKeyForm = !}
Add to Tagged: = {HotKeyForm = !}
Align Texture: = {HotKeyForm = !}
Link Selection: = {HotKeyForm = !}
Select Tagged Faces: = {HotKeyForm = !}
Extend Selection: = {HotKeyForm = !}
Unrestrict Selection: = {HotKeyForm = !}
Restrict to Selection: = {HotKeyForm = !}
Zoom to Selection: = {HotKeyForm = !}
Brush Subtraction: = {HotKeyForm = !}
Browse Multiple Selection = {HotKeyForm = !}
Freeze Selection: = {HotKeyForm = !}
Unfreeze Selection: = {HotKeyForm = !}
Invert Face Selection = {HotKeyForm = !}
sep:={Typ="S" Txt = ""}
Game Menu:= {Txt="&R" Typ="ESR"}
}
MapAuxKeys:form =
{
Style = "7"
Select Faces: = {
Txt = "&R" Typ = "R"
Hint = "If this key is down, a mouseclick will select only faces."$0D
"If map-editor has started, new assignment will apply on"
$0D"next QuArK restart. Otherwise when map-editor is started."
}
Select Brushes: = {
Txt = "&R" Typ = "R"
Hint = "If this key is down, a mouseclick will select only brushes."$0D
"If map-editor has started, new assignment will apply on"
$0D"next QuArK restart. Otherwise when map-editor is started."
}
Select Curves: = {
Txt = "&R" Typ = "R"
Hint = "If this key is down, a mouseclick will select only curves (beziers)."$0D
"If map-editor has started, new assignment will apply on"
$0D"next QuArK restart. Otherwise when map-editor is started."
}
Select Entities: = {
Txt = "&R" Typ = "R"
Hint = "If this key is down, a mouseclick will select only entities (point and brush)."$0D
"If map-editor has started, new assignment will apply on"
$0D"next QuArK restart. Otherwise when map-editor is started."
}
}
MapMouse:form =
{
Style = "7"
Left: =
{
Txt = "Left mouse button"
MouseForm = ! // Includes "MouseForm:incl" here at load time (the :incl must be present BEFORE the ! in the file)
AutoFocus: = {Txt="Activate windows on mouseover" Typ="X" Cap="AutoFocus" Hint="if checked, the focus (active window) follows the mouse between windows (e.g. in the map editor)"}
sep: = {Typ="S" Txt = ""}
sep: = {Typ="S" Txt="Button and object icon colors"}
Unsel: = {Typ="X" Txt="If not selected" Cap="display blue icons" Hint="Check this to display blue icons instead of brown ones for 'unselected' icons"}
Sel: = {Typ="X" Txt="If selected" Cap="display blue icons" Hint="Uncheck this to display brown icons instead of blue ones for 'selected' icons"}
IconPath: = {Typ="CL" Txt="Icon size" Values="images\\"$0D"lgicons\\" Items="Normal"$0D"Large (LGIcons needed !)" Hint="Large icons require you to download first the 'LGIcons' pack from the web site."}
sep: = {Typ="S" Bold="0" Txt="(restart QuArK to reload icons with the new colors"}
sep: = {Typ="S" Bold="0" Txt=" and size after you made changes here)"}
MaxUndo: = {Txt="Max. undo levels" Typ="EF1" Hint="Maximum number of consecutive undos allowed"}
MinUndo: = {Txt="Min. undo levels" Typ="EF1" Hint="Minimum number of consecutive undos allowed (warn if not enough memory for this number)"}
UndoBufferSize: = {Txt="Size of undo buffer (MB)" Typ="EF1" Hint="Deletes older undo levels if it would take more memory than this"}
GameBufferSize: = {Txt="Size of game buffer (MB)" Typ="EF1" Hint="Size of the memory buffer to allocate while loading files from Quake (e.g. textures)"}
CompressionLevel: = {Txt="Compression Level" Typ="EF1" Hint="Level of Compression to use for zip files (0 .. 9)"}
CompressionBufferSize: = {Txt="Size of compression buffer (KB)" Typ="EF1" Hint="Size of memory buffer to allocate when compressing files"}
}
externaledit:incl = {
Typ = "EP"
DefExt = "exe"
Hint = "the program to use to edit files of this type, or <open> or <edit>"
}
GeneralExternalEditors:form =
{
Style = "3"
Info: = {Typ="S" Txt="External editors to called from QuArK"}
Info2: = {Typ="S" Txt = ""}
.pcx: = { Txt="PCX images" externaledit = ! }
.tga: = { Txt="TGA images" externaledit = ! }
.bmp: = { Txt="BMP images" externaledit = ! }
.jpg: = { Txt="JPG images" externaledit = ! }
.wav: = { Txt="WAV sounds" externaledit = ! }
.cin: = { Txt="CIN videos" externaledit = ! }
.mdl: = { Txt="MDL models" externaledit = ! }
.md2: = { Txt="MD2 models" externaledit = ! }
.map: = { Txt="MAP text files" externaledit = ! }
.wal: = { Txt="WAL textures" externaledit = ! }
.swl: = { Txt="SWL Sin textures" externaledit = ! }
.m8: = { Txt="M8 textures" externaledit = ! }
.pak: = { Txt="PAK archives" externaledit = ! }
.pk3: = { Txt="PK3 archives" externaledit = ! }
.sin: = { Txt="SIN Pak archives" externaledit = ! }
Entities: = {Txt="Entities in 3D" Cap="Display entities" Typ="X" Hint="Show entities in the 3D view"}
//EntityBoxes: = {Txt=" ``" Cap="as bounding boxes only" Typ="X" Hint="If not checked, entities are displayed as 3D Models when available"}
FarDistance: = {Txt="``Far┤┤ distance" Typ="EF1" Min="50" Hint="How far you can view before objects are lost in the fog (lower numbers accelerate rendering because there is less to display)"}
VAngle: = {Txt="Vertical view angle" Typ="EF1" Min="5" Max="80" Hint="Angle between the horizon and the higher and lower points you can see - larger numbers mean smaller image"}
FrameColor: = {Txt="Frame color" Typ="LI" Hint="Color displayed besides the image if the window is too large"}
FullScreenSize: = {Txt="Full-screen size" Typ="EF2" Hint="resolution is always 640x480, but a lower screen size will accelerate rendering by displaying black bands on the sides"}
FogDensity: = {Txt="Fog density" Typ="EF1" Min='1' Hint="Fog density. Try yourself to see what it does."}
FogColor: = {Txt="Fog color" Typ="LI" Hint="Fog color (recommended : either black or white)"}
TranspFactor: = {Txt="Isometric transparent fraction" Typ="EF1" Hint="For non-perspective views : if nonzero, a part of what is behind the 1st cutting plane is still visible (transparent)"}
Sep2: = {Typ="S" Txt = ""}
L1: = {Typ="S" Txt="---- Software driver only ----"}
VCorrection: = { Typ="EF1" Txt="Size correction" Hint="Corrects misalignments between the image and the wireframe lines over it. For example, Windows NT's software OpenGL is known to require a correction of about 0.92 instead of 1; otherwise, the textured images are smaller than the wireframes." }
GLLists: = { Typ="X" Txt="GL Lists" Cap="Enabled" Hint="Speeds up rendering when lights are enabled"}
}
GeneralAssociations:form =
{
Style = "3"
t: = {Typ="S" Txt="File extensions Association"}
t: = {Typ="S" Txt = ""}
t: = {Typ="S" Bold="0" Txt="Check the file types to associate with QuArK, then click"}
Hint = "the map you are editing will be saved automatically each time this amount of minutes elasped (0=disabled)"
}
AutoSaveRun: = {
Typ = "X"
Txt = "Auto-Save"
Cap = "before running game"
}
sep: = {Typ="S" Txt = ""}
DefPoly: = {
Typ = "C"
Txt = "Default brush-entity size"
Items = ""
$0D"128x128x128"
$0D"96x96x96"
$0D"64x64x64"
$0D"48x48x48"
$0D"32x32x32"
Hint = "Specify the X, Y and Z size of a cube, that will be used for"
$0D"brush-entities. The format is '9999x9999x9999', and minimum size"
$0D"is '8x8x8'."
}
WallWidth: = {
Txt = "Wall width (for Make Hollow)"
Typ = "EF1" // Edit Float, 1 value
}
ForceAngleStep: = {
Txt = "Force angle to (degrees)"
Typ = "EF1"
Min = '1'
Max = '90'
}
//sep: = {Typ="S" Txt = ""}
//BezierCenterX: = {
// Txt = "Bezier center offset (X)"
// Typ = "EF1"
// Min = '-64'
// Max = '64'
//}
//BezierCenterY: = {
// Txt = "Bezier center offset (Y)"
// Typ = "EF1"
// Min = '-64'
// Max = '64'
//}
}
MdlBuilding:form =
{
Style = "7"
ForceAngleStep: = {
Txt = "Force angle to (degrees)"
Typ = "EF1"
Min = '1'
Max = '90'
}
}
Toolbars_TextureBrowser:form =
{
Style = "7"
ImageListTextureDimension: = {
Txt="Dimension of textures in texture-list"
Hint="The bigger the dimension, more memory is needed, so make sure you don't overdo it."
$0D"Only dimensions 32 to 128 in steps of 16 are allowed: 32, 48, 64, 80, 96, 112, 128."
Typ="C"
items = "32 (32x32)"
$0D"48 (48x48)"
$0D"64 (64x64)"
$0D"80 (80x80)"
$0D"96 (96x96)"
$0D"112 (112x112)"
$0D"128 (128x128)"
values = "32"
$0D"48"
$0D"64"
$0D"80"
$0D"96"
$0D"112"
$0D"128"
}
ImageListLoadNoOfTexAtEachCall: = {
Txt="No. of textures to load per update"
Hint="How many textures at a time QuArK should load, before updating the texture-browser screen."
$0D"The higher the number, the less responsive QuArK will be, as it will not give control back"
$0D"to the user, until the amount of textures have been loaded."$0D
$0D"The best values are: 1 to 5"
Typ="E"
}
}
}
Default forms.qctx =
{
Polyhedron:form = // form on the polyhedrons page
{
Style = "1"
header: = {
Typ = "S"
Txt = "%s" // caption text is found in the object put in the form
//Bold = "0"
}
faces: = {
Typ = "E-R" // edit, read only
Txt = "Faces :"
Hint = "The number of faces this polyhedron has|Number of faces"
}
center: = {
Typ = "EF003" // Edit Float, 3 values, Short (max. 2 decimals)
Txt = "Center :"
Hint = "The X, Y, Z coordinates of the center (you can enter other values to move the polyhedron)|Polyhedron center"
}
texture: = {
Typ = "C"
Txt = "Texture :"
Items = "%s" // items are found in the object put the form (texture$items)
// texture$hint
Hint = "%s||This box lets you see and change the name of the texture used on this or these polyhedrons. Wait with the mouse over the box to see the texture images."
}
ownedby: = {
Typ = "E-R"
Txt = "Owned by :"
Hint = "The 'parent' (container) group or brush entity in the tree view||Click on the first button below to come back to the tree view; you will see the polyhedron inside a group. Every polyhedron is in a container, which can be the top-level 'worldspawn' entity, or a group or sub-group. Containers can be groups, used for map organization, or brush entities, i.e. entities with attached polyhedrons that make its shape, like doors and elevators."
}
}
Face:form = // form on the faces page
{
Style = "1"
header: = {
Typ = "S"
Txt = "%s" // caption text is found in the object put in the form
//Bold = "0"
}
sharedby: = {
Typ = "E-R" // edit, read only
Txt = "Used by :"
Hint = "Press F1 for more information||Faces can be shared by multiple polyhedrons. Just like normal faces, shared faces have a texture and a supporting plane. The difference is that several polyhedrons may be delimited by this unique plane."$0D$0D"To make a shared face, go to the tree view and move a face outside its polyhedron into a group; then, all polyhedrons in the same group will be delimited by the face plane. Another, more intuitive way to use this feature is to select a group and cut it in two parts using the button 'cut polyhedrons and groups in two' above."
}
texture: = {
Typ = "C"
Txt = "Texture :"
Items = "%s" // items are found in the object put the form (texture$items)
Hint = "%s||This box lets you see and change the name of the texture used on this or these faces. Wait with the mouse over the box to see the texture images."
}
origin: = {
Typ = "EF003" // Edit Float, 3 values, Short (max. 2 decimals)
Txt = "Tex. origin:"
Hint = "Texture origin point||This is the starting point of the texture mapping. Editing this will move the texture, but may also move the face if you enter a point outside the current plane."$0D$0D"Usually, you will use the mouse to move the cyan 'L' below instead."
}
scales: = {
Typ = "EF002" // Edit Float, 2 values, Short (max. 2 decimals)
Txt = "Tex. scale:"
Hint = "Scaling factors of the texture||The two scaling factors of the texture. They define how large the texture is, horizontally and vertically."$0D$0D"Usually, you will use the mouse to enlarge or shrink the cyan 'L' below instead."
}
angles: = {
Typ = "EF02"
Txt = "Tex. angles:"
Hint = "Direction of texture axis||The angles of the direction of each texture axis, in degrees."$0D$0D"Usually, you will use the mouse to rotate the texture below instead."
}
}
Bezier:form = // form on the faces page
{
Style = "1"
header: = {
Typ = "S"
Txt = "%s" // caption text is found in the object put in the form
//Bold = "0"
}
texture: = {
Typ = "C"
Txt = "Texture :"
Items = "%s" // items are found in the object put the form (texture$items)
Hint = "%s||This box lets you see and change the name of the texture used on this or these faces. Wait with the mouse over the box to see the texture images."
}
}
usercenterform:incl = {
usercenter: = {Txt="&" Typ="EF03" Hint="Drag this with the handle"}
centering: =
{Txt= "&" Typ="P" Macro="usercenter" Cap="push" Hint="Push to add a user center"}
}
notexsubform:incl = {
notexsub: = {Txt="&" Typ="X" Hint="Texture substitution in duplicators won't happen on this surface"}
}
dup plane:form = {
P1:= {Txt="&" Typ="EF03"}
P2:= {Txt="&" Typ="EF03"}
P3:= {Txt="&" Typ="EF03"}
}
Default:f:form =
{
notexsubform=!
}
Default:b2:form =
{
notexsubform=!
}
Default:g:form = // form that applies when editing groups
{
Style = "2"
_color: = {Txt="Group color" Typ="L" Hint="color of the group on the map"}
reset1: = {
Txt = " ``"
Cap = "Reset to def."
Typ = "B"
Hint= "reset the group color to its default"
Delete: = {
_color = "" // the button deletes this Specific
}
}
usercenterform = !
sep1: = {Typ="S" Txt = ""}
neg: = {Txt="Neg. polys" Cap="Negative" Typ="X" Hint="polyhedrons in negative groups dig the map"}
sep1: = {Typ="S" Txt = ""}
;view: = {Txt="&" Typ="X01" Cap="Grayed out" Hint="the whole group is displayed grayed out"}
;view: = {Txt="&" Typ="X02" Cap="Hidden" Hint="the group is hidden from map views"}
;view: = {Txt="&" Typ="X08" Cap="Hidden on textured" Hint="the group is hidden from textured views"}
;view: = {Txt="&" Typ="X016" Cap="Can't select" Hint="can't select objects in this group with mouse clicks"}
;view: = {Txt="&" Typ="X04" Cap="Ignore to build" Hint="ignored while building the map"}
}
outform:incl = // include for dups with out
{
out: = {Txt="copy objects" Cap="outside" Typ="X" Hint="if checked, the duplicator or digger works with objects besides instead of only inside"}
}
serialform:incl = // include for dups that serialize target etc.
{
increment suffix: = {Txt="increment" Typ="X" Hint="If this is checked, target, targetname, killtarget values ending in a sequence of digits are incremented"}
increment all target: ={Txt="incr. all targ." Typ="X" Hint="If this is checked, all specifics containing the word 'target' in their name are incremented"}
incrementable specifics: = {Txt="incrementable" Typ="E" Hint="List here additional specifics to be incremented"}
final_target = {Txt="&" Typ="E" Hint="Value of 'target' for last image, 'None' for no value" $0D " add 'final_killtarget' etc. for other incrementable specifics"$0D"for different final values associated with different bases,"$0D"list them base1:val base2:val2"}
increment by = {Txt="&" Typ="E" Hint="size of increment" }
incre_lip = {Txt="&" Typ="E" Hint="a custom increment for the specific 'lip'. Make more on this model" $0D "Overrides 'increment by', and the specific is automatically made incrementable" }
tex_sub = {Txt="&" Typ="E" Hint="Name of texture substitution file, which has a list of texturenames on each line, to be cycled thru" $0D " To block substitution on a face or patch, check the 'notexsub' specific."}
}
Default:d:form = // form that applies when editing duplicators
{
out: = {Txt="copy objects" Cap="outside" Typ="X" Hint="if checked, the duplicator or digger works with objects besides instead of only inside"}
}
Default:p:form = // form for polys
{
neg: = {Txt="&" Typ="X" Hint="if checked, brush is negative"}
}
linearform:incl = {
// scale: = {Txt="&" Typ="EF03" Hint="X Y Z axis scaling" }
// angles: = {Txt="&" Typ="E" Hint="Pitch Roll Yaw Angles" $ 0D " (Rotation around Y X Z axes, in order)" }
// matrix: = {Txt="&" Typ="E" Hint="A matrix for an arbitrary linear transformation" $0D " (if you don't know what this is, use" $0D "scale & angles instead)."}
linear: = {Txt="&" Typ="E" Hint="A matrix for an arbitrary linear transformation" $0D " You probably don't want to edit this directly;" $0D " hit the 'Edit Linear' button below"}
linedit: = {
Txt="Edit Linear" Typ="P" Macro="linedit" Cap="push" Hint="Push to edit the matrix in the linear specific" $0D " (Under Construction)"}
}
dup lin:form =
{
outform = !
offset: = {Txt="&" Typ="E" Hint="Each instances is offset X Y Z units from previous one"}
count: = {Txt="&" Typ="E" Hint="Number of instances generated"}
offset dup: = {Txt="&" Typ="X" Hint="If this is checked, image is located at dup.origin-images center+offset" $0D " It's meant for New Copy One duplicator"}
item center: = {Txt="&" Typ="X" Hint="If this is checked, if there is a 'linear' specific, each item in the" $0D " group is rotated around its own center (can be" $0D " usercenter) rather than the duplicator."}
linearform = !
serialform = !
}
dup symx:form =
{
serialform = !
}
dup symy:form =
{
serialform = !
}
dup symz:form =
{
serialform = !
}
dup symxyz:form =
{
x: = { txt="&" typ="X" cap="Flip X-axis" }
y: = { txt="&" typ="X" cap="Flip Y-axis" }
z: = { txt="&" typ="X" cap="Flip Z-axis" }
serialform = !
}
dup basic:form =
{
outform = !
offset: = {Txt="&" Typ="E" Hint="Each instances is offset X Y Z units from previous one"}
count: = {Txt="&" Typ="E" Hint="Number of instances generated"}
angle: = {Txt="&" Typ="E" Hint="Rotates the duplicated object by"$0D"that amount in degrees from its center"$0D"creating a circular pattern"$0D"A positive number for counterclockwise,"$0D"A negative number for clockwise"}
serialform = !
}
dup radial:form =
{
Help = "Brushes placed inside this will be replicated around the axis," $0D " which can be tilted."
count: = {Txt = "&" Hint = "Number of copies"}
around: = {Txt = "&" Typ = "EF1"
Hint = "Degrees around axis for each copy"}
spiral: = {Txt = "&" Typ = "EF2"
Hint = "displacement along and out from axis, per copy"}
axis: = {Txt = "&" Typ = "EF3"
Hint = "axis for copies"}
// buttons: = {
// Txt = "align"
// Typ = "PM"
// Num = "3"
// Macro = "dup_radial_align"
// Caps = "XYZ"
// Hint1 = "Align to X Axis"
// Hint2 = "Align to Y Axis"
// Hint3 = "Align to Z Axis"
// }
linearform = !
macro: = {Txt = "&" Typ = "ESR"
Hint = "Don't you worry about this"}
}
capdetails:form =
{
faceonly: = {Txt="&" Typ="X" Hint="if checked, only the top and bottom faces are produced, no inner curve"}
nofront = {Txt="&" Typ="X" Hint="if checked, front face is not produced"}
noback: = {Txt="&" Typ="X" Hint="if checked, back face is not produced"}
noinner = {Txt="&" Typ="X" Hint="if checked, inner face is not produced (thick bevels only)"}
noouter: = {Txt="&" Typ="X" Hint="if checked, outer face is not produced (thick bevels only)"}
leftside: = {Txt="&" Typ="X" Hint="if checked, left side is produced"}
rightside: = {Txt="&" Typ="X" Hint="if checked, right side is produced"}
}
subdivideform:incl =
{
subdivide: = {Txt="&" Typ="EF1" Hint="integer value, generate 2^n+1 control points along the curve"$0D" (Gives better approx to circle, but beware of R-speeds, also big patches might not show in Q3)"}
}
brushsubdivideform:incl =
{
subdivide: = {Txt="&" Typ="EF1" Hint="integer value, generate 2^n brushes along the curve"$0D" (Gives better approx to circle, but beware of R-speeds ...)"}
}
dup cap:form =
{
inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"}
lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"}
thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"}
subdivideform = !
stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on top/bottom is stretched to cover entire curved face." $0D "Otherwise complex things are done to make it easier to align the curve's texture with the sides."}
open: = {Txt="&" Typ="X" Hint="if checked, front and back are open"}
more: = {
Typ="B"
Txt="details"
Cap="Push"
Form="capdetails:form"
Hint="specifics for more detailed control over generation of patches"
}
macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"}
}
beveldetails:form =
{
faceonly: = {Txt="&" Typ="X" Hint="if checked, only the top and bottom faces are produced, no inner curve"}
notop = {Txt="&" Typ="X" Hint="if checked, top face is not produced"}
nobottom: = {Txt="&" Typ="X" Hint="if checked, bottom face is not produced"}
noinner = {Txt="&" Typ="X" Hint="if checked, inner face is not produced (thick bevels only)"}
noouter: = {Txt="&" Typ="X" Hint="if checked, outer face is not produced (thick bevels only)"}
leftend: = {Txt="&" Typ="X" Hint="if checked, left end is produced"}
rightend: = {Txt="&" Typ="X" Hint="if checked, right end is produced"}
}
dup bevel:form =
{
inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"}
lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"}
left: = {Txt="&" Typ="X" Hint="if checked, curve goes from back to left side rather than back to right side"}
thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"}
subdivideform = !
stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on back is stretched to cover entire curved face." $0D "Otherwise complex things are done to make it easier to align the curve's texture with the sides."}
open: = {Txt="&" Typ="X" Hint="if checked, top and bottom are open"}
more: = {
Typ="B"
Txt="details"
Cap="Push"
Form="beveldetails:form"
Hint="specifics for more detailed control over generation of patches"
}
macro: = {Txt="&" Typ="ESR" Hint = "This one is not for you, Saruman"}
}
dup column:form =
{
inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"}
thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"}
subdivideform = !
circle: = {Txt="&" Typ="X" }
stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on back is stretched to cover entire column." $0D "Otherwise complex things are done so that if" $0D "the the texture on the back face is wrapped around the brush," $0D "this wrapping will also appear aroudn the column"}
open: = {Txt="&" Typ="X" Hint="if checked, top and bottom are open"}
funnel: = {Txt="&" Typ="EF002" Hint="if specified, first number is expand factor for top, second for bottom."$0D"e.g. 0 1 for upward pointing cone"}
target: = {Txt="&" Typ="E" Hint="should be managed automatically"}
usercenterform = !
}
dup stair:form =
{
steps: = {Txt="&" Hint="number of steps in the staircase"}
sameheight: = {Txt="&" Typ="X" Hint="if all steps should have the same height"$0D"or all aligned to the bottom"}
oldstyle: = {Txt="&" Typ="X" Hint="||if this is checked, then old-style column-stair is generated."$0D"Not recommended, due to overdraw and t-juncts"$0D""$0D"Credits to foo, quakin, plan b and other quake3world editing forum stalwarts."}
macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"}
}
dup hlinfodecal:form =
{
Help = "Type your word(s) into the 'text'-specific,"$0D"check that the texture-names exist."
text: = {Txt="&" Hint="The text to be converted into infodecals" }
wildchar: = {Txt="&" Hint="A single character in the texture-names, thats replaced by a character from the text-string" }
tex_upper: = {Txt="&" Typ="ET" Hint="Texture-name of uppercase characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" }
tex_lower: = {Txt="&" Typ="ET" Hint="Texture-name of lowercase characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" }
tex_numeric: = {Txt="&" Typ="ET" Hint="Texture-name of numeric characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" }
macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"}
}
dup hlradfilemaker:form =
{
Help = "Set the specific-key to texturename and the arg to RGBV, like this:"
$0D" ~LIGHT5B 255 255 0 300"
$0D" SPOTLIGHT 0 128 255 800"
$0D$0D"Or use the 'texture' and 'lighting' specifics-interface;"
$0D"Push the [...] to select texture, and push to choose color (remember to"
$0D"append the brightness value). Then press the [Apply] button."
macro: = {Typ="ESR" Hint="This one is not for you, Saruman"}
filename: = {Typ="C" Hint="Choose or type the filename" Items="<mapname>.RAD"$0D"LIGHTS.RAD" Values=""$0D"LIGHTS.RAD"}
texture: = {Typ="ET" Hint="Choose texture. Push the [...] to open the texture-browser."}
lighting: = {Typ="L 4" Hint="Choose color. Push to open the color-picker dialog."}
apply: = {Typ="P" Cap="Apply" Txt=" " Macro="hlradfilemaker_apply" Hint="Push to apply the 'texture' and 'lighting' values to the list."}
}
wall maker:form = {
miter: =
{
Txt="&"
Typ="X"
Hint="If this is checked, corners will be mitered" $0D " outsides of shapes may need touching up"
}
extrude: =
{
Txt="&"
Typ="X"
Hint="If this is checked, walls will be extruded, but corners will not be mitered;" $0D$ " reshaping will be faster, but corners may have texturing faults and other problems." $0D "If neither this nor mitered is checked,negative polys will be used;" $0D " it is best to avoid them."
}
solid: =
{
Txt="&"
Typ="X"
Hint="If this is checked, brushes are made solid, no wall made." $0D " (simpler processing for quicker editing)"
}
depth: =
{
Txt="thickness"
Typ="E"
Hint="thickness of walls"
}
caulkhull:=
{
Txt="caulkhull"
Typ="E"
Hint="thickness of caulk hull walls"
}
caulksetback:=
{
Txt="caulksetback"
Typ="E"
Hint="distance caulk hull is set back from detail." $0D " should be empty except for special effects"
sep: = {Typ="S" Txt="---- Menu Item / Output ----"}
Shortcut: = {Typ="E" Txt="Keyboard shortcut" Hint="Keyboard shortcut as it appears in the menu (recommended: 'Ctrl+letter')"}
Pause: = {Typ="X" Txt="When build has finished..." Cap="Console stay open" Hint="Don't automatically close the console where all build-program's output has been written"}
sep: = {Typ="S" Txt = ""}
sep: = {Typ="S" Txt="---- Before build / After build ----"}
ExportMapFile: = {Typ="X" Txt="First..." Cap="Export new .MAP file" Hint=""}
Textures: = {Typ="X" Txt="Then..." Cap="Prepare used textures" Hint="Prepare all textures used in map and write"$0D"them to a place where the build-programs will find them"}
RunGame: = {Typ="X" Txt="After successful build..." Cap[]="Run [::Game] with map" Hint="Run the game when the map has been rebuilt"}