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- Thred v0.5b Tutorial
- Jim Lowell - jlowell@winternet.com
- September 23, 1996
-
-
- INDEX
- -----
-
- 1 Introduction
- 1.1 Acknowledgments
-
- 2 Requirements
-
- 3 Thred conventions
- 3.1 Basic views
- 3.2 Buttons
- 3.3 Menus
- 3.4 The default brush
-
- 4 Building your first map
- 4.1 Setting up
- 4.2 Walls
- 4.3 Structures
- 4.4 Lights
- 4.5 Water
- 4.6 Wads
-
- 5 GROUPING
- 5.1 Defining groups
- 5.2 Visible groups
- 5.3 Exporting partial maps
-
- 6 Advanced operations
- 6.1 Brush Subtraction
- 6.2 Associating brushes
- 6.3 Doors
- 6.4 Platforms
- 6.5 Teleporters
- 6.6 Buttons & Triggers
- 6.7 Walking monsters
- 6.8 Trains
-
- 7 Texture alignment
-
- 8 Don't do this
-
- 9 Other sources of information
-
- 1.0 INTRODUCTION
- ----------------
-
- Welcome to Thred! Thred is a 3D editor that has been designed to create
- Quake maps. Thred supports many advanced features to make your editing
- as easy as possible.
-
- Thred is written and owned by Jonathan Mavor (ah289@freenet.carleton.ca).
- The Thred webpage can be found at http://www.visi.com/~jlowell/thred
- and is maintained by Jim Lowell (jlowell@visi.com).
-
- This tutorial is intended for people who are getting started with Thred.
- It is not the Thred manual and does not cover all aspects of editing
- Quake with Thred. When you are done you will have built a simple level
- and loaded it into Quake.
-
- It is assumed that you know something about Quake (you've played it a
- lot, right?). It also helps to know something about brushes and how they
- work together, but it is not necessary to use Thred.
-
- You should unzip the Thred zip file into one directory (I use
- Quake\Thred) and save all your files to this directory as well.
-
- 1.1 ACKNOWLEDGMENTS
-
- Thanks to Marc Fontaine and Jasper van der Neut for their excellent
- artwork on the Thred buttonbars.
-
-
- 2.0 REQUIREMENTS
- ----------------
- This entire document applies to Thred v0.5b only.
-
- The version of QBSP that is included with Thred has been modified to
- support a larger number of brush faces. Because Thred generates brushes
- with many faces it is highly recommended that you use the QBSP.EXE that
- comes with Thred.
-
- Maps generated with QBSP will run in Quake v1.01 registered only.
-
- You must run Thred in Windows 95 or Windows NT and you must have a mouse.
- (note that Quake doesn't run under Windows NT, so it is really only
- practical to run Thred under Windows 95 at this time).
-
-
- 3.0 THRED CONVENTIONS
- ---------------------
-
- 3.1 Basic Views
-
- Most of the editing in Thred takes place right in a window. Moving,
- scaling, rotating, and shearing can all be done in a Thred window.
- There are a lot more things that you can do in the Thred windows,
- so it is important to understand how they work.
-
- There are 5 different views of your map in Thred. Solid Gons (or
- Solid Render), Wireframe, front, side, and top. Thred is a MDI
- application, so you can have as many windows open as you like with
- any combination of these views in any of the windows.
-
- In the solid render and wireframe views, the mouse can be used to
- move and pan around much the same way you would move in Quake. To
- walk around, hold the left mouse button and move the mouse. To look
- around (same as mlook in Quake) hold the right mouse button and move
- the mouse. To strafe up, down, left, and right hold both buttons
- down and move the mouse. The middle button switches you between your
- current tool and camera mode, then back again (very handy if you
- have a 3-button mouse). You must be in camera mode for these to work.
-
- There is one other view that you can have in a windows: The texture
- map. This is done by selecting "Texture Browser" from the view menu.
- This shows all of the textures in the current wad (use of wads is
- explained later in the document).
-
- 3.2 Buttons
-
- There are two button bars along the top of Thred. The top bar has 22
- buttons, the bottom one has 19 buttons. All of the buttons have hints
- on them that you can read when you pass the mouse over them. Their
- function should be obvious from that hint help.
-
- There is a webpage that explains most of the buttons in detail.
- It is at http://www.visi.com/~jlowell/thred/buttons.html
-
- 3.3 Menus
-
- All of the actions that can be done with the button bar can also be
- done with the menus. Of particular importance is the Tools menu which
- holds the BSP Manager option. The BSP manager will be used a lot to
- redraw your map from time to time. With the "Quick BSP" button, this
- menu shouldn't get used very much, but it is still important to know
- where it is. The BSP manager gives you all of the options for rebuilding
- the BSP preview in the solid render and wireframe windows.
-
- Another important menu is the Map Settings option under the file menu.
- From here you can select wad and palette files to use with Thred.
-
- 3.4 The default brush
-
- Of all the brushes in your maps, one will always be the 'default'
- brush. It will be displayed as a blue wireframe brush with red nodes.
- This is the brush that is modified when you move, skew, rotate, etc.
-
- The default brush may or may not be a brush that is part of the
- 'world' ("the world" is a term that means "everything in the Quake map").
- Until you add a brush to the world, it doesn't really exist and won't be
- visible in Quake when you build the map.
-
- If you move or change a brush that is part of the world, the changes
- won't be visible in the wireframe or solid render windows until you do a
- BSP rebuild. This is eaily done by clicking the button with a red B on it
- (top bar, 7th from the left).
-
-
- 4.0 BUILDING YOUR FIRST MAP
- ---------------------------
-
- 4.1 Setting up
-
- Start Thred from scratch. You should have a view of the default brush and
- nothing else. Maximize Thred and select "4 views" from the view menu. You
- should now have four windows with a solid render window in the top left.
-
- Make sure that camera mode is selected. This is the 1st button in the
- bottom buttonbar (just to the right of the group dropdown list) and has a
- hint of "Camera" and looks like an eye.
-
- 4.2 Walls
-
- Let's create a quick room. To do this, we need 6 walls. The easiest way to
- get that is to click the cube button and change some settings in the dialog
- that comes up. The cube button is 8th from the right in the bottom
- buttonbar and has a hint of "Cube". The dialog that comes up has many
- options, but we'll just adjust a few. Set the top X size and Z size to 512
- each. Set the bottom X size and Z size to 1024. Now set the height to 256.
- The wall thickness should be 16. Click the "hollow" radio button and click
- ok.
-
- You should now have a default brush that looks like a tapered square. The
- view in the solid render window may be too big for the window, so you can
- back up by holding the left mouse button and dragging down in that window
- (make sure you're still in camera mode or you may move or change the brush).
- Now is a good time to play around with the views in the other 3 windows and
- see how they work too.
-
- We're sure that we want this brush as the walls of our room, so let's add
- it to the world. To do this, click the add brush button. This button is
- 10th from the left and has a big yellow cube on it with a "+" on it.
- The hint on the button is "Add Brush".
-
- When you click it, you should see the default brush fill in. What really
- happened is that you added the brush to the world (this made it shade
- solid) and then Thred created a new default brush that is a duplicate of
- the brush you were just using. This is very handy if you are adding
- repetitive objects to areas (stairs or bars or something). You can move or
- edit the default brush now without changing the brush that you just added.
-
- Let's place an starting point in the room and view the map in Quake now.
- To do that, open the entity editor. This is the 5th button from the right
- on the top toolbar. It looks like a light with a wrench over it and has a
- hint of "Entity Dialog". Select New Entity, then pick "info_player_start"
- from the list. Leave it at the default and select close. You should see a
- cross appear on the map (it will look like a dot if you're back far enough).
- Entities appear as yellow crosses. A red cross is the currently selected
- entity.
-
- Now that you've done that, select 'save' from the file menu and save this
- map as 'test1', then select 'Export to Quake' from the file menu and export
- the map to a Quake map file. Now go to a DOS box and change to the directory
- that you have Thred installed in. Type the following:
-
- QBSP TEST1
-
- After a bit of number crunching, QBSP will create a new file calles
- TEST1.BSP in the same directory that you ran it in. Copy this file to
- the quake\id1\maps directory (create it if necessary) and start Quake.
- From the quake console, type "map test1" and hit enter. Congradulations,
- you just created your first Quake map.
-
- ** NOTE: There are several batch files included with Thred. If you installed
- Thred in a subdirectory below Quake, you can use them. They will process
- the map and then copy the map and any pointfile into the quake\id1\maps
- directory so you can play it.
-
- BATCH FILE FUNCTION
- ================================================================
- q.bat Runs just QBSP. No lighting or vising
-
- ql.bat Runs QBSP & LIGHT. No vising
-
- qle.bat Runs QBSP & LIGHT with the -extra option. No vising
- -extra on light eliminates the visible blocks on the
- lightmap.
-
- qv.bat Runs QBSP & LIGHT & VIS with the -fast option.
- Very good for developing large maps.
-
- qfinal Runs QBSP & LIGHT -extra and VIS -level 4. You
- should always run your map through this before
- releasing it.
-
- 4.3 Structures
-
- This is pretty dull, so let's add some structures to the room and add a few
- new textures. Go back to Thred (it is assumed that you left it running while
- Quake was up) and select the cube button again. Now type in 16 for all four
- X & Z values and put in 300 for the Y value. Make sure that solid is selected
- and hit Ok. You should see your brush change shape.
-
- Let's change the texture of the brush now. To do that, select 'Texture
- Browser' from the view menu. You should see a new window full of textures.
- Just click the one you want and it will be automatically applied to the
- default brush. Go ahead and pick a texture from the window, then minimize
- it (the texture windows that is). To see what texture is applied to the
- brush, click the brush attributes button (7th button from the left on the
- bottom buttonbar. It's a green brush with a wrench over it and has a hint
- of "Attributes Dialog"). The name of the brush is the name of the texture
- that will be applied to it. When you selected a texture from the texture
- dialog, you were changing the name of the brush to match the texture that
- you wanted.
-
- What we have right now is a vertical pole that is in the room. If you
- switch to 'move/rotate' mode (2nd button from the left on the bottom
- buttonbar) you can move the brush around with the left mouse button.
- Play around with this and add a few brushes to the world. I recommend
- that you move them in the 'top view' window because that will keep you
- from accidentally moving them above or below the room. Don't forget that
- it's easy to add several brushes of the same kind in a row by just clicking
- the 'add brush' button, then moving to a new location and repeating.
-
- You should be aware that Thred is quite capable of creating objects that
- are too complex for Quake to handle. An example of this is a sphere with
- too many stripes. It will work just fine in Thred but will fail in QBSP.
- Be careful of this.
-
- Once you've done this, walk around in the solid render view. You should be
- able to see the 'poles' that you just added to your room.
-
- 4.4 Lights
-
- Let's add a few lights to the map now. This will add quite a bit of depth
- to the map when we see it in Quake next. To do that, you can click the 'add
- light' button. It looks just like a light bulb and is the 4th button from
- the right on the top buttonbar. This will add a new light to the world at
- 0,0,0 (same spot the player start is at).
-
- Now click the 'move entity' button. It's 8th from the right on the top
- buttonbar and looks like a yellow dot with blue arrow pointing away from it.
- When you're in this mode you can move the currently selected entity with the
- left mouse button or select a new entity with the right mouse button.
-
- In the top view move your light around in the room. Don't get too close to
- the walls or it may fall outside the room. You can see and tweak the entity
- in any of the four windows. Be aware that you need to switch from entity
- mode to camera mode and back to change your views while performing this
- process.
-
- I recommend that you add 5 lights to this map. Place them at random where
- you think they cast some interesting shadows. Check the lights in the front
- and side views to make sure that they are inside your room. Move them if
- they aren't.
-
- Now save your map and export it to Quake. Go back to your DOS box and get
- to Thred directory. Type these commands in:
-
- QBSP TEST1
- LIGHT TEST1
-
- The new light command will add the lighting to your map. Now copy test1.bsp
- to the quake\id1\maps directory and start up Quake again. If your lights
- were placed well, you should have a somewhat dark room with areas of light
- and lots of shadows.
-
- 4.5 Water
-
- To add water to a Quake level, simply change the texture of a brush to
- *water1 and everything inside the brush will become water. Let's do this
- to our level. Click the cube box and create a cube brush that has x=1200
- and z=1200 (both top and bottom) and 128 tall. Now in the Top view drag
- this big brush so the room fits entirely inside of it. Now go to the side
- or front view and drag the brush so that it sticks just below the room,
- but most of it is inside the room itself. Click the brush attributes dialog
- and change the name of this brush to *water1. Now add the brush to the
- world.
-
- Export and rebuild the map and load it into Quake. You should be swimming
- around in water now.
-
- 4.6 Wads
-
- The file 'mywad.wad' that comes with Thred contains some basic textures.
- You can use any wad as a texture source if you like. Simply put the wad
- in your Thred directory and select it from the 'map settings' menu option
- in the file menu. You can use other palette files the same way.
-
- ** NOTE **
- When you select a new texture wad, you must close the current map and load a
- new map or start a new map before the texture change will take effect. If
- you don't, you will still see the old textures in the texture browser until
- you do.
-
-
- 5.0 GROUPING
- ------------
-
- 5.1 DEFINING GROUPS
-
- Grouping is one of the most powerful features of Thred. This is the feature
- that makes it possible to work on huge maps with Thred with relative ease.
- There are four buttons and a drop-down list dedicated to working with groups
- in Thred. The buttons are on the bottom buttonbar all the way to the right.
- The drop-down list is also on the bottom buttonbar all the way to the right.
-
- The drop-down list shows all of the groups for the current map. The group
- selected in the box is the current group.
-
- The left group button is used to put Thred into group select mode. Once you
- are in group select mode, you can highlight groups of brushes and entities
- in any 2D window. To do this, you use the left mouse button to drag a box
- around the brushes and entities you want in your group. You can use the right
- mouse button to de-select brushes that you don't want.
-
- When you have selected a group of brushes, you can either add it to the current
- group (as shown by the drop-down list) or create a new group with it. Adding
- a brush to the current group is the way you move brushes from one group to
- another.
-
- To add the brushes to the current group, click the 3rd button from the left
- (Add to current group). To create a new group, click the 2nd button from the
- left (Create group). If you create a new group, you will be presented with
- the Group Attributes Dialog. From here you can type in the name of the
- group and assign it a color (click the solid colored box to change colors).
-
- 5.2 VISIBLE GROUPS
-
- The rightmost button on the bottom buttonbar is the Group Attributes button.
- The Group Attributes dialog shows all of the groups in the current map. You
- can select any group and change it's color or rename it from here. Next to
- each group in the list is a set of brackets []. If you double-click the name
- in the list you will toggle an [X] in those brackets. All groups with an
- [X] are visible. Groups without it [] are non-visible.
-
- The visible attribute is only used when you put Thred into Show Visible
- Groups mode. You can do this by clicking the 2nd button from the left on
- the top buttonbar. When Thred is in this mode, only visible groups will appear
- in Thred. By rebuilding the BSP (click the red 'B' button) you can see a solid
- preview of just the visible groups. This is very handy for working on large
- maps because it keeps the amount of data down to a manageable amount. If you
- were to show all of a map all the time, it would quickly get very hard to work
- on parts of the map simply because of the number of lines being drawn on the
- screen all the time.
-
- 5.3 EXPORTING PARTIAL MAPS
-
- There is a major advantage to being able to export just part of your map.
- It will run through QBSP much faster and you typically don't have to VIS
- the map. Thred will only export whatever you can see in the editor. If you
- have just one room visible and you export to a .map file, then that room is
- all that will be in the .map file.
-
- Be sure you include whatever group has the info_player_start or you won't
- be able to start your map!
-
-
- 6.0 ADVANCED OPERATIONS
- -----------------------
-
- 6.1 BRUSH SUBTRACTION
-
- In Thred, you can add a brush to the world by clicking on the Brush Add
- button (yellow box with a plus sign on it). You can also subtract a brush
- from the world by placing it over another brush and clicking on the
- minus button.
-
- When you do this, it will create a hole in the world where the default
- brush is. This hole applies only for the brushes that were down before
- you subtracted the brush. If you want to add a new brush that goes through
- the hole, you can do that.
-
- The brush that you subtracted from the world stays visible in Thred and
- can be selected and modified. If you move a subtraction brush, it moves
- the hole around in the world.
-
- Subtraction in Thred is not working 100% of the time right now. It is possible
- to create something in Thred that doesn't work right. This is being worked on.
-
- When you subtract from a brush, you have to be careful to overlap the
- subtraction brush so that it doesn't line up exactly with the faces that are
- there. For example, if you want to put a hole in a wall, this is what the view
- would look like from the top:
-
- SSSSSSSS
- +----S------S--+
- | S S |
- | S S |
- +----S------S--+
- SSSSSSSS
-
- To subtract in this example, the subtracted brush overlaps the edges of the
- brush you are subtracting from. This is what you don't want to do:
-
- +----SSSSSSSS--+
- | S S |
- | S S |
- +----SSSSSSSS--+
-
- This will create an infinatly thin plane in the edges of the brush you're
- subtracting from and will look wrong in the game.
-
- 6.2 ASSOCIATING BRUSHES
-
- Quake has several entities that allow special behavior within the Quake world.
- To use these special entities, you associate them with brushes. These brushes
- define the area of effect (like a trigger), or the thing to move (like a door).
-
- To associate a brush with an entity, follow these steps:
-
- 1) Select the brush or brushes to associate with the group selector tool
- 2) Go into the entity manager (button with a light-bulb under a wrench)
- 3) Add the entity that you want to associate these brushes with
- 4) Click Associate Selected Brushes (NOTE: Only click the associate button
- ONCE. If you click it more than once, you will effectively associate the
- entity with nothing because the brush is no longer selected after the first
- time you click that button).
-
- You can associate several brushes with one entity. This is usefull for making
- complex objects that move like one thing (like a boat).
-
- 6.3 DOORS
-
- To make a door, you use a func_door entity. Put the brush down that you
- want to be the door. Now associate it with a func_door entity and set
- some of key values to make your door behave the way you want it to:
-
- KEY MEANING
- ================================================================
- Angle Which direction does the door move
- Speed How fast does the door open (100 is a medium speed)
- Sounds 1-5 I think.
- Wait How long (in seconds) does the door stay open
- before closing. I use 2 a lot.
-
-
- The angle is set in degrees. Looking from the top, this is the
- angle that it points to:
-
- 90
- ^
- |
- 180 <----+----> 0
- |
- V
- 270
-
- You can also assign an angle of -1 to go up and -2 to go down.
-
- *** IMPORTANT NOTE ***
-
- If you have two doors touching each other, Quake will link them
- together so that when one door opens, the other one does too. This
- is almost always what you want, but there are times when you don't
- want this to happen, and it can produce unexpected results. There
- is a way to unlink them, but I don't know what it is right now.
- The only thing I can recommend at this time is that you don't make
- the doors touch each other if you don't want Quake to link them
- together.
-
- 6.4 PLATFORMS
-
- A platform is very similar to a door. You place a brush (or group
- of brushes) in the world that you want to be the lift. You must
- create the lift in the up position. Next, you associate it with a
- func_plat entity and set the different keys to make it behave the
- way you want.
-
- KEY MEANING
- ================================================================
- Height How high the lift is. When the game starts, the
- lift brush will be lowered by this amount to rest
- on the floor. This must be precise or the lift
- will rest above or below the floor.
- Speed How fast does the plat moves (150 is the default)
- Sounds 1 - hydraulic lift
- 2 - chain lift
- Wait How long (in seconds) does the lift drops back to
- the lowered position.
-
- As far as I know, the only behavior allowed for a lift for it
- to start in the down position and then rise up when someone walks
- on it. You can use func_doors to make other behaviors.
-
- 6.5 TELEPORTERS
-
- Teleporters are triggers that move the player from one spot to
- another. You add a brush to the world and assign it to a trigger_teleport.
- The brush that you added will become invisible in the game, but when the
- player walks into it they will activate the teleport trigger.
-
- To set the player's destination, you need to add a info_teleport_destination
- entity to the world and link it to the trigger_teleport entity. You do this
- with a combination of target and targetname keys.
-
- Add a "target" key to the trigger_teleport entity and give it a unique value
- (like t1). Then add a "targetname" key to the info_teleport_destination
- entity and give it the EXACT SAME VALUE. You must be careful to match them
- up. Quake is case sensitive, so if you capitalize a letter in one and not
- the other, your teleporter won't work.
-
- Once you've done that, position the info_teleport_destination where you
- want the player to land. You can add an "angle" key to the destination
- entity to indicate which direction you want the player to face after
- teleporting.
-
- 6.6 BUTTONS & TRIGGERS
-
- Triggers are used to make things happen. The example I will give is a button
- that opens a door. This action is very similar to the teleport example as you
- will soon see.
-
- To do this, create the door that you want to open. Add a "targetname" key to
- the func_door entity and give it a unique value. Now, create a brush that
- will be the button. Associate it with a func_button and add a "target" key
- to the button. Give it the same value as the door. Now when that button is
- pressed, you will trigger the doors and open them.
-
- As another example, you can place a brush in the world and associate it with
- a trigger_once or trigger_multiple. Giving it a "target" key with the same
- value as the door will cause the door to open when the player walks through
- the brush. If you used a trigger_multiple, it will open every time. If you
- use a trigger_once, it will only open the first time the player enters the
- trigger brush. After the first time, the trigger is ignored by Quake.
-
-
- 6.7 WALKING MONSTERS
-
- Making the monsters walk around in Quake is one of those little touches which
- I feel sets one map apart from another. This is a fairly simple thing to do,
- but does require some explination to implement in Thred.
-
- The idea is to create several path_corner entities that define a path for the
- monster to walk. Link them together with "target" and "targetname" keys. Each
- entity should have both a target and targetname key. The targetname is the
- name of the path corner and the target should point to the next path_corner
- that the monster is to walk to. If you link the last path_corner to the first
- one, the monster will walk around the path endlessly until he attacks a player
- or another monster.
-
- This is what the path_corner's would look like:
-
- Corner target targetname
- ---------------------------------------
- 1 mw1 mw2
- 2 mw2 mw3
- 3 mw3 mw4
- 4 mw4 mw1
-
- Now if you add a target key to the monster that you want to make walk and give
- it a value of the first path_corner ("mw1" in this case) the monster will walk
- to the first corner, then walk around the loop until he attacks.
-
- 6.8 TRAINS
-
- Trains work just like making monsters walk, except you can make a combination of
- brushes follow the path. func_trains will move exactly from path_corner to
- path_corner and will move through walls if necessary in order to get to the
- next path_corner.
-
- To do this, associate a brush with a func_train. Then add the path_corner
- entities and place them in the map to define the corners that you want the train
- to follow. Now by adding a target key to the func_train and giving it the same
- value as the first path_corner, you can make the brush move around.
-
- The top left front corner (bottom left from the top view) of the brush will
- move to *exactly* the position of each path_corner. The brush will start at the
- first path corner when the game starts, it will not start where you place it.
- You can use this to create a neat effect. You can put a train in a dark room,
- but place the starting brush next to a bright light. The train will be bright
- even though everything else in the room is dark.
-
- 7.0 TEXTURE ALIGNMENT
- ---------------------
-
- Quake performs natural texture alignment. This means that everything aligns to
- the grid in Quake. This is good because it tends to make things look better.
- Quake also allows for texture alignment, but Thred does not implement that yet.
- Therefore, to align door, light, button, and other textures, you have to place
- the brush exactly on the grid that the texture is going to align to. This is
- further complicated by the fact that Thred doesn't tell you the exact size of
- the textures. You'll have to guess (sorry bout that!).
-
- Anyhow, let's say you want to use a texture that is 64x64. Create a brush that
- is 64x64 on the side that you want the texture to appear on. (don't forget that
- all sides of a brush get the same texture). Now set the grid size to 64 and zoom
- so you can see the gridlines. Move the brush so that it is close to where you
- want it. Your goal is to make the edges of the brush line up exactly with the
- grid lines. You cannot do this with the grid set to the same size as the brush,
- so drop the grid down to 32, move the brush kiddy-corner to it's current position,
- then bump the grid back up again. You should be able to line the brush up exactly
- this way.
-
- 8.0 DON'T DO THIS
- -----------------
-
- There are some things you should not do in Thred. There may be more, I'm
- not sure.
-
- 1) Don't delete the first brush in the map. Thred keeps the brushes in a
- linked list and removing the first brush causes it to crash.
-
- 2) Don't delete the first entity in the map (same reason)
-
- 3) Don't try the texture preview. It doesn't work yet.
-
- 4) Don't copy a brush that is associated with an entity. The new brush
- and all subsequent brushes will also be associated with the same entity
- (I once got a whole room to act as a door because of this :)
-
- 5) Don't try to select objects in any 3D window. You can only select
- objects in the 2D windows.
-
- 6) Don't worry if you can't find your group in the drop-down list, use
- the arrow keys to scroll up and down in the list
-
- 7) Don't click the associate selected brushes more than once.
-
- 8) Don't release any maps that won't VIS. You're a loser if you do.
-
- 9) Don't cross against a green light.
-
- 10) Don't freak out if your map doesn't look the same in Quake as it does
- in Thred. You've made something too complex for Thred and you need to
- go back and simplify it.
-
-
- 9.0 OTHER SOURCES OF INFORMATION
- --------------------------------
-
- All these sources are on the web.
- ------------------------------------------------------------------------------
-
- The Thred homepage: Find all the latest news on Thred here
-
- http://www.visi.com/~jlowell/thred
-
- ------------------------------------------------------------------------------
-
- The Quake Map Specs: I learned a lot from this page
-
- http://www.infi.net/~nichd/qmapspec.html
-
- ------------------------------------------------------------------------------
-
- Quake texture wads: Use new textures!
-
- http://www.wf.net/~stephenc/
-
- ------------------------------------------------------------------------------
-
- Information on Quake Editors: Get the scoop on other Quake editors
-
- http://www.golden.net/~novacane/quake.html
-
- ------------------------------------------------------------------------------
-
- That's it for now!
-
- -= Jim Lowell =-
-