1.3 Configuring QuArK
First and foremost, let's get the screen
such that we can work easily. You can choose any layout you like
from the Layout menu; my personal favorite is the first 4 views layout:
Another thing I like to do to keep the
map in perspective is to call up the texture window. This gives a
forshadowing of what the map will actually look like in-game. If
you have OpenGL, which I don't, I suppose you can call up an OpenGL window.
After the window is brought up, I like to drag and resize it to cover the
3D wireframe view in the lower right:
Now, in order to navigate around in
this 3D textured view, we need to configure the controls. Go to Options
and this window will pop up. I
like my 3D movement controls to be similar to the ones in Quake2; you can
use whatever you want. Note: I don't think you can use +mlook
for 3D maneuvering.
Now then, let's practice by moving around
so that we can see the player spawn (male model, cipher skin), the wall
closest to it, the sky, and the floor. To use the keys for moving
around in 3D mode, you must have the 3D window active or at least
the mouse pointer in the 3D window's title bar. Also notice that
similar to noclip mode, you can move through objects.
You may have noticed a funny little
symbol that looks like a side view of someone's eye being poked by a needle.
Hee hee, this is a little indicator which is displayed in all the views
and shows the "camera" or "looking" direction of the 3D view, whether textured
There are some other editing parameters
which are good to configure, or at least keep an eye on. Click on
the little piece of paper waaay to the right of the toolbar:
and you'll get this window:
Highlights: The Zoom Factor
is how much a brush will enlarge/shrink when you perform that operation
(for instance my brush would be enlarged by multiplying its dimensions
by 1.2; see the buttons directly below the Options menu) and the rotation
angle is how many degrees a brush will be rotated when you rotate it around
an axis (buttons to the left of the CFG button).
Going back to Options > Configuration...,
another important parameter to note is the wall thickness when the hollow
command is used:
And finally, it's very important to
have your compiler command lines pointed to the compiler locations, otherwise
your map will not compile. This is also found in Options > Configuration...:
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Note: I apologize for my non-standard
Windows color scheme.