|
|
Menubar
Updated 28 Feb 2001
|
Upper levels: - QuArK Information Base - 1. Introduction to QuArK - 1.4. Map-editor in QuArK |
|
1.4.2. Menubar |
[ - - ] |
|
|
Index |
|
File menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Save will save your current project to an .QRK file. Save in QuArK Explorer . Use this if you want to add this map to your current project. This way, you can have multiple revisions of a single map, in a single project. Just remember to give them a sensible name, so you can distinguish them. At the moment (QuArK v5.7), the map editor will automatically close itself when you use this menuitem. Save as file . If you want to export just this map to a .MAP or .QKM file, select this menuitem. Save all will save all opened files. This includes the current project and modified add-on data files. Close will close the map editor. |
|
Layout menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Solid will change all map-views to show polyhedrons as solid object. This means that you won't be able to 'see-through' polyhedrons once they are in view. Textured will change all map-views to show polyhedrons with their applied textures and alignment. It will also show 3D-models of entities, if QuArK can find the 3D-representation. New 3D-window will create a new free-floating 3D edit window. An 'eye' with an angle-handle will be shown in the map-views, to illustrate from where the camera sees the world. You can actually edit polyhedrons in the 3D-window, and manipulate textures. OpenGL view , does the same as the previous command "New 3D-window" but the 3D viewer uses the OpenGL standard 3D graphic library. In QuArK v5.10 (and higher) it is also the only way to preview (colored-) light effects. (Silicon Graphics' OpenGL drivers for Windows: http://www.berkelium.com/OpenGL/sgi-opengl.html.) Show whole level will in wireframe-mode, draw all lines the level consists of, even those that can't be seen simultaneously in all map-views. Gray out of view will in wireframe-mode, draw grey lines of those parts of the level, which can't be seen within the map-views. Hide out of view will in wireframe-mode, only draw lines for those parts of the level, which is within the map-views. Panel at right . Check this menu-item, if you want the compass, dataform and that area, moved to the right of the map-views. Layouts . These menu-item are used to change between the different map-layouts. |
|
Edit menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Undo/Redo will open up the Undo/Redo window, where you can undo or redo more actions with one mouse-click. Cut . You know; remove the selection and put it into the clipboard. Copy . Just as easy; copy the selection into the clipboard. Paste . Take whatever is in the clipboard, and if it is something QuArK can use, it will paste it to where you point. Duplicate . A copy and paste action, but without putting the selection in the clipboard. Delete . Deletes the selection. Notice that it won't put anything in the clipboard. View group . See the View Group menu. It will only be active, if you have selected a group in the tree view. Texture flags . Only some games have this menuitem. See Face-flags window for a description.
Group is visible . This is the normal setting. All objects that belongs to this group, are visible and selectable on the map-views. Group is grayed out . When this is marked, all objects that belongs to this group, are shaded even if they are within the visible part of the map-views. Group is hidden . Every object that belongs to this group, are not drawn on the map-views. Marking this option will automatically also check the Cannot select with the mouse option. Hide on textured views . When this option are checked, all objects belonging to this group are not shown on solid-, textured- or 3D-views, only wireframe-views. This speeds up drawing a bit. Cannot select with the mouse . Check this option, if you do not want to select and change objects belonging to this group by an accident. This is a good setting, when you are done with some part of your map, and starts to build something else near or within that finished part. Ignore to build maps . If this option is checked and the Ignore groups marked so when building map in the option menu also is checked, QuArK will not include objects belonging to this group, when you build your level. Using this option, you can play-test parts of your level, without having to compile the entire level every time. |
|
Toolboxes menu |
Decker - 28 Feb 2001 | [ Top ] |
|
|
|
Search menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Entities by name will search for the next entity with a classname that matches the name you entered. Entities by specific will search for the next entity with an specific-name which matches the search-value you entered. Broken polys and faces . Activating this option, will search your map for invalid polyhedrons and faces which does not belong to a polyhedron. Holes in map . This function will try to check your map for leaks. It is not a accurate leak/hole finder, so sometimes it might point to a leak which isn't there. Basic checks . Performs various checks on your map, to see if it can be compiled correctly, and function properly in the FPS-game. |
|
Commands menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Brush subtraction. To subtract one brush from another, you mark; Face sharing subtraction. This is an advanced brush subtraction method. If a face from the originally brush, will be split up into multiple faces by the subtraction, it will actually be converted into a face, which is shared by the brushes that will be created by the brush-subtraction. Read more about 'Face Sharing'. Make hollow will create a polyhedron for each face the selection has, and delete the original selected polyhedrons. The inflate/deflate value in the Movement configuration window, determines the thickness of the new polyhedrons, and if they should occupy (negative value) or surround (positive value) the original selected polyhedrons. Intersection. This is basically a kind of brush adding function. It will try to create a new polyhedron which occupy the common area of the selected polyhedrons. Dissociate duplicator images. Only active when you have marked a duplicator. This will create actual copies of the duplicator-object(s), and remove the duplicator itself. Orientation. Only active when you have selected a face. It will bring up a window where you can edit some attributes about that face. However, its not recommended that you do it this way, unless you know what you're doing! Adjust angle. Only active when you have selected a face. This will bring the angle of the face on the polyhedron, to the nearest angle by which you specified in the 'Building'. Delete face. As it says. However, deleting a face will very likely make a polyhedron invalid. Cone over face. This will create a new set of faces in style as a cone, over the selected face. The number of new faces will be the number of edges the selected face has. Swap face sides. Will swap the face inside-out. Do not use this, unless you really want to! Extend selection will include adjacented polyhedrons of your selection, to it. This way you can mark one polyhedron, and extend the selection to everything that it touches. Tag side. This menuitem are created by an plug-in. It allows you to select, or tag as it says, a face of an polyhedron. With a tagged-face, the next three menuitems becomes active. Clear tag. Removes the tag. Glue to tagged. Another selected face or polyhedron, can be glued to the tagged face. Very usefull if you want another face to touch the tagged-face, so it will be somewhat seamless. Wrap texture from tagged. Should wrap the texture of the polyhedron, around it, so it has fluent seams. |
|
Game menu |
Decker - 28 Feb 2001 | [ Top ] |
|
QuickGO! a faster version, which should only be used when testing your map. QuickGO on selection only , as QuickGO! but only builds what you have selected. Prepare used textures creates a .WAD texture-file, with the textures used in the map. Complete rebuild will build everything, except running the FPS-game. Run FPS-game starts the game with the current map. The next menuitems varies from FPS-game to FPS-game. Familiarize yourself with these build tools, for the FPS-game you're building a map to. Customize menu opens a window, in where you can add, change and remove the above menuitems and their functionality. |
|
Toolbars menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Movement tool palette . Whether or not the movement toolbar should be visible. Mouse modes . Wether or not the mouse modes toolbar should be visible. |
|
Options menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Secondary red lines . When this is marked, an extra set of red lines will appear in the map-views. These can be used to reduce the selection-area of one map-view, if you do the selection in the other. 3D models in textured views . Check this to see a 3D representation of the entity-models, in textured views. Adjust angles automatically . When this is checked, adjusting any angle, like a face-angle or entity-angle, it will automatically adjust it to the nearest angle, specified in 'Building'. Paste objects at screen center . Check this if you want objects that you paste into the map-view, appear in the center of the current map-view. Uncheck it, and it will paste it at the exact position as the original. Ignore groups marked so when building . When this is marked, any group marked Ignore to build map will not be available in the map when running the FPS-game. Uncheck this if you want your entire map build. List of plug-ins . Opens a window which shows what plug-ins QuArK has loaded. Configuration . Takes you to the 'Configuration of QuArK'. |
|
Help menu |
Decker - 28 Feb 2001 | [ Top ] |
|
Help contents . Opens your web-browser. View console . Shows a Python-console. Usefull when debugging plug-ins. About . Shows the about box. |
|
GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark |
[ - Top - ] |