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'''Brush''' | '''Brush''' | ||
:The basic building block of Radiant. See [[brush]]. | :The basic building block of Radiant. See [[brush]]. | ||
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'''Brush entity''' | '''Brush entity''' | ||
:Entity which need to be paired with at least one brush to work. This entity type is populating the subgroups func_, trigger_ and _zone. To create a brush entity, first create a brush and select it, then right-click anywhere in the 2D grid to bring up the entity menu and select the entity. When map is compiled, brush entity become worldspawn or [[BModel]]. | :Entity which need to be paired with at least one brush to work. This entity type is populating the subgroups func_, trigger_ and _zone. To create a brush entity, first create a brush and select it, then right-click anywhere in the 2D grid to bring up the entity menu and select the entity. When map is compiled, brush entity become worldspawn or [[BModel]]. | ||
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'''Common materials''' | '''Common materials''' | ||
:A set of system materials in common/ folder used to make special things. All common material normally invisible in game. | :A set of system materials in common/ folder used to make special things. All common material normally invisible in game. | ||
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'''Entity''' | '''Entity''' | ||
:An object used to interact with the game, see [[entity]]. | :An object used to interact with the game, see [[entity]]. | ||
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====L==== | ====L==== | ||
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'''Light''' | '''Light''' | ||
:A light is an entity that creates light and adds color to surfaces of brushes around it. Proper lighting can make any map look appealing. Darkplaces engine have static map-placed light entities and dynamic realtime lights edited ingame (some of them get exported to static lights on map compile). | :A light is an entity that creates light and adds color to surfaces of brushes around it. Proper lighting can make any map look appealing. Darkplaces engine have static map-placed light entities and dynamic realtime lights edited ingame (some of them get exported to static lights on map compile). | ||
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'''Model''' | '''Model''' | ||
− | :A model is a premade piece of geometry which you can put into your map | + | :A model is a premade piece of geometry which you can put into your map. |
====N==== | ====N==== | ||
'''Npc''' | '''Npc''' | ||
− | :Npc is an abbreviation of non-player character (sometimes "non-playable character" or "non-player class"). It's a character in a computer game whose actions are not controlled by a human player | + | :Npc is an abbreviation of non-player character (sometimes "non-playable character" or "non-player class"). It's a character in a computer game whose actions are not controlled by a human player. |
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:A sub-type of brush used to simulate curves. It is generated by a matrix of vertexes which can be moved independently of each other to form the curved shape. NetRadiant has several standard types (Bevel, Endcap, Cylinder, Sphere) that will generate most needed curves, as well as the ability to create 'simple patch meshes' that allow for a free-form shaping. Patch Meshes are only visible from one side, and cannot be used reliably for fog, water, or any other spatial type of shader effect. | :A sub-type of brush used to simulate curves. It is generated by a matrix of vertexes which can be moved independently of each other to form the curved shape. NetRadiant has several standard types (Bevel, Endcap, Cylinder, Sphere) that will generate most needed curves, as well as the ability to create 'simple patch meshes' that allow for a free-form shaping. Patch Meshes are only visible from one side, and cannot be used reliably for fog, water, or any other spatial type of shader effect. | ||
'''Prefab''' | '''Prefab''' | ||
− | :A ''prefab'' are a group of brushes which can be imported to your map. The difference between a ''prefab'' and a model are that prefabs still consist of individual brushes whereas models are made out of already compiled polygons | + | :A ''prefab'' are a group of brushes which can be imported to your map. The difference between a ''prefab'' and a model are that prefabs still consist of individual brushes whereas models are made out of already compiled polygons. |
'''Point entity''' | '''Point entity''' | ||
:Any entity that only require origin to be placed. Is is a most frequently used entity. Point entity have fixed volume box (bound box). Enemies, items, decoration models, start spots are point entities. | :Any entity that only require origin to be placed. Is is a most frequently used entity. Point entity have fixed volume box (bound box). Enemies, items, decoration models, start spots are point entities. | ||
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====Q==== | ====Q==== | ||
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'''Shader''' | '''Shader''' | ||
− | :Refers to [[ | + | :Refers to [[Material system | material]]. |
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'''Texture''' | '''Texture''' | ||
− | :An image or graphic which can be applied to a surface | + | :An image or graphic which can be applied to a surface. |
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'''Vertex''' | '''Vertex''' | ||
:The points between which the faces of the brush are drawn, usually the corners of a brush. | :The points between which the faces of the brush are drawn, usually the corners of a brush. | ||
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'''Void''' | '''Void''' | ||
:The gray area outside of the map itself, where nothing is. If there's a way to get to this area from any entity in the map, the map is leaked. | :The gray area outside of the map itself, where nothing is. If there's a way to get to this area from any entity in the map, the map is leaked. | ||
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'''Worldspawn''' | '''Worldspawn''' | ||
− | :The entity that contains all the regular brushes in your map, so every brush you create will be added to the worldspawn entity. Any dynamic brushes (doors, trains) are not part of worldspawn | + | :The entity that contains all the regular brushes in your map, so every brush you create will be added to the worldspawn entity. Any dynamic brushes (doors, trains) are not part of worldspawn. |
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[[Category:Glossary]] | [[Category:Glossary]] | ||
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__NOTOC__ | __NOTOC__ |