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====A====
 
====A====
 
'''Alpha Shadows'''
 
'''Alpha Shadows'''
:A technique for lighting in a map that results in controlled shadows in the finished map. Typically, it is used to project shadows through textures such as grates or glass that are partially or mostly transparent, simulating realistic shadowing on the recieving surface.
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A technique for lighting in a map that results in controlled shadows in the finished map. Typically, it is used to project shadows through textures such as grates or glass that are partially or mostly transparent, simulating realistic shadowing on the recieving surface.
  
 
====B====
 
====B====
 
'''Brush'''
 
'''Brush'''
:The basic building block of Radiant. See [[brush]].
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The basic building block of Radiant. See [[brush]].
'''BSP'''
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:Name of playable map format, a technique of scene rendering and collision detection, first compile stage when .MAP (editing format) is actually transformed to .BSP. See [[BSP]].
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'''Brush entity'''
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: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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====C====
 
====C====
 
'''Caulk'''
 
'''Caulk'''
:Special material designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game.
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A [[common materials | common material]] designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game.
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'''Clipper'''
 
'''Clipper'''
:The Clipper Tool is used to clip (IE, cut away) parts of a brush in order to alter it's shape. This is generally used to turn a standard 6 sided brush into a brush with fewer or more sides, depending on what is required for it's placement. It has two versions: two-point clip cuts along a single plane and three-point clip can create a cut along all three dimensions, depending on point placement.
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The Clipper Tool is used to clip (IE, cut away) parts of a brush in order to alter it's shape. This is generally used to turn a standard 6 sided brush into a brush with fewer or more sides, depending on what is required for it's placement. It has two versions:
'''Common materials'''
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* two-point clip cuts along a single plane
:A set of system materials in common/ folder used to make special things. All common material normally invisible in game.
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* three-point clip can create a cut along all three dimensions, depending on point placement.
'''CSG'''
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:Consecutive Solid Geometry. A geometry class that represents both form and volume used on [[brush|brushes]] (triangle models dont represent a volume). Radiant allows three basic CSG operations: Substract, Make Hollow and Merge.
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'''Compilation'''
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:A process of transforming .MAP (editing format) file into .BSP file (playable map) when map is optimized and lighting, culling, and collision structures are created. Compilation can take many time based on quality settings (there is preview, final and release compilation) and map type. See [[Radiant/Build menu|Build menu]].
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====D====
 
====D====
 
'''Detail brush'''
 
'''Detail brush'''
:A detail brush is a type of brush that does not block the -VIS stage of the compiler. In short, any brush that does not provide structure/seal to a room, and merely is there to detail the room, should be made a detail brush [ctrl + M]. See also [[brush]].
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A detail brush is a type of brush that does not block the -VIS stage of the compiler. In short, any brush that does not provide structure/seal to a room, and merely is there to detail the room, should be made a detail brush [ctrl + M]. See also [[brush]].
  
 
====E====
 
====E====
 
'''Entity'''
 
'''Entity'''
:An object used to interact with the game, see [[entity]].
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An object used to interact with the game, see [[entity]].
'''Classname'''
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:String entity key that represents entity class.
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====F====
 
====F====
 
====G====
 
====G====
 
'''Grid'''
 
'''Grid'''
:A grid is a framework with vertical and horizontal lines in unison used to structure content. The grid, in Radiant, is to the left, where you build your world.
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A grid is a framework with vertical and horizontal lines in unison used to structure content. The grid, in Radiant, is to the left, where you build your world.
  
 
====H====
 
====H====
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====L====
 
====L====
  
'''LIGHT'''
 
:Third (and last) compile stage that creates lightmaps and vertex lighting for a map. On outdoor maps it is most long stage.
 
 
'''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).
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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).
  
 
====M====
 
====M====
'''Map'''
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:A level editing format (which get transformed into playable format during map compilation), a single map (or scene).
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'''Metasurface pipeline'''
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:A technique used on BSP map compilation phase. All brushes and models are breaked into their triangles and new drawsurfaces is created from that pile. Metasurface pipeline is needed for most of advanced map compilation features (models lightmapping, normal smoothing) and required by Blood Omnicide.
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'''Model'''
 
'''Model'''
:A model is a premade piece of geometry which you can put into your map. By default models get only vertex lighting, but with "force meta/lightmapped" spawnflag they get lightmaps compiled. Models become a part of the world unless targeted to other entities (in this case model is being added to targeted entity geometry).
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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.
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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.  
'''Normal smoothing'''
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:Brushes are flat shaded by default. Normal smoothing allows soft lighting on them. See [[normal smoothing]].
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====O====
 
====O====
 
'''Origin'''
 
'''Origin'''
:The center point of the map, i.e. ''0,0,0''. Also center of any object and [[common materials | common material]] used to define origin of [[BModel | bmodel]].
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The center point of the map, i.e. ''0,0,0''. Also center of any object and [[common materials | common material]] used to define origin of [[BModel | bmodel]].
  
 
====P====
 
====P====
'''Patch Mesh'''
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;<span id="patchmesh" style="font-weight: bold">Patch Mesh</span>
: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.
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: A sub-type of brush used to simulate curves in the Quake 3 engine. It is generated by a matrix of vertexes which can be moved independently of each other to form the curved shape. GtkRadiant has three standard types (Bevel, Endcap, and Cylinder) 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'''
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;<span id="prefab" style="font-weight: bold">Prefab</span>
: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. Prefabs are .map files.
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: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 sill consist of individual brushes whereas models are made out of already compiled polygons.
'''Point entity'''
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: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====
'''Q3Map2'''
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;<span id="Q3Map" style="font-weight: bold">Q3Map</span>
:Vastly improved original tool for Id Tech 3 to compile levels into the [[Q3BSP]] format (the ''playable'' format).
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:''Q3Map2'' The original tool created by Id to compile maps for the 'id tech 3' engine.
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;<span id="Q3Map2" style="font-weight: bold">Q3Map2</span>
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:''Q3Map2'' Vastly improved Q3Map by ydnar.
  
 
====R====
 
====R====
 
====S====
 
====S====
'''Script'''
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;<span id="script" style="font-weight: bold">Script</span>
:A script is a set of written instructions used by gamecode or engine to produce certain specific effects.
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: A script is a set of written instructions used by the Quake 3 Engine to produce certain specific effects. There are two primary types - ''Shaders'' and ''Icarus Scripts''. Typically, usage of the word script in forums or other media is a reference to the later, while the former is commonly referred to as a shader. Icarus Scripts are used to create effects in-game that can do anything from move a brush or set of brushes from point A to point B all the way to full Cinematics in SP games.
 
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;<span id="shader" style="font-weight: bold">Shader</span>
'''Shader'''
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: A script which defines the properties of the surface it is applied to. In fact, all textures which don't have a shader associated to them automatically get a default shader. Shaders are used to make lights glow, make floors be reflective, or make things non-solid or even water. Actually any special property a surface has is set by its shader. There are also many default shaders that come with the game such as {{GtkRGloss|caulk|''caulk''}}. In GtkRadiant all shaders have a white border around them when browsed in the textures browser.
:Refers to [[Darkplaces material system | material]].
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'''Spawnflags'''
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:Spawnflags key is special entity key used by Radiant to assign boolean entity properties. Possible spawnflags for entityclass are shown above keys in entity inspector. Spawnflags can address 24 bits.
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====T====
 
====T====
'''Texture'''
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;<span id="texture" style="font-weight: bold">Texture</span>
:An image or graphic which can be applied to a surface. See [[texture]].
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: An image or graphic which can be applied to a surface. See also {{GtkRGloss|shader|shader}}.
  
 
====U====
 
====U====
 
====V====
 
====V====
'''Vertex'''
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;<span id="vertex" style="font-weight: bold">Vertex</span>
:The points between which the faces of the brush are drawn, usually the corners of a brush.
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: The points between which the faces of the brush are drawn, usually the corners of a brush.
'''VIS'''
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;<span id="void" style="font-weight: bold">Void</span>
:Second compile stage where [[VIS]] are being calculated for a map.
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: 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.
'''Void'''
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: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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====W====
 
====W====
'''Worldspawn'''
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;<span id="worldspawn" style="font-weight: bold">Worldspawn</span>
: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. See [[worldspawn]].
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: The entity that contains all the regular brushes in your map, so every brush you create will be added to the worldspawn entity.
  
 
====X====
 
====X====
 
====Y====
 
====Y====
 
====Z====
 
====Z====
'''Z-Fighting'''
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;<span id="zfighting" style="font-weight: bold">Z-Fighting</span>
:A common mapping error relating to texture placement and brush alignment. It is cause when the faces of two brushes either completely or partially occupy the same plane, and are textured with either two different textures or the same texture with different settings. Visually in game, it is characterized by that plane showing both textures at the same time on that face, resulting is what looks like the textures 'fighting' to be shown.
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: A common mapping error relating to texture placement and brush alignment. It is cause when the faces of two brushes either completely or partially occupy the same plane, and are textured with either two different textures or the same texture with different settings. Visually in game, it is characterized by that plane showing both textures at the same time on that face, resulting is what looks like the textures 'fighting' to be shown.
  
[[Category:Glossary]]
 
{{finished}}
 
 
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