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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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'''Caulk''' | '''Caulk''' | ||
− | : | + | :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. | :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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'''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. |
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'''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. |
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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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: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. | :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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__NOTOC__ | __NOTOC__ |