<?xml version="1.0"?>
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		<id>http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DagF</id>
		<title>Custom Map Makers Wiki - User contributions [en-gb]</title>
		<link rel="self" type="application/atom+xml" href="http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DagF"/>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Special:Contributions/DagF"/>
		<updated>2026-04-19T23:54:23Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=DagF_sample_batch&amp;diff=2075</id>
		<title>DagF sample batch</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=DagF_sample_batch&amp;diff=2075"/>
				<updated>2012-11-14T15:00:46Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Replaced content with &amp;quot;http://pastebin.com/pfS1iU5p&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://pastebin.com/pfS1iU5p&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=DagF_sample_batch&amp;diff=2074</id>
		<title>DagF sample batch</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=DagF_sample_batch&amp;diff=2074"/>
				<updated>2012-11-14T14:59:07Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;@echo off title Batch Ccompiler v1.2 - Working with : %~n1 color 70  :Start cls  rem Get paths rem complie lines set __BSP=-v -meta  set __VIS=-vis  set __LIGHT=-light -filter -s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;@echo off&lt;br /&gt;
title Batch Ccompiler v1.2 - Working with : %~n1&lt;br /&gt;
color 70&lt;br /&gt;
&lt;br /&gt;
:Start&lt;br /&gt;
cls&lt;br /&gt;
&lt;br /&gt;
rem Get paths&lt;br /&gt;
rem complie lines&lt;br /&gt;
set __BSP=-v -meta &lt;br /&gt;
set __VIS=-vis &lt;br /&gt;
set __LIGHT=-light -filter -shade -patchshadows -dark -samples 2 -lightmapsize 256&lt;br /&gt;
&lt;br /&gt;
rem bot compile&lt;br /&gt;
set __ASS=-forcesidesvisible -optimize&lt;br /&gt;
&lt;br /&gt;
rem paths&lt;br /&gt;
set __BasePath=D:\urtmapping\&lt;br /&gt;
&lt;br /&gt;
set __FSGame=q3ut4&lt;br /&gt;
set __GameEXE=iourbanterror.exe&lt;br /&gt;
set __CompilerPath=D:\gtk1.6\q3map2_urt.exe&lt;br /&gt;
set __BSPPath=compile\sfs\bsp.exe&lt;br /&gt;
set __BSPCPath=compile\bots\bspc.exe&lt;br /&gt;
&lt;br /&gt;
cd %__BasePath%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:MainMenu&lt;br /&gt;
cls&lt;br /&gt;
&lt;br /&gt;
echo 0. Refresh&lt;br /&gt;
echo 1. Test Compile&lt;br /&gt;
echo 2. Devmap&lt;br /&gt;
echo 3. Compile&lt;br /&gt;
echo 4. Surface Sound&lt;br /&gt;
echo 5. bots&lt;br /&gt;
echo 6. Autoscript&lt;br /&gt;
echo 7. Convert&lt;br /&gt;
echo 8. Settings&lt;br /&gt;
echo 9. Exit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHOICE /C 0123456789 /N /M &amp;quot;Choose a option.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if errorlevel 10 goto :Exit&lt;br /&gt;
if errorlevel 9 goto :Settings&lt;br /&gt;
if errorlevel 8 goto :Convert&lt;br /&gt;
if errorlevel 7 goto :AS&lt;br /&gt;
if errorlevel 6 goto :BOT&lt;br /&gt;
if errorlevel 5 goto :SFS&lt;br /&gt;
if errorlevel 4 goto :Compile&lt;br /&gt;
if errorlevel 3 goto :Devmap&lt;br /&gt;
if errorlevel 2 goto :TestCompile&lt;br /&gt;
if errorlevel 1 goto :Start&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:TestCompile&lt;br /&gt;
cls&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING BSP:&lt;br /&gt;
start /low /B /wait %__CompilerPath% -v -meta -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING VIS:&lt;br /&gt;
start /low /B /wait %__CompilerPath% -v -vis -fast -fs_basepath %__basePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING RAD:&lt;br /&gt;
start /low /B /wait %__CompilerPath% -v -light -fast -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
rem -shade makes nice shadows&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Devmap&lt;br /&gt;
start %__basepath%%__GameEXE% +sv_pure 0 +r_gamma 1 +devmap %~n1&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Compile&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING BSP:&lt;br /&gt;
start /normal  /B /wait %__CompilerPath% %__BSP% -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING VIS:&lt;br /&gt;
start /normal   /B /wait %__CompilerPath% %__VIS% -fs_basepath %__basePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING RAD:&lt;br /&gt;
start /normal  /B /wait %__CompilerPath% %__LIGHT% -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:SFS&lt;br /&gt;
   &lt;br /&gt;
start &amp;quot;Making .surface file&amp;quot; /B /wait %__BasePath%%__BSPPath% -se %~d1%~p1%~n1.bsp %~d1%~p1%~n1.surface&lt;br /&gt;
start &amp;quot;Opening surface sounds&amp;quot; /B compile/sfs/surfacesounds.surface &amp;quot;C:\Program Files (x86)\Windows NT\Accessories\wordpad.exe&amp;quot;                                       rem C:\Program Files (x86)\Windows NT\Accessories\&lt;br /&gt;
Start &amp;quot;Editing . surface file&amp;quot; /B /wait %~d1%~p1%~n1.surface &amp;quot;C:\Program Files (x86)\Windows NT\Accessories\wordpad.exe&amp;quot;                                  rem C:\Program Files (x86)\Windows NT\Accessories\&lt;br /&gt;
start &amp;quot;Applying .surface file to .bsp&amp;quot; /B /wait %__BasePath%%__BSPPath% -si %~d1%~p1%~n1.bsp %~d1%~p1%~n1.surface&lt;br /&gt;
&lt;br /&gt;
pause&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:BOT&lt;br /&gt;
time /T&lt;br /&gt;
echo STARTING Bots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
start /low /B /wait %__BasePath%%__BSPCPath% -bsp2aas &amp;quot;%~d1%~p1%~n1.bsp&amp;quot; %__ASS% &lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:AS&lt;br /&gt;
echo not done yet&lt;br /&gt;
pause&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Convert&lt;br /&gt;
cls&lt;br /&gt;
&lt;br /&gt;
echo 0. map to ase&lt;br /&gt;
echo 1. bsp to ase&lt;br /&gt;
echo 2. bsp to map&lt;br /&gt;
echo 3. Main Menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHOICE /C 0123 /N /M &amp;quot;Choose a option.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
if errorlevel 4 goto :MainMenu&lt;br /&gt;
if errorlevel 3 goto :Convert_bsp_map&lt;br /&gt;
if errorlevel 2 goto :Convert_bsp_ase&lt;br /&gt;
if errorlevel 1 goto :Convert_map_ase&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Convert_map_ase&lt;br /&gt;
start /low /B /wait %__BasePath%%__CompilerPath% -v -meta -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
start /low /B /wait %__BasePath%%__CompilerPath% -convert -format ase -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Convert_bsp_ase&lt;br /&gt;
start /low /B /wait %__BasePath%%__CompilerPath% -convert -format ase -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
:Convert_bsp_map&lt;br /&gt;
start /low /B /wait %__BasePath%%__CompilerPath% -convert -format map -fs_basepath %__BasePath% -fs_game %__FSGame% &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Settings&lt;br /&gt;
notepad.exe &amp;quot;compile_v.1.1.bat&amp;quot;&lt;br /&gt;
goto :MainMenu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Exit&lt;br /&gt;
exit&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=2073</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=2073"/>
				<updated>2012-11-14T14:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bots. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
[[DagF_sample_batch]]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very useful when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allows you to work with the file that are dropped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Instead of writing the path to the image you want to open with mspaint you can simply put %1 instead. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;mspaint %1&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Linux - Shell scripting==&lt;br /&gt;
&lt;br /&gt;
Linux users can achieve something similar with shell scripting&lt;br /&gt;
&lt;br /&gt;
    #! /bin/bash&lt;br /&gt;
    Q3MAP2='/path/2/q3map2'&lt;br /&gt;
    BASEPATH='/path/2/.q3a'&lt;br /&gt;
    &lt;br /&gt;
    ${Q3MAP2} -fs_basepath ${BASEPATH} -fs_game q3ut4 -meta ${1}&lt;br /&gt;
    ${Q3MAP2} -fs_basepath ${BASEPATH} -fs_game q3ut4 -vis ${1%%.map}.bsp&lt;br /&gt;
    ${Q3MAP2} -fs_basepath ${BASEPATH} -fs_game q3ut4 -light ${1%%.map}.bsp&lt;br /&gt;
&lt;br /&gt;
The far more advanced (and probably easier way) is to use GNU/Make and [[Compiling:Makefiles|Makefiles]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=2024</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=2024"/>
				<updated>2012-01-30T20:02:32Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamic lighting.&lt;br /&gt;
True dynamic lightning in Urban Terror does not exists. The effect is created simply by the engine using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engine have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selecting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the following key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the following key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adding lightstyle in an shader===&lt;br /&gt;
You can also add the lighstyle to a shader insted of to a light.&lt;br /&gt;
To do this simply add q3map_lightStyle 1 in the shader.&lt;br /&gt;
If you use more than one lightsyle you just replace the 1 with the ligthstyle you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Entity&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Entity===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happens you can create a [[Entities:Func#func_group|func_group]], adding the values to it instead of the worldspawn. Or you can add a entity with the values.&lt;br /&gt;
&lt;br /&gt;
To make a entity make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the following lines to this file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
&lt;br /&gt;
An false entity used for adding light styles to the map.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controls the behaviour of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
&lt;br /&gt;
_style1rgbGen : This controls the colour of the light(e.g. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new entity in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the values you need instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1897</id>
		<title>Models:DagFs Models</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1897"/>
				<updated>2011-12-12T11:01:06Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=DagFs Models=&lt;br /&gt;
A few more or less lowpoly models made by DagF&lt;br /&gt;
&lt;br /&gt;
==Model==&lt;br /&gt;
[[File:|160px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://www.custommapmakers.org/storage/resources/ Download]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1896</id>
		<title>Models:DagFs Models</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1896"/>
				<updated>2011-12-12T11:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=DagF Models=&lt;br /&gt;
A few more or less lowpoly models made by DagF&lt;br /&gt;
&lt;br /&gt;
==Model==&lt;br /&gt;
[[File:|160px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://www.custommapmakers.org/storage/resources/ Download]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1895</id>
		<title>Models:DagFs Models</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:DagFs_Models&amp;diff=1895"/>
				<updated>2011-12-12T10:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;=DagFs Models= A few more or less lowpoly models made by DagF  ==Model== 160px   http://www.custommapmakers.org/storage/resources/ Download&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=DagFs Models=&lt;br /&gt;
A few more or less lowpoly models made by DagF&lt;br /&gt;
&lt;br /&gt;
==Model==&lt;br /&gt;
[[File:|160px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://www.custommapmakers.org/storage/resources/ Download]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Resources&amp;diff=1894</id>
		<title>Models:Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Resources&amp;diff=1894"/>
				<updated>2011-12-12T10:58:12Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Resources for models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tutorials==&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro#Table_of_Contents Good blender tutorials]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources for models ==&lt;br /&gt;
* [http://blackrayne.net/ Blackrayne studios] - great urban models for Urban Terror&lt;br /&gt;
* [[Models:HappyDay Models]] A collection of HappyDay models from the first custom map makers competition, HappyDay kindly released these excellent models.&lt;br /&gt;
* [[Models:GR Trees set]] A collection for md3 trees.&lt;br /&gt;
* [[Models:Valkover Models]] A collection of Valkovers models. Valkover kindly released these excellent models.&lt;br /&gt;
* [[Models:Raynes models]] A seriously good set of models made by Rayne&lt;br /&gt;
* [[Models:CMM models]] General models donated by CMM members or used in CMM maps&lt;br /&gt;
* [[Models:DagFs Models]] A few more or less lowpoly models by DagF&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category_talk:Packaging&amp;diff=1672</id>
		<title>Category talk:Packaging</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category_talk:Packaging&amp;diff=1672"/>
				<updated>2011-11-15T17:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF[17:42(+1) 15.11.2011(dd.mm.yyyy)]: I've made a few more things to check in the checklist:  ---maps--- *Is the maps .bsp file there and is it in all lovercase? *is the minima...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF[17:42(+1) 15.11.2011(dd.mm.yyyy)]: I've made a few more things to check in the checklist:&lt;br /&gt;
&lt;br /&gt;
---maps---&lt;br /&gt;
*Is the maps .bsp file there and is it in all lovercase?&lt;br /&gt;
*is the minimap(.tga) file there and is it painted?&lt;br /&gt;
*Is the .map file there? If so, was it intended to?&lt;br /&gt;
*Is there a .aas bot file, if not was it supost to?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---textures---&lt;br /&gt;
*Is there any texture that is in the defoult asset?&lt;br /&gt;
*Is there any working files in any of the texture olders(psd. xcf)?&lt;br /&gt;
*Are all textures in the power of 2(16, 32, 64, 128, 256, 512, 1024(or 2048))?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---shaders---&lt;br /&gt;
*Is the shaderlist.txt removed?&lt;br /&gt;
*Is any of the shaders used on textures in the defoult assets?&lt;br /&gt;
*Is there a arenafile there and is it correct?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---levelshots---&lt;br /&gt;
*Is there a levelshot with the map and is it in the power of 2(16, 32, 64, 128, 256, 512, 1024(or 2048))?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---env---&lt;br /&gt;
*Are the skybox in the power of 2(16, 32, 64, 128, 256, 512, 1024(or 2048))?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---models---&lt;br /&gt;
*Are the model textures in th power of 2(16, 32, 64, 128, 256, 512, 1024(or 2048))?&lt;br /&gt;
*Are the model file deleted(.md3 .ase and so on...)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---sound---&lt;br /&gt;
Is all the .wav files in the right format?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--all folders--&lt;br /&gt;
*Is there any .tumb or any other file in any of the folders?&lt;br /&gt;
*Is everything written in lovercase?&lt;br /&gt;
*Is there a readme file with the map and is it correct?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--in game--&lt;br /&gt;
*Is there any missing textures missing ingame?&lt;br /&gt;
*Is there any big visible bugs?&lt;br /&gt;
*Is there any big fps drops?&lt;br /&gt;
*Have surface sounds been added?&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1657</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1657"/>
				<updated>2011-10-25T13:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* DagF's Blender Tutos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
=== DagF's Blender Tutos ===&lt;br /&gt;
&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;FFnJeov9ZBY&amp;lt;/videoflash&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple model: &lt;br /&gt;
&amp;lt;videoflash&amp;gt;Rt8SddQbXoY&amp;lt;/videoflash&amp;gt; &lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1656</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1656"/>
				<updated>2011-10-25T13:25:31Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
=== DagF's Blender Tutos ===&lt;br /&gt;
&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: {video:youtube|FFnJeov9ZBYRt8SddQbXoY}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;A simple model: {video:youtube|Rt8SddQbXoY}&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1655</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1655"/>
				<updated>2011-10-25T13:24:29Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* DagF's Blender Tutos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
=== DagF's Blender Tutos ===&lt;br /&gt;
&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: &lt;br /&gt;
{video:youtube|&amp;lt;FFnJeov9ZBY&amp;gt;}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;A simple model: &lt;br /&gt;
{video:youtube|&amp;lt;Rt8SddQbXoY&amp;gt;}&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1654</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1654"/>
				<updated>2011-10-25T13:20:22Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* DagF's Blender Tutos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
===DagF's Blender Tutos===&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: &lt;br /&gt;
&amp;lt;object width=&amp;quot;1280&amp;quot; height=&amp;quot;720&amp;quot;&amp;gt;&amp;lt;param name=&amp;quot;movie&amp;quot; value=&amp;quot;http://www.youtube.com/v/FFnJeov9ZBY?version=3&amp;amp;amp;hl=nb_NO&amp;amp;amp;rel=0&amp;amp;amp;hd=1&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;param name=&amp;quot;allowFullScreen&amp;quot; value=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;param name=&amp;quot;allowscriptaccess&amp;quot; value=&amp;quot;always&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;embed src=&amp;quot;http://www.youtube.com/v/FFnJeov9ZBY?version=3&amp;amp;amp;hl=nb_NO&amp;amp;amp;rel=0&amp;amp;amp;hd=1&amp;quot; type=&amp;quot;application/x-shockwave-flash&amp;quot; width=&amp;quot;1280&amp;quot; height=&amp;quot;720&amp;quot; allowscriptaccess=&amp;quot;always&amp;quot; allowfullscreen=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/embed&amp;gt;&amp;lt;/object&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple model: &lt;br /&gt;
&amp;lt;object width=&amp;quot;1280&amp;quot; height=&amp;quot;720&amp;quot;&amp;gt;&amp;lt;param name=&amp;quot;movie&amp;quot; value=&amp;quot;http://www.youtube.com/v/Rt8SddQbXoY?version=3&amp;amp;amp;hl=nb_NO&amp;amp;amp;rel=0&amp;amp;amp;hd=1&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;param name=&amp;quot;allowFullScreen&amp;quot; value=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;param name=&amp;quot;allowscriptaccess&amp;quot; value=&amp;quot;always&amp;quot;&amp;gt;&amp;lt;/param&amp;gt;&amp;lt;embed src=&amp;quot;http://www.youtube.com/v/Rt8SddQbXoY?version=3&amp;amp;amp;hl=nb_NO&amp;amp;amp;rel=0&amp;amp;amp;hd=1&amp;quot; type=&amp;quot;application/x-shockwave-flash&amp;quot; width=&amp;quot;1280&amp;quot; height=&amp;quot;720&amp;quot; allowscriptaccess=&amp;quot;always&amp;quot; allowfullscreen=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/embed&amp;gt;&amp;lt;/object&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1653</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1653"/>
				<updated>2011-10-25T13:19:06Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* DagF's Blender Tutos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
===DagF's Blender Tutos===&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: &lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;http://www.youtube.com/embed/FFnJeov9ZBY&amp;quot; frameborder=&amp;quot;0&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple model: &lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;http://www.youtube.com/embed/Rt8SddQbXoY&amp;quot; frameborder=&amp;quot;0&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1652</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1652"/>
				<updated>2011-10-24T21:29:37Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* DagF's Blender Tutos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
===DagF's Blender Tutos===&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
&lt;br /&gt;
Intro: http://www.youtube.com/watch?v=FFnJeov9ZBY&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple model: http://www.youtube.com/watch?v=Rt8SddQbXoY&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1651</id>
		<title>Models:Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Tutorials&amp;diff=1651"/>
				<updated>2011-10-24T20:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;==Modeling Tools Tutorials==  ==Blender==  ===DagF's Blender Tutos=== I have made an intruduction to blender and will make a few more simple tutorials. http://www.youtube.com/wat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modeling Tools Tutorials==&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&lt;br /&gt;
===DagF's Blender Tutos===&lt;br /&gt;
I have made an intruduction to blender and will make a few more simple tutorials.&lt;br /&gt;
http://www.youtube.com/watch?v=FFnJeov9ZBY&lt;br /&gt;
&lt;br /&gt;
Feedback can be given to me at tncditto (at) gmail (dot) com&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Programs&amp;diff=1650</id>
		<title>Models:Programs</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Programs&amp;diff=1650"/>
				<updated>2011-10-24T20:13:19Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Blender ==&lt;br /&gt;
Blender is an open source modelling program.&amp;lt;br/&amp;gt;&lt;br /&gt;
It may be hard to get into it, but it is a very useful application.&lt;br /&gt;
&lt;br /&gt;
Feature overview:&lt;br /&gt;
* Extensive&lt;br /&gt;
* Animating&lt;br /&gt;
* Plugins for [[Models:Formats#ASE|ASE]]/[[Models:Formats#MD3|MD3]] ex- and import&lt;br /&gt;
&lt;br /&gt;
Download: http://www.blender.org/download/get-blender/&lt;br /&gt;
&lt;br /&gt;
[[Models:Tutorials#blender|DagF's Blender tutorials]]&lt;br /&gt;
&lt;br /&gt;
== Misfit Model 3D ==&lt;br /&gt;
Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. It supports multi-level undo, skeletal animations, simple texturing, command-line batch processing, and a plugin system for adding new model and image filters. Complete online help is included. The primary design goal is to be easy to use.&lt;br /&gt;
&lt;br /&gt;
Misfit Model 3D was written and tested on Linux (2.4 and 2.6 kernels) and has been compiled and tested on most major Linux distributions. It is also known to run on FreeBSD, Windows XP/2000, and Mac OS X (experimental). &lt;br /&gt;
&lt;br /&gt;
Misfit saves in md3 format.&lt;br /&gt;
&lt;br /&gt;
*[ [http://www.misfitcode.com/misfitmodel3d/ Download from Misfit Model Site]]&lt;br /&gt;
&lt;br /&gt;
A very easy to use 3d tool, no longer in development but the 1.36 development version is very complete, as a simple modelling tool.&lt;br /&gt;
&lt;br /&gt;
There's an excellent tutorial (tree) [[http://sgq3-mapping.blogspot.com/2010/03/misfit-model-3d-and-q3-based-game.html here]]&lt;br /&gt;
&lt;br /&gt;
Or try this tutorial - how to make a simple lightbulb model.&lt;br /&gt;
&lt;br /&gt;
[[Models:Misfit Model tutorial light bulb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File_talk:Bots.png&amp;diff=912</id>
		<title>File talk:Bots.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File_talk:Bots.png&amp;diff=912"/>
				<updated>2011-08-22T08:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF(22.08.2011): ey, it's Bender!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF(22.08.2011): ey, it's Bender!&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Main_Page&amp;diff=333</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Main_Page&amp;diff=333"/>
				<updated>2011-08-19T09:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I prefer this page - you can delete the old page if you like&lt;br /&gt;
-JohnnyEnglish&lt;br /&gt;
&lt;br /&gt;
Moved it and deleted all links related to it, also protected. You can still find it via special pages or search.&lt;br /&gt;
Now let's remove all those redlinks! :)&lt;br /&gt;
-Rylius&lt;br /&gt;
&lt;br /&gt;
I'm on it -&lt;br /&gt;
&lt;br /&gt;
Also, could you enable file uploads please?&lt;br /&gt;
-Rylius&lt;br /&gt;
http://www.mediawiki.org/wiki/Manual:Configuring_file_uploads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm doing the file uploads now.. 1 second. '''Done'''&lt;br /&gt;
&lt;br /&gt;
http://www.custommapmakers.org/wiki/images/f/f6/Brhd.jpg&lt;br /&gt;
&lt;br /&gt;
wow! love the icons n1&lt;br /&gt;
&lt;br /&gt;
yeah, great stuff :) got it from fatcow webhosting&lt;br /&gt;
&lt;br /&gt;
Rylius, how do I add a link back to the forum in the left menu?&lt;br /&gt;
&lt;br /&gt;
Nice job on cleaning up the categories - nice layout&lt;br /&gt;
&lt;br /&gt;
Didn't I already put a link in the navigation? lol&lt;br /&gt;
You can edit on the page [[MediaWiki:Sidebar]]&lt;br /&gt;
&lt;br /&gt;
lol, my eyes are funny -&lt;br /&gt;
&lt;br /&gt;
i think vendettas registration is stuck or something, it's in the admin queue from 2pm?&lt;br /&gt;
&lt;br /&gt;
Nice job guy's! I will be here and there filling out what i know. I will add comments whenever i add/change anything. Please do correct me if i write anything wrong, or if some of my sentenses makes no sence. Gramar is not my stronges side. -DagF&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Compiling:Batch_Files&amp;diff=332</id>
		<title>Talk:Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Compiling:Batch_Files&amp;diff=332"/>
				<updated>2011-08-19T09:48:08Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF(19.08.2011):I have written down some of what i know about batch files. I will write down more soon. I have just summed up the %1 variable and will tell a bit about normal va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF(19.08.2011):I have written down some of what i know about batch files. I will write down more soon. I have just summed up the %1 variable and will tell a bit about normal variables. the cd command too.&lt;br /&gt;
Please do add/change/correct to this artikle. What i know is out of own experiments so there have to be better batch scripters then me here. Tell me if there is something else i should add here. ;&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=329</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=329"/>
				<updated>2011-08-19T09:43:34Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;mspaint %1&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=328</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=328"/>
				<updated>2011-08-19T09:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;mspaint %1&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=327</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=327"/>
				<updated>2011-08-19T09:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
This is somewhat what it should look like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;mspaint %1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=326</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=326"/>
				<updated>2011-08-19T09:41:52Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
This is somewhat what it should look like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;mspaint %1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=325</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=325"/>
				<updated>2011-08-19T09:41:19Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
This is somewhat what it should look like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&amp;lt;div class=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=324</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=324"/>
				<updated>2011-08-19T09:40:51Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
%1 refers to the file with it's drive, path, name and file extension.&lt;br /&gt;
Eg: &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%1 can be broken down to %~d1, %~p1 and %~n1 (there are more, referring to file extension, date and so but we don't need them here.)&lt;br /&gt;
&lt;br /&gt;
%~d1 -Is the drive to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot;C:\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~p1 -Is the path to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; urtmapping\q3map_2.5.16_win32_x86\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
%~n1 -Is the name to the batch file or the file you drop on the batch file.&lt;br /&gt;
Eg: &amp;quot; q3map2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By using this can we easily modify our compile.bat we find in our mapping folder.&lt;br /&gt;
This is what my compile.bat looks like now:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By using %~d1, %~p1 and %~n1 can we make a file that will compile the .map file dropped on it.&lt;br /&gt;
&lt;br /&gt;
This is somewhat what it should look like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -meta -fs_basepath &amp;quot;C:\urtmapping&amp;quot; -fs_game q3ut4 &amp;quot;%~d1%~p1%~n1.map&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -vis -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
    &amp;quot;C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe&amp;quot; -light -fs_basepath &amp;quot;C:\urtmapping&amp;quot; &amp;quot;%~d1%~p1%~n1.bsp&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&amp;lt;div class=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=319</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=319"/>
				<updated>2011-08-19T09:36:15Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=317</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=317"/>
				<updated>2011-08-19T09:35:17Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Eg MsPaint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=316</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=316"/>
				<updated>2011-08-19T09:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* The %1 variable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
===Example X===&lt;br /&gt;
Insted of writing the path to the image you want to open with mspaint you can simply put %1 insted. When you drag and drop a image on the batch file it will open the image with mspaint.&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
=====Eg MsPaint=====&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=314</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=314"/>
				<updated>2011-08-19T09:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* The %1 variable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #999999 dotted; background-color:#dddddd; padding:10px; width:50%; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=313</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=313"/>
				<updated>2011-08-19T09:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* The %1 variable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #777777 dotted; background-color:#bbbbbb; padding:10px; width:50%; marigin-left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=312</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=312"/>
				<updated>2011-08-19T09:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* The %1 variable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #555555 dotted; background-color:#777777;&amp;quot; padding:10px; width:50%; marigin-left:50px;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=311</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=311"/>
				<updated>2011-08-19T09:30:02Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are files with one or more command line. Batch files are often used to add surface sounds and bot's. But they can manage the same as a frontend.&lt;br /&gt;
&lt;br /&gt;
===The %1 variable===&lt;br /&gt;
The %1 variable can be very usefull when making a batch file. Instead of a path to the file you want to work with you can simply use %1. This allowes you to work with the file that are droped on the batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BatchFilesEg&amp;quot; style=&amp;quot;border:2px #333333 dotted; background-color:#555555;&amp;quot;&amp;gt;&lt;br /&gt;
mspaint %1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=304</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=304"/>
				<updated>2011-08-19T09:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file Batch Files] are &lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=303</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=303"/>
				<updated>2011-08-19T09:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file |Batch Files] are &lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=302</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=302"/>
				<updated>2011-08-19T09:19:03Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file | Batch Files] are &lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=301</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=301"/>
				<updated>2011-08-19T09:18:45Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Batch Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Batch_file|Batch Files] are &lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=300</id>
		<title>Category:Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=300"/>
				<updated>2011-08-19T09:15:48Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Q3map2 related pages&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
There are 3 ways of compiling a map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first and simplest one is to use the &amp;quot;Build&amp;quot; function in radiant.&lt;br /&gt;
This is good for test compiling, but are limitided and does not allowe you to do a quick testrun of the map in the same opperation.&lt;br /&gt;
&lt;br /&gt;
The other way is by using a q3map2 frontend. This could be q3map2 toolz or some other frontend. Thise frontends are much more open and allowes you to add all the swithes you need to the compile line.&lt;br /&gt;
&lt;br /&gt;
The thirdth way of compiling is using scripts to run the compile. That means [[Compiling:Batch Files|Batch Files]](or .bat files) for windows.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category_talk:Compiling&amp;diff=299</id>
		<title>Category talk:Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category_talk:Compiling&amp;diff=299"/>
				<updated>2011-08-19T09:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF(19.08.2011):I'm updating some of this now as i started writing about batch files but really ended up writing a short intro to compiling instead. More to come ;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF(19.08.2011):I'm updating some of this now as i started writing about batch files but really ended up writing a short intro to compiling instead. More to come ;&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=298</id>
		<title>Category:Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=298"/>
				<updated>2011-08-19T09:12:21Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Q3map2 related pages&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
There are 3 ways of compiling a map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first and simplest one is to use the &amp;quot;Build&amp;quot; function in radiant.&lt;br /&gt;
This is good for test compiling, but are limitided and does not allowe you to do a quick testrun of the map in the same opperation.&lt;br /&gt;
&lt;br /&gt;
The other way is by using a q3map2 frontend. This could be q3map2 toolz or some other frontend. Thise frontends are much more open and allowes you to add all the swithes you need to the compile line.&lt;br /&gt;
&lt;br /&gt;
The thirdth way of compiling is using scripts to run the compile. That means [[Batch Files]](or .bat files) for windows.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=295</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=295"/>
				<updated>2011-08-19T09:10:14Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamik lighting.&lt;br /&gt;
True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selcting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the folowing key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the folowing key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Enitie&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Enitie===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happends you can make a [[func_group]], adding the values to it instead of the worldspawn. Or you can add a enitie with the values.&lt;br /&gt;
&lt;br /&gt;
To make a enitie make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the folowing lines to this file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
&lt;br /&gt;
An false enitie used for adding light styles to the map.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controles the behavior of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
&lt;br /&gt;
_style1rgbGen : This controles the color of the light(eg. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new enitie in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the walues you need instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=294</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=294"/>
				<updated>2011-08-19T09:09:32Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Batch Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=292</id>
		<title>Category:Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category:Compiling&amp;diff=292"/>
				<updated>2011-08-19T09:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Q3map2 related pages&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
There are 3 ways of compiling a map. &lt;br /&gt;
The first and simplest one is to use the &amp;quot;Build&amp;quot; function in radiant.&lt;br /&gt;
&lt;br /&gt;
This is good for test compiling, but are limitided and does not allowe you to do a quick testrun of the map in the same opperation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other way is by using a q3map2 frontend. This could be q3map2 toolz or some other frontend. Thise frontends are much more open and allowes you to add all the swithes you need to the compile line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The this way of compiling is using scripts to run the compile. That means Batch Files(or .bat files) for windows.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=291</id>
		<title>Compiling:Batch Files</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Batch_Files&amp;diff=291"/>
				<updated>2011-08-19T09:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;==Batch Files==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Batch Files==&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Compiling:Surface_sounds&amp;diff=285</id>
		<title>Talk:Compiling:Surface sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Compiling:Surface_sounds&amp;diff=285"/>
				<updated>2011-08-19T08:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF(19.08.2011): For windows just use the bspc.exe with the same commands in a batch file. I will dig out what i can find and post it later :) ;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF(19.08.2011): For windows just use the bspc.exe with the same commands in a batch file.&lt;br /&gt;
I will dig out what i can find and post it later :) ;&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Lighting:Light_Style&amp;diff=284</id>
		<title>Talk:Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Lighting:Light_Style&amp;diff=284"/>
				<updated>2011-08-19T08:41:28Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: Created page with &amp;quot;DagF(19.08.2011): This is a summary of what i know. I Will look it up and remove the wip icon then i feel it's done.  The enities is something i have done, so i guess it is not r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DagF(19.08.2011):&lt;br /&gt;
This is a summary of what i know.&lt;br /&gt;
I Will look it up and remove the wip icon then i feel it's done.&lt;br /&gt;
&lt;br /&gt;
The enities is something i have done, so i guess it is not really approved by the urt community. &lt;br /&gt;
I have just added it as an option couse i had to use them once to get it working. ;&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=278</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=278"/>
				<updated>2011-08-18T22:47:00Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Light Style Enitie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamik lighting.&lt;br /&gt;
True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selcting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the folowing key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the folowing key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Enitie&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Enitie===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happends you can make a [[func_group]], adding the values to it instead of the worldspawn. Or you can add a enitie with the values.&lt;br /&gt;
&lt;br /&gt;
To make a enitie make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the folowing lines to this file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
&lt;br /&gt;
An false enitie used for adding light styles to the map.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controles the behavior of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
&lt;br /&gt;
_style1rgbGen : This controles the color of the light(eg. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new enitie in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the walues you need instead.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=277</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=277"/>
				<updated>2011-08-18T22:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Light Style Enitie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamik lighting.&lt;br /&gt;
True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selcting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the folowing key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the folowing key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Enitie&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Enitie===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happends you can make a [[func_group]], adding the values to it instead of the worldspawn. Or you can add a enitie with the values.&lt;br /&gt;
&lt;br /&gt;
To make a enitie make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the folowing lines to this file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
An false enitie used for adding light styles to the map.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controles the behavior of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
_style1rgbGen : This controles the color of the light(eg. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new enitie in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the walues you need instead.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=276</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=276"/>
				<updated>2011-08-18T22:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Light Style Enitie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamik lighting.&lt;br /&gt;
True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selcting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the folowing key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the folowing key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Enitie&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Enitie===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happends you can make a [[func_group]], adding the values to it instead of the worldspawn. Or you can add a enitie with the values.&lt;br /&gt;
&lt;br /&gt;
To make a enitie make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the folowing lines to this file:&lt;br /&gt;
{{&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
An false enitie used for adding light styles to the map.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controles the behavior of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
_style1rgbGen : This controles the color of the light(eg. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new enitie in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the walues you need instead.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=275</id>
		<title>Lighting:Light Style</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Light_Style&amp;diff=275"/>
				<updated>2011-08-18T22:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;DagF: /* Light Style Enitie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}} &lt;br /&gt;
==Light Style==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Adding light style to a light entities let's the mapper create the effect of dynamik lighting.&lt;br /&gt;
True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.&lt;br /&gt;
&lt;br /&gt;
One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to. Step by Step===&lt;br /&gt;
&lt;br /&gt;
1. Start by selcting any brush that is a part of your worldspawn.&lt;br /&gt;
&lt;br /&gt;
2. Add the folowing key &amp;quot;_style1alphaGen&amp;quot; with the value &amp;quot;wave sin .5 .3 .25 1.5&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Add the folowing key &amp;quot;_style1rgbGen&amp;quot; with the value &amp;quot;wave noise 0.5 1 0 5.37&amp;quot; (without the &amp;quot;)&lt;br /&gt;
&lt;br /&gt;
4. Edit the values to the value you want&lt;br /&gt;
&lt;br /&gt;
5. Add a light and enter the key &amp;quot;style&amp;quot; with the value &amp;quot;1&amp;quot; (without the &amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiple Light Styles===&lt;br /&gt;
&lt;br /&gt;
It is possible to add more light styles. To do that enter &amp;quot;_styleXalphaGen&amp;quot; and &amp;quot;_styleXrgbGen&amp;quot; with another number instead of the X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Map===&lt;br /&gt;
There is a test map here: http://www.robotrenegade.com/q3map2/downloads/samples/maps/map-slstyle.zip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|Use the &amp;quot;Light Style Enitie&amp;quot; with care. It is not the best way of doing this and should not be the first tested}} &lt;br /&gt;
&lt;br /&gt;
===Light Style Enitie===&lt;br /&gt;
In some cases adding lightstyle to the worldspawn does not work. If that happends you can make a [[func_group]], adding the values to it instead of the worldspawn. Or you can add a enitie with the values.&lt;br /&gt;
&lt;br /&gt;
To make a enitie make a new file in radiant/q3.game/baseq3/ called lightstyle.def.&lt;br /&gt;
Add the folowing lines to this file:&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
//Light_style&lt;br /&gt;
&lt;br /&gt;
//      *       *       *       *       *       *       *       *&lt;br /&gt;
&lt;br /&gt;
/*QUAKED Lightstyle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5)&lt;br /&gt;
An false enitie used for adding light styles to the map.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
_style1alphaGen : This controles the behavior of the light(eg. wave sin .5 .3 .25 1.5)&lt;br /&gt;
_style1rgbGen : This controles the color of the light(eg. wave noise 0.5 1 0 5.37)&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
When you open radiant again there will be a new enitie in the list called Lightstyle.&lt;br /&gt;
It will look like a small green box. The values in the comments are suggestions, so just enter the walues you need instead.&lt;/div&gt;</summary>
		<author><name>DagF</name></author>	</entry>

	</feed>