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		<id>http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pickles</id>
		<title>Custom Map Makers Wiki - User contributions [en-gb]</title>
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		<updated>2026-05-31T09:34:20Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2072</id>
		<title>Compiling:Surface sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Surface_sounds&amp;diff=2072"/>
				<updated>2012-10-18T15:35:36Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default, Q3 engine does not recognize the materials that map fragments are made of. Wood, concrete, metal - to the game it is just a texture. However, there is a simple tool for assigning textures to certain material types which will result in a different sound when players shoot at or walk on it. Moreover,  bullets will leave different marks on the surface, for example with metal material before and after process:&lt;br /&gt;
&lt;br /&gt;
[[File:Surfacesounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
The tool's name is BSP.&lt;br /&gt;
&lt;br /&gt;
Windows version can be [[http://homepages.manx.net/urtstats/bsp.exe downloaded here.]] &lt;br /&gt;
Linux one can be [[http://daffy.nerius.com/radiant/bsp-redone.zip downloaded here.]] &lt;br /&gt;
&lt;br /&gt;
This tiny little program works with compiled version of your map - *.bsp . After successful compilation, you need to put the BSP into the same folder as your *.bsp map. BSP toll is a command-line program - this means you have to type commands in terminal in order to make it work. On Linux most of the file managers allow you to open the current folder in terminal by clicking RMB and selecting &amp;quot;open in terminal&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
 Note:&lt;br /&gt;
 Windows users use command bsp.exe. Linux users bsp-redone - which is simply a linux version of bsp.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create a surfaces file==&lt;br /&gt;
First of all you'll need to create a basic surfaces file, to do this run BSP with the following arguments:&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -se mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will create a file mapname.surfaces, which is a simple text file. It contains a list of all textures used in a map, also the ones which are part of the models. -se means &amp;quot;surfaces export&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrickstain = none&lt;br /&gt;
 textures/YOURMAPNAME/structure/dirtybrick = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/cokeycola = none&lt;br /&gt;
 textures/YOURMAPNAME/decals/downwith = none&lt;br /&gt;
 textures/YOURMAPNAME/grass/grass2 = none&lt;br /&gt;
&lt;br /&gt;
==Edit the surfaces file==&lt;br /&gt;
Value &amp;quot;none&amp;quot; means that texture material has not been specified yet. To change it, simple replace the word &amp;quot;none&amp;quot; with any of the following:&lt;br /&gt;
&lt;br /&gt;
 none&lt;br /&gt;
 tin&lt;br /&gt;
 aluminum&lt;br /&gt;
 iron&lt;br /&gt;
 titanium&lt;br /&gt;
 steel&lt;br /&gt;
 copper&lt;br /&gt;
 brass&lt;br /&gt;
 cement&lt;br /&gt;
 rock&lt;br /&gt;
 gravel&lt;br /&gt;
 pavement&lt;br /&gt;
 brick&lt;br /&gt;
 clay&lt;br /&gt;
 grass&lt;br /&gt;
 dirt&lt;br /&gt;
 mud&lt;br /&gt;
 snow&lt;br /&gt;
 ice&lt;br /&gt;
 sand&lt;br /&gt;
 ceramictile&lt;br /&gt;
 linoleum&lt;br /&gt;
 rug&lt;br /&gt;
 plaster&lt;br /&gt;
 plastic&lt;br /&gt;
 cardboard&lt;br /&gt;
 hardwood&lt;br /&gt;
 softwood&lt;br /&gt;
 plank&lt;br /&gt;
 glass&lt;br /&gt;
 water&lt;br /&gt;
 stucco&lt;br /&gt;
&lt;br /&gt;
'''Please note:''' Not all surfaces sounds have a unique sound, most of the metal sounds share the same sound.&lt;br /&gt;
&lt;br /&gt;
==Missing sounds==&lt;br /&gt;
&lt;br /&gt;
*ice - missing&lt;br /&gt;
*rug - missing&lt;br /&gt;
*sand - missing&lt;br /&gt;
*water - missing &lt;br /&gt;
&lt;br /&gt;
Some of the sounds are missing in the current Urban Terror version. If You use them, you'll get &amp;quot;ding-ding&amp;quot; replacement sound. It's worth noting that the grass sound is a good substitute for rug.&lt;br /&gt;
&lt;br /&gt;
==Adding the surface sounds to your map==&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
To add the surface sounds to your map, the command is very similar to that used to extract the initial surface list.&lt;br /&gt;
&lt;br /&gt;
 bsp.exe -si mapname.bsp mapname.surfaces&lt;br /&gt;
&lt;br /&gt;
-si means &amp;quot;surfaces import&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defining surfaces should be done at the end, when you are sure you won't change anything and release your map as an alpha/beta/RC/release version.&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User_talk:Pickles&amp;diff=1850</id>
		<title>User talk:Pickles</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User_talk:Pickles&amp;diff=1850"/>
				<updated>2011-12-04T12:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ummmm I think this may be in the wrong place. When I know it is right I will move your note on maximum texture sizes to here and delete it from the texturing section if that is ok - Pickles&lt;br /&gt;
&lt;br /&gt;
Your the one who knows what he's doing :)&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=How_to_make_a_tilable_marble_texture_in_Gimp&amp;diff=1831</id>
		<title>How to make a tilable marble texture in Gimp</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=How_to_make_a_tilable_marble_texture_in_Gimp&amp;diff=1831"/>
				<updated>2011-12-04T11:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: Created page with &amp;quot;Create a new image to the size you want and fill with solid noise (Filters-Render-Clouds-Solid Noise), using the following settings. For this example I have used X/Y 6.0 which wo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create a new image to the size you want and fill with solid noise (Filters-Render-Clouds-Solid Noise), using the following settings. For this example I have used X/Y 6.0 which works quite nicely with a 1024x1024 image.&lt;br /&gt;
&lt;br /&gt;
[[File:Solidnoise.png]]&lt;br /&gt;
&lt;br /&gt;
Your image should now look something like this.&lt;br /&gt;
&lt;br /&gt;
[[File:Solidnoise1.png]]&lt;br /&gt;
&lt;br /&gt;
Invert the colours (Colours-Invert).&lt;br /&gt;
&lt;br /&gt;
Now apply Difference Clouds (Filters-Render-Clouds-Difference Clouds) using the same settings as the solid noise clouds. Your image should look similar to this.&lt;br /&gt;
&lt;br /&gt;
[[File:Differenceclouds.png]]&lt;br /&gt;
&lt;br /&gt;
Change the levels (Colours-Levels) to the ones shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Levels.png]]&lt;br /&gt;
&lt;br /&gt;
And now your image should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:Levels1.png]]&lt;br /&gt;
&lt;br /&gt;
Duplicate the layer (Layer-Duplicate Layer) and rotate it by 90° in either direction (Layer-Transform-Rotate 90° Clockwise/Anticlockwise)&lt;br /&gt;
&lt;br /&gt;
With the duplicated layer highlighted go to the layers dialogue and set the mode as screen and change the opacity to somewhere around 50%.&lt;br /&gt;
&lt;br /&gt;
[[File:Layerdialogue.png]]&lt;br /&gt;
&lt;br /&gt;
Now you have your marble&lt;br /&gt;
&lt;br /&gt;
[[File:Marble1.png]]&lt;br /&gt;
&lt;br /&gt;
To change the colour of the marble go to (Colours-Colourise) and play with the settings until you are happy with your creation. It is best to only change the colour of the top image. Leaving the background layer gray should help to stop flare in game and gives more depth to the texture.&lt;br /&gt;
&lt;br /&gt;
[[File:Marble2.png]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Marble2.png&amp;diff=1830</id>
		<title>File:Marble2.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Marble2.png&amp;diff=1830"/>
				<updated>2011-12-04T11:31:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Marble1.png&amp;diff=1829</id>
		<title>File:Marble1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Marble1.png&amp;diff=1829"/>
				<updated>2011-12-04T11:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Layerdialogue.png&amp;diff=1828</id>
		<title>File:Layerdialogue.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Layerdialogue.png&amp;diff=1828"/>
				<updated>2011-12-04T11:21:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Levels1.png&amp;diff=1827</id>
		<title>File:Levels1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Levels1.png&amp;diff=1827"/>
				<updated>2011-12-04T11:10:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Levels.png&amp;diff=1826</id>
		<title>File:Levels.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Levels.png&amp;diff=1826"/>
				<updated>2011-12-04T11:07:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Differenceclouds.png&amp;diff=1825</id>
		<title>File:Differenceclouds.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Differenceclouds.png&amp;diff=1825"/>
				<updated>2011-12-04T11:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Solidnoise1.png&amp;diff=1824</id>
		<title>File:Solidnoise1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Solidnoise1.png&amp;diff=1824"/>
				<updated>2011-12-04T10:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Solidnoise.png&amp;diff=1818</id>
		<title>File:Solidnoise.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Solidnoise.png&amp;diff=1818"/>
				<updated>2011-12-04T10:38:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=1809</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=1809"/>
				<updated>2011-12-04T10:22:59Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains a variety of tutorials, some gathered from the internet before they are lost and forgotten, others donated by experienced mappers.&lt;br /&gt;
&lt;br /&gt;
==Deliriums tutorials==&lt;br /&gt;
Deliriums' website contains a wide selection of tutorials and resources. Delirium is one of the most skilled and perceptive Urban Terror map makers, he has inspired a large number of mappers by the quality of his work and his helpful nature.&lt;br /&gt;
&lt;br /&gt;
[http://www.gotdelirium.com/site/index.html Got Delirium]&lt;br /&gt;
&lt;br /&gt;
Some of his tutorials have been reproduced here.&lt;br /&gt;
* [[Using the cubemap_probe entity]]&lt;br /&gt;
&lt;br /&gt;
== FrankieVs tutorials ==&lt;br /&gt;
* [[Lighting:Painting|Painting with lights]]&lt;br /&gt;
&lt;br /&gt;
== MajkiFajkis tutorials ==&lt;br /&gt;
* [[Mapping:HowTo:Realistic_Windows|Realistic windows]]&lt;br /&gt;
&lt;br /&gt;
== groebNERDs tutorials ==&lt;br /&gt;
*[[How to create a func_ut_train]]&lt;br /&gt;
&lt;br /&gt;
== JohnnyBritishs tutorials ==&lt;br /&gt;
* [[Using_the_skybox_entity|Skybox entity]]&lt;br /&gt;
&lt;br /&gt;
== Rylius tutorials ==&lt;br /&gt;
* [[How to make a normal map using Gimp]]&lt;br /&gt;
&lt;br /&gt;
== Raynes tutorials ==&lt;br /&gt;
* [[How to make a brick texture]]&lt;br /&gt;
* [[Bump mapping for Urban Terror]]&lt;br /&gt;
&lt;br /&gt;
== Pickles tutorials ==&lt;br /&gt;
* [[How to make a tilable marble texture in Gimp]]&lt;br /&gt;
&lt;br /&gt;
== Misc tutorials ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[AI Misbehaving]] - Optimising your map for bots&lt;br /&gt;
* [[Mapping:VIS#Tutorials|Various VIS/hinting tutorials]]&lt;br /&gt;
* [[Models:Tutorials|Modelling]]&lt;br /&gt;
* [[Models:Misfit_Model_tutorial_light_bulb|Misfit 3D modelling]]&lt;br /&gt;
* [[Ut_train_tutorial|func_ut_train tutorial]]&lt;br /&gt;
* [[FFMPEG_Make_Video|Adding videos]]&lt;br /&gt;
* [[Bots:Advanced|Create your own bot]]&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
* [[Lighting:Light_Style|Flickering lights]]&lt;br /&gt;
=== Skybox ===&lt;br /&gt;
* [[Manually_skybox|Manual skybox creation]]&lt;br /&gt;
* [[PovRay_skybox|PovRay]]&lt;br /&gt;
* [[Terragen_skybox|Terragen]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=1805</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=1805"/>
				<updated>2011-12-04T10:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains a variety of tutorials, some gathered from the internet before they are lost and forgotten, others donated by experienced mappers.&lt;br /&gt;
&lt;br /&gt;
==Deliriums tutorials==&lt;br /&gt;
Deliriums' website contains a wide selection of tutorials and resources. Delirium is one of the most skilled and perceptive Urban Terror map makers, he has inspired a large number of mappers by the quality of his work and his helpful nature.&lt;br /&gt;
&lt;br /&gt;
[http://www.gotdelirium.com/site/index.html Got Delirium]&lt;br /&gt;
&lt;br /&gt;
Some of his tutorials have been reproduced here.&lt;br /&gt;
* [[Using the cubemap_probe entity]]&lt;br /&gt;
&lt;br /&gt;
== FrankieVs tutorials ==&lt;br /&gt;
* [[Lighting:Painting|Painting with lights]]&lt;br /&gt;
&lt;br /&gt;
== MajkiFajkis tutorials ==&lt;br /&gt;
* [[Mapping:HowTo:Realistic_Windows|Realistic windows]]&lt;br /&gt;
&lt;br /&gt;
== groebNERDs tutorials ==&lt;br /&gt;
*[[How to create a func_ut_train]]&lt;br /&gt;
&lt;br /&gt;
== JohnnyBritishs tutorials ==&lt;br /&gt;
* [[Using_the_skybox_entity|Skybox entity]]&lt;br /&gt;
&lt;br /&gt;
== Rylius tutorials ==&lt;br /&gt;
* [[How to make a normal map using Gimp]]&lt;br /&gt;
&lt;br /&gt;
== Raynes tutorials ==&lt;br /&gt;
* [[How to make a brick texture]]&lt;br /&gt;
* [[Bump mapping for Urban Terror]]&lt;br /&gt;
&lt;br /&gt;
== Pickles tutorials ==&lt;br /&gt;
* [[How to make a tilable marble texture]]&lt;br /&gt;
&lt;br /&gt;
== Misc tutorials ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[AI Misbehaving]] - Optimising your map for bots&lt;br /&gt;
* [[Mapping:VIS#Tutorials|Various VIS/hinting tutorials]]&lt;br /&gt;
* [[Models:Tutorials|Modelling]]&lt;br /&gt;
* [[Models:Misfit_Model_tutorial_light_bulb|Misfit 3D modelling]]&lt;br /&gt;
* [[Ut_train_tutorial|func_ut_train tutorial]]&lt;br /&gt;
* [[FFMPEG_Make_Video|Adding videos]]&lt;br /&gt;
* [[Bots:Advanced|Create your own bot]]&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
* [[Lighting:Light_Style|Flickering lights]]&lt;br /&gt;
=== Skybox ===&lt;br /&gt;
* [[Manually_skybox|Manual skybox creation]]&lt;br /&gt;
* [[PovRay_skybox|PovRay]]&lt;br /&gt;
* [[Terragen_skybox|Terragen]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Misfit_Model_tutorial_light_bulb&amp;diff=1495</id>
		<title>Models:Misfit Model tutorial light bulb</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Misfit_Model_tutorial_light_bulb&amp;diff=1495"/>
				<updated>2011-09-11T07:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial assumes you've downloaded and installed Misfit Model 3d and it works.&lt;br /&gt;
&lt;br /&gt;
==Before we begin==&lt;br /&gt;
Misfit is very easy to use, if you've used 3d applications previously you'll get used to misfit quickly. It's not packed with a lot of bells and whistles but for a quick model, it can save you a lot of time - especially when it comes to getting ready/textured models perfectly suited to q3 based maps.&lt;br /&gt;
&lt;br /&gt;
Misfit can save md3 models natively, this saves a great deal of time and effort if you wish to create your own models for inclusion in your maps - however, in order for this to work properly you should work in the final location/folder that your model will be loaded from.&lt;br /&gt;
&lt;br /&gt;
In my case I have a models folder in my mapping folder, in the models folder I have a mapobjects folder. All your work should be in a separate sub-folder of this.&lt;br /&gt;
&lt;br /&gt;
For example : this tutorial model will be called the cmm lightbulb.&lt;br /&gt;
&lt;br /&gt;
Create a folder mapping/models/mapobjects/cmm_lightbulb&lt;br /&gt;
&lt;br /&gt;
All our work will be in this folder - graphics and model.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
If you'd like to follow along with this tutorial, first download the following textures.&lt;br /&gt;
&lt;br /&gt;
[[File:Plastic.jpg|200px]] [[File:Bulb.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Save the images to your mapping/models/mapobjects/cmm_lightbulb folder as&lt;br /&gt;
&lt;br /&gt;
*bulb.jpg&lt;br /&gt;
*plastic.jpg&lt;br /&gt;
&lt;br /&gt;
==Open Misfit Model 3d==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Open misfit model 3d - the basic layout should be familiar to anyone who's previously dabbled with 3d modelling applications.&lt;br /&gt;
&lt;br /&gt;
The default display shows views of front, left, top and perspective which is a rendered preview of your model.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb_1.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting up your materials and groups==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Before we begin to create our model we will first set up the materials (textures, images) and the material groups. These are used by misfit to dress your image and are later exported with the model information.&lt;br /&gt;
&lt;br /&gt;
From the main menu, select materials. Click new material and type plastic. Click ok to save this material.&lt;br /&gt;
&lt;br /&gt;
Click the Change texture button and locate the file mapping/models/mapobjects/cmm_lightbulb/plastic.jpg and assign it to this material.&lt;br /&gt;
&lt;br /&gt;
Repeat the process for the bulb.jpg image (add a new material called bulb, assign the bulb image to that material).&lt;br /&gt;
&lt;br /&gt;
Having created your basic materials we now need to create matching groups - groups are used to group materials and permit our model to use the same material over several objects. In this example many parts will be made from the plastic material.&lt;br /&gt;
&lt;br /&gt;
From the materials menu select groups, create a new group called plastic, link the material plastic to this group.&lt;br /&gt;
&lt;br /&gt;
Create another group called bulb and link this to the bulb material.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb 3.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Build the bulb==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
We start by creating an ellipsoid, click the icon on the toolbar that looks like a small ball or select create ellipsoid from the main tools menu.&lt;br /&gt;
&lt;br /&gt;
Drag the ball to be roughly the size you like and then move this to the centre of the display.&lt;br /&gt;
&lt;br /&gt;
It may take you a few minutes to work out how to use the interface, it's pretty simple.&lt;br /&gt;
&lt;br /&gt;
The first 4 buttons on the toolbar represent the following actions&lt;br /&gt;
&lt;br /&gt;
*Select vertices&lt;br /&gt;
*Select faces&lt;br /&gt;
*Select connected mesh&lt;br /&gt;
*Select group&lt;br /&gt;
&lt;br /&gt;
We will select some of the vertices and drag them upwards to create a better bulb shape.&lt;br /&gt;
&lt;br /&gt;
Click Select vertices, select the top 4 rows of vertices by dragging the selection rectangle around the area you wish to select.&lt;br /&gt;
&lt;br /&gt;
The buttons on the main toolbar in positions 8 (4 arrows) and onwards have the following functions&lt;br /&gt;
&lt;br /&gt;
*Move&lt;br /&gt;
*Rotate&lt;br /&gt;
*Scale&lt;br /&gt;
*Shear&lt;br /&gt;
&lt;br /&gt;
Select the move button.&lt;br /&gt;
&lt;br /&gt;
Press Shift (this locks the rotation, scale or movement to grid actions) and drag the selected vertices upwards to create a lozenge shape. An elongated ellipse.&lt;br /&gt;
&lt;br /&gt;
Now click the Scale button with the same vertices selected and reduce the size, this will create an egg shape which is similar to a light bulb.&lt;br /&gt;
&lt;br /&gt;
Feel free to continue to scale and move your vertices until you're happy with the shape.&lt;br /&gt;
&lt;br /&gt;
The final step involves remove (deleting) the top 3 rows of vertices, we do not need these.&lt;br /&gt;
&lt;br /&gt;
With the vertex selection button selected, draw a rectangle capturing the very top 3 rows of vertices and press delete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb 6.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 7.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 9.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Create the bulb cap==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Create a cylinder and select the rotate tool.&lt;br /&gt;
&lt;br /&gt;
Press shift while you rotate (shift imposes a grid on movement and will rotate in 45 degree steps).&lt;br /&gt;
&lt;br /&gt;
Move and scale the cap so it sits closely on the top of the bulb, this may take a few minutes - it's worth spending a little time at this stage exploring the controls.&lt;br /&gt;
&lt;br /&gt;
Eventually your cap will fit the top of the bulb.&lt;br /&gt;
&lt;br /&gt;
We now need to scale the top row of vertices to give the cap a more realistic shape.&lt;br /&gt;
&lt;br /&gt;
With the vertex selection button selected drag and capture the top row of vertices and use the scale button to create a more interesting cap shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 12.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 17.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Create the wire==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
To create a wire, use the same principle as for building the cap.&lt;br /&gt;
&lt;br /&gt;
Create a long, thin cylinder&lt;br /&gt;
&lt;br /&gt;
Rotate this and align it with the bulb cap.&lt;br /&gt;
&lt;br /&gt;
Drag the vertices or mesh around until you're happy with the result.&lt;br /&gt;
&lt;br /&gt;
In the same manner as you created the cap and the wire (with a cylinder) create a mounting plate&lt;br /&gt;
&lt;br /&gt;
Again bevel the shape slightly by scaling the vertices at the bottom of the mounting plate.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 20.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 24.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Applying textures/materials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Earlier we created 2 materials&lt;br /&gt;
&lt;br /&gt;
*plastic&lt;br /&gt;
*bulb&lt;br /&gt;
&lt;br /&gt;
We also created 2 material groups&lt;br /&gt;
&lt;br /&gt;
*plastic using the plastic material&lt;br /&gt;
*bulb using the bulb material&lt;br /&gt;
&lt;br /&gt;
Select the entire ceiling mounting plate (use the select connected mesh button and click the mesh).&lt;br /&gt;
&lt;br /&gt;
Click the materials option on the main menu and select edit groups&lt;br /&gt;
&lt;br /&gt;
Select the plastic group and click the assign to group button, this will immediately texture the ceiling mounting plate with the plastic group texture.&lt;br /&gt;
&lt;br /&gt;
In the same way texture the wire and the bulb cap with the plastic group.&lt;br /&gt;
&lt;br /&gt;
Use the bulb group texture for the bulb mesh.&lt;br /&gt;
&lt;br /&gt;
The overall effect at this stage might be a little messy, none of the textures have been wrapped correctly to the mesh.&lt;br /&gt;
&lt;br /&gt;
In order to match the shape of the mesh to the texture applied we'll use the projection tool. This is activated by the right most button, looks like a tube. &lt;br /&gt;
&lt;br /&gt;
Click the create projection button and select a type of Sphere from the type dropdown.&lt;br /&gt;
&lt;br /&gt;
With your mouse in the very centre of the bulb drag out a sphere of roughly the same size as the bulb - this will wrap the bulb texture around the bulb object.&lt;br /&gt;
&lt;br /&gt;
Create new projections (of type cylinder) for the bulb cap, the wire and the ceiling mounting plate.&lt;br /&gt;
&lt;br /&gt;
Your finished model should resemble this ...&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 36.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 26.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 31.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 32.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Save and export your model==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Before saving or exporting the model we first must set up the exporter so that it is aware of the model path and where it's images are.&lt;br /&gt;
&lt;br /&gt;
To do this we must create a new meta data key pair which describes each of the material groups we've used in our model.&lt;br /&gt;
&lt;br /&gt;
In this example we used 2 material groups&lt;br /&gt;
&lt;br /&gt;
*plastic&lt;br /&gt;
*bulb&lt;br /&gt;
&lt;br /&gt;
From the model menu select Model Meta Data.&lt;br /&gt;
&lt;br /&gt;
Create a new item and enter the following&lt;br /&gt;
&lt;br /&gt;
 name  : MD3_PATH_plastic&lt;br /&gt;
 value : models/mapobjects/cmm_lightbulb/&lt;br /&gt;
&lt;br /&gt;
Type these values EXACTLY as the example above.&lt;br /&gt;
&lt;br /&gt;
Create another item and use the following values&lt;br /&gt;
&lt;br /&gt;
 name  : MD3_PATH_bulb&lt;br /&gt;
 value : models/mapobjects/cmm_lightbulb/&lt;br /&gt;
&lt;br /&gt;
Save the model in the path&lt;br /&gt;
&lt;br /&gt;
mapping/models/mapobjects/cmm_lightbulb&lt;br /&gt;
&lt;br /&gt;
with the filename lightbulb,mm3d (note - this is the native extension for misfit models).&lt;br /&gt;
&lt;br /&gt;
Now, from the file menu - select export&lt;br /&gt;
&lt;br /&gt;
Save the export in the same folder with the filename lightbulb.md3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 42.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==QC file==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Congratulations, you just made a md3 model that is ALMOST ready to be used in your game - in fact at this stage you could add a misc_model to your map and select this as the model and in game it would almost certainly work - however the editor needs a little more information.&lt;br /&gt;
&lt;br /&gt;
We need to create a QC file to help the editor locate it's images/shaders.&lt;br /&gt;
&lt;br /&gt;
Create a new textfile in the same folder as your model (mapping/models/mapobjects/cmm_lightbulb) named lightbulb.qc (the same name as the model)&lt;br /&gt;
&lt;br /&gt;
Add the following to the file.&lt;br /&gt;
&lt;br /&gt;
 $model &amp;quot;models/mapobjects/cmm_lightbulb/lightbulb.md3&amp;quot;&lt;br /&gt;
 $frames 1 30&lt;br /&gt;
 $flags 0&lt;br /&gt;
 $numskins 0&lt;br /&gt;
 $mesh &amp;quot;models/mapobjects/cmm_lightbulb/plastic&amp;quot;&lt;br /&gt;
 $skin &amp;quot;models/mapobjects/cmm_lightbulb/plastic.jpg&amp;quot;&lt;br /&gt;
 $flags 0&lt;br /&gt;
 $mesh &amp;quot;models/mapobjects/cmm_lightbulb/bulb&amp;quot;&lt;br /&gt;
 $skin &amp;quot;models/mapobjects/cmm_lightbulb/bulb.jpg&amp;quot;&lt;br /&gt;
 $flags 0&lt;br /&gt;
&lt;br /&gt;
Save this file, load up radiant.&lt;br /&gt;
&lt;br /&gt;
Right click in the 2d view, select misc-&amp;gt;misc_model from the entities list. For the model itself, select the lightbulb.md3 file from the mappingmodels/mapobjects/cmm_lightbulb folder.&lt;br /&gt;
&lt;br /&gt;
'''A lightbulb!!'''&lt;br /&gt;
&lt;br /&gt;
In game the model should appear like this.&lt;br /&gt;
&lt;br /&gt;
Not a very convincing light bulb yes but, we can add light to this model and bring it to life.&lt;br /&gt;
&lt;br /&gt;
For more information on adding light to your models see the topic [[Mapping:HowTo:Adding_light_to_models|Adding light to models]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 45.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Shot0017.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The model created for this tutorial is available for download [&lt;br /&gt;
http://www.custommapmakers.org/storage/resources/cmm_lightbulb.zip here]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Cmc&amp;diff=1494</id>
		<title>Cmc</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Cmc&amp;diff=1494"/>
				<updated>2011-09-09T13:43:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CMC ==&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/storage/resources/cmc.zip CMC] is a commandline tool for semi-automatic clipping of models for Q3map2 map files. The approach carried by CMC is to automatically insert clip brushes into a map file following a &amp;quot;clip model&amp;quot; (''ie,'' a standalone map file) provided by the user. CMC consists of a python script and is licensed under beerware revision 42. Beware, the licence will be strongly enforced.&lt;br /&gt;
&lt;br /&gt;
{{Warning|Don't blame the tool if you forgot to backup your map...}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
CMC requires a working Python environment, and the argparse library (shipped with Python starting from version 2.7).&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
[http://www.custommapmakers.org/storage/resources/cmc.zip Download CMC] from Custom Map Makers. The Zip archive contains a one file python program. Unzip and copy it to a conveniant location.&lt;br /&gt;
&lt;br /&gt;
=== Creating a ''clip model'' ===&lt;br /&gt;
&lt;br /&gt;
Create a new map, import the model to clip for reference and place its origin at the centre of the map (''ie,'' at coordinates 0 0 0), do not rotate or scale the model. Create the clip brush around your model, once finished you can remove the model and save the ''clip model'' map.&lt;br /&gt;
&lt;br /&gt;
=== Commandline argument ===&lt;br /&gt;
&lt;br /&gt;
==== Getting help&amp;lt;br/&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
    python cmc.py --help&lt;br /&gt;
&lt;br /&gt;
display a help message:&lt;br /&gt;
&lt;br /&gt;
  usage: cmc.py [-h] (-ls | -c model:pattern | -u clip/shader) [-o ofilename] [-d] [-v] ifile&lt;br /&gt;
 &lt;br /&gt;
  Q3map2 map model clipper&lt;br /&gt;
 &lt;br /&gt;
  positional arguments:&lt;br /&gt;
    ifile                 q3map2 map file&lt;br /&gt;
 &lt;br /&gt;
  optional arguments:&lt;br /&gt;
    -h, --help            show this help message and exit&lt;br /&gt;
    -ls, --list-shaders   list all shaders&lt;br /&gt;
    -c model:pattern, --clip model:pattern&lt;br /&gt;
               clip models with clip pattern file&lt;br /&gt;
    -u clip/shader, --unclip clip/shader&lt;br /&gt;
               delete brushes using &amp;quot;clip/shader&amp;quot;&lt;br /&gt;
    -o ofilename, --output ofilename&lt;br /&gt;
               output file&lt;br /&gt;
    -d, --debug&lt;br /&gt;
    -v, --version&lt;br /&gt;
 &lt;br /&gt;
   I map therefore I am&lt;br /&gt;
&lt;br /&gt;
==== Clipping a model&amp;lt;br/&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
    python cmc.py --clip models/mapobjects/mymodel/mymodel.md3:maps/clip_pattern.map \&lt;br /&gt;
      --output maps/mymap_clipped.map maps/mymap.map&lt;br /&gt;
&lt;br /&gt;
    maps/mymap.map&lt;br /&gt;
&lt;br /&gt;
This is the path to the map to process.&lt;br /&gt;
&lt;br /&gt;
    --output maps/mymap_clipped.map&lt;br /&gt;
&lt;br /&gt;
This instructs CMC to output the new map into the file &amp;quot;maps/mymap_clipped.map&amp;quot; (highly recommended). Without this option, CMC will overwrite the input file&lt;br /&gt;
&lt;br /&gt;
    --clip models/mapobjects/mymodel/mymodel.md3:maps/clip_pattern.map&lt;br /&gt;
&lt;br /&gt;
This instructs CMC to clip every instance of model &amp;quot;models/mapobjects/mymodel/mymodel.md3&amp;quot; (This is not the path to the md3 file, but the model name as it appears in the entity window in GtkRadiant), according to the clip model from file maps/clip_pattern.map.&lt;br /&gt;
&lt;br /&gt;
==== Clipping multiple models at once&amp;lt;br/&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
    python cmc.py --clip model/mymodel/mymodel.md3:maps/clip_pattern.map \&lt;br /&gt;
      --clip model/mymodel/anothermodel.ase:maps/clip_anotherpattern.map&lt;br /&gt;
      --output maps/mymap_clipped.map maps/mymap.map&lt;br /&gt;
&lt;br /&gt;
CMC accepts any number of model/clip_pattern pair using multiple &amp;quot;--clip&amp;quot; options&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
In this tutorial, we will cover how to use CMC in order to clip a model semi-automatically. We will show how to do so in a way that facilitates modifying or removing the clip brushes even after modification of the map file.&lt;br /&gt;
&lt;br /&gt;
=== Set up ===&lt;br /&gt;
&lt;br /&gt;
For this tutorial, you need to set up a map &amp;quot;test.map&amp;quot;. This can be a simple rectangular room ([[Create your first room]]). Add a model into your map ([[Radiant:Using#How_to_add_a_model]]), this can be any kind of model (''eg,'' md3, ase). In this example we have a rectangular room containing two instance of a brazier model &amp;quot;model/test/brazier.ase&amp;quot;. One instance is scaled/rotated in an awkward fashion, to illustrate CMC features.&lt;br /&gt;
&lt;br /&gt;
[[File:Cmc-test-map.png|thumb|center|700px|Cmc-test-map.png]]&lt;br /&gt;
&lt;br /&gt;
=== Creating the clip model map ===&lt;br /&gt;
&lt;br /&gt;
Let us now create a ''clip model map''. A ''clip model map'' is a set of brushes that CMC is going to use as a ''pattern'' to clip our brazier model into &amp;quot;test.map&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Create a new map called &amp;quot;brazier_clip.map&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To help us draw our clip brushes, import one brazier model into the map, and place the model origin at the centre of the map (''ie,'' coordinates (0 0 0)). It is important that the model must not be rotated or scaled here.&lt;br /&gt;
&lt;br /&gt;
Now create the clip brushes around your model. It is not necessary to precisely cover every detail of the model. The purpose of a clip is to be accurate enough without being too complex. In our example, only the rough form of the base has been clipped.&lt;br /&gt;
&lt;br /&gt;
Apply a &amp;quot;clip&amp;quot; shader to the newly created brushes. A clip shader is provided in the &amp;quot;common&amp;quot; shader script. But for CMC, we recommend using a dedicated shader only for CMC purpose. We will later see that this will become handy for future modifications. Here, we used a new shader called &amp;quot;textures/test/autoclip&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
    textures/test/autoclip&lt;br /&gt;
   {&lt;br /&gt;
     qer_trans .4&lt;br /&gt;
     surfaceparm nodraw&lt;br /&gt;
     surfaceparm nolightmap&lt;br /&gt;
     surfaceparm trans&lt;br /&gt;
     surfaceparm nomarks&lt;br /&gt;
     surfaceparm slick&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
You can optionally remove the brazier model. CMC will ignore it anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:Cmc-clip-model.png|thumb|center|700px|Cmc-clip-model.png]]&lt;br /&gt;
&lt;br /&gt;
Save the ''clip model'' map&lt;br /&gt;
&lt;br /&gt;
=== Clipping the map ===&lt;br /&gt;
&lt;br /&gt;
From this point, let us assume you extracted the CMC script into your &amp;quot;q3ut4&amp;quot; directory. Relative to the current directory, your map file path should be &amp;quot;maps/test.map&amp;quot; and your clip model map should be &amp;quot;maps/brazier_clip.map&amp;quot; run the following command:&lt;br /&gt;
&lt;br /&gt;
    python ./cmc.py --clip:models/mapobjects/test/brazier.md3:maps/brazier_clip.map \&lt;br /&gt;
     --output maps/test_clipped.map maps/test.map&lt;br /&gt;
&lt;br /&gt;
If you followed this tutorial, you should now have a new map &amp;quot;test_clipped.map&amp;quot; where CMC has automatically insert the clip brushes over your model, as shown in our example.&lt;br /&gt;
&lt;br /&gt;
[[File:Cmc-test-clip-map.png|thumb|center|700px|Cmc-test-clip-map.png]]&lt;br /&gt;
&lt;br /&gt;
=== Because nothing is right the first time ===&lt;br /&gt;
&lt;br /&gt;
You might realize later that your clip model brushes need some modifications. Or you may want to add new instances of your model and want CMC to clip them for you. Sadly, as of today CMC has no way of tracking models that have been clipped or replace clip brushes with a new pattern. With CMC you must first remove the clip brushes before reapplying a new clip model else you map might have duplicated clip brushes.&lt;br /&gt;
&lt;br /&gt;
Hopefully, if you followed this tutorial recommendation to use a dedicated clip shader, CMC will help you do that. CMC allows you to remove every brush that has at least one face with a given shader from you map. To do that run the following command.&lt;br /&gt;
&lt;br /&gt;
    python ./cmc.py --unclip textures/test/autoclip \&lt;br /&gt;
     -o maps/test_unclipped.map maps/test_clipped.map&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Terragen_skybox&amp;diff=1404</id>
		<title>Terragen skybox</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Terragen_skybox&amp;diff=1404"/>
				<updated>2011-09-02T07:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Terragen classic==&lt;br /&gt;
Terragen is a scenery generator, created with the goal of generating photorealistic landscape images and animations. It is available for Windows and Mac OS. Terragen is free for personal, noncommercial use, with only a few limitations.&lt;br /&gt;
&lt;br /&gt;
Terragen Classic is capable of near-photorealistic results for professional landscape visualisation, special effects, art and recreation. Terragen Classic has been used in a variety of commercial applications including film, television and music videos, games and multimedia, books, magazines and print advertisements. For just a small selection of projects Terragen has been used in, please visit the commercial use page.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that Terragen Classic can be used for professional landscape visualisation projects, it is accessible and easy to get started with. You could be rendering your first landscape image in as little as 15 minutes after installation. &lt;br /&gt;
&lt;br /&gt;
Download terragen classic from the [http://www.planetside.co.uk/content/view/16/28/ Terragen classic download page]&lt;br /&gt;
rr&lt;br /&gt;
There is an inspirational gallery of skies created with terragen classic [http://www.planetside.co.uk/gallery/f/tg09 here]&lt;br /&gt;
&lt;br /&gt;
==Make your scene==&lt;br /&gt;
&lt;br /&gt;
There are a great many tutorials on how to create scenes using terragen and the application is relatively simple and encourages exploration.&lt;br /&gt;
&lt;br /&gt;
Having created your terrain this tutorial will describe how to create the images that you'll need to import your landscape into Urban Terror as a skybox.&lt;br /&gt;
&lt;br /&gt;
==Making skybox images==&lt;br /&gt;
Before we proceed you should first confirm that your scene is suitable and your camera is position correctly.&lt;br /&gt;
&lt;br /&gt;
Common mistakes when making skybox images with terragen&lt;br /&gt;
&lt;br /&gt;
*Your camera altitude is too low &lt;br /&gt;
*Your camera is inside the ground or a mountain&lt;br /&gt;
&lt;br /&gt;
For these reasons I usually place a camera at 30m above the ground and tend to make only flat landscapes.&lt;br /&gt;
&lt;br /&gt;
[[File:Camerabox.png]]&lt;br /&gt;
&lt;br /&gt;
===Check it will work===&lt;br /&gt;
With your world ready you should enter the values &lt;br /&gt;
&lt;br /&gt;
0,0,0&lt;br /&gt;
&lt;br /&gt;
For your camera orientation.&lt;br /&gt;
&lt;br /&gt;
Click the render preview button and confirm that your scene renders as you'd expect.&lt;br /&gt;
&lt;br /&gt;
Change the camera  orientation to&lt;br /&gt;
&lt;br /&gt;
90,0,0&lt;br /&gt;
&lt;br /&gt;
and once again, render a preview. Check it looks ok.&lt;br /&gt;
&lt;br /&gt;
Repeat for camera orientations values of&lt;br /&gt;
&lt;br /&gt;
180,0,0 and 270,0,0&lt;br /&gt;
&lt;br /&gt;
If all the test renders look good it's time to set up for final renders.&lt;br /&gt;
&lt;br /&gt;
===Terragen settings===&lt;br /&gt;
&lt;br /&gt;
First of all, in terragen in the rendering control dialogue.&lt;br /&gt;
&lt;br /&gt;
====Render settings====&lt;br /&gt;
From the image tab set the image resolution. In terragen classic the maximum resolution is 960, set width and height to this value&lt;br /&gt;
&lt;br /&gt;
Set the quality level to be as high as your computer can handle.&lt;br /&gt;
&lt;br /&gt;
====Camera settings====&lt;br /&gt;
Set the zoom/magnification to 1&lt;br /&gt;
&lt;br /&gt;
====Other settings====&lt;br /&gt;
Feel free to experiment with other settings.&lt;br /&gt;
&lt;br /&gt;
===Generate the images===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
With the camera orientation set to &lt;br /&gt;
&lt;br /&gt;
 0,0,0&lt;br /&gt;
&lt;br /&gt;
Click the render image button, this is your front image and should be saved as '''sky_ft.bmp'''&lt;br /&gt;
&lt;br /&gt;
Generate the following images using these camera orientation values&lt;br /&gt;
&lt;br /&gt;
  90,0,0  '''sky_lf.bmp'''&lt;br /&gt;
 180,0,0  '''sky_bk.bmp'''&lt;br /&gt;
 270,0,0  '''sky_rt.bmp'''&lt;br /&gt;
&lt;br /&gt;
With the sides completed, we need to generate an image for the up and down faces.&lt;br /&gt;
&lt;br /&gt;
 0, 90,0  '''sky_up.bmp'''&lt;br /&gt;
 0,270,0  '''sky_dn.bmp&lt;br /&gt;
'''&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Skyt2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resize and rotation==&lt;br /&gt;
You'll need to use an image editor like '''gimp''' or '''photoshop''' for the final stage.&lt;br /&gt;
&lt;br /&gt;
Open all 6 images with your preferred editor.&lt;br /&gt;
&lt;br /&gt;
Resize each image to be '''1024x1024''' and save and close all images as .'''jpg''' files (not bmp) except for the '''UP''' image.&lt;br /&gt;
&lt;br /&gt;
The '''up''' image needs to be rotated 90 degrees counter clockwise (270 degrees clockwise)&lt;br /&gt;
&lt;br /&gt;
Save this modified up image as '''sky_up.jpg'''&lt;br /&gt;
&lt;br /&gt;
[[File:Sky ft.jpg|100px]]&lt;br /&gt;
[[File:Sky rt.jpg|100px]]&lt;br /&gt;
[[File:Sky bk.jpg|100px]]&lt;br /&gt;
[[File:Sky lf.jpg|100px]]&lt;br /&gt;
[[File:Sky dn.jpg|100px]]&lt;br /&gt;
[[File:Sky up.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
==Adding to your map==&lt;br /&gt;
&lt;br /&gt;
Supposing you wished to use your new sky in your map you should first move your images to your mapping env folder. Create a new sub folder in mapping/env called myfirstmap and copy all 6 images into this folder.&lt;br /&gt;
&lt;br /&gt;
Add the shader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 textures/myfirstmap/thesky&lt;br /&gt;
 {&lt;br /&gt;
  	qer_editorimage env/myfirstmap/sky_up.tga&lt;br /&gt;
  	skyparms env/myfirstmap/sky 512 -&lt;br /&gt;
  	q3map_sunExt 1 0.86 0.67 350 -102 40 2 16&lt;br /&gt;
  	q3map_lightmapFilterRadius 0 160&lt;br /&gt;
  	q3map_skyLight 20 4&lt;br /&gt;
  	surfaceparm 	sky&lt;br /&gt;
  	surfaceparm 	noimpact&lt;br /&gt;
  	surfaceparm 	nolightmap&lt;br /&gt;
  	surfaceparm	nomarks&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shot0023.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Funstuff:Creating&amp;diff=1352</id>
		<title>Funstuff:Creating</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Funstuff:Creating&amp;diff=1352"/>
				<updated>2011-08-29T17:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: /* Creating funstuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==What is funstuff ==&lt;br /&gt;
&lt;br /&gt;
Funstuff is an item a player wears to enhance/personalise their character or make it look funny, especially when its wearing a penis, a saucepan or a cardboard box.&lt;br /&gt;
&lt;br /&gt;
== Creating funstuff ==&lt;br /&gt;
Prior to UrtHD, funstuff models are generally .md3 format with simple textures or shaders. &lt;br /&gt;
&lt;br /&gt;
Funstuff models are stored in the main models/players/funstuff folder and named by their ingame name (funred blah, funblue blah) and player model / slot.&lt;br /&gt;
&lt;br /&gt;
[[Creating funstuff with Misfit 3d]]&lt;br /&gt;
&lt;br /&gt;
== In game ==&lt;br /&gt;
[[File:Funstuff project.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Funstuff:Creating&amp;diff=1351</id>
		<title>Funstuff:Creating</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Funstuff:Creating&amp;diff=1351"/>
				<updated>2011-08-29T17:53:10Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: /* What is funstuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==What is funstuff ==&lt;br /&gt;
&lt;br /&gt;
Funstuff is an item a player wears to enhance/personalise their character or make it look funny, especially when its wearing a penis, a saucepan or a cardboard box.&lt;br /&gt;
&lt;br /&gt;
== Creating funstuff ==&lt;br /&gt;
Prior to UrtHD funstuff models are generally .md3 format with simple textures or shaders. &lt;br /&gt;
&lt;br /&gt;
Funstuff models are stored in the main models/players/funstuff folder and named by their ingame name (funred blah, funblue blah) and player model / slot.&lt;br /&gt;
&lt;br /&gt;
[[Creating funstuff with Misfit 3d]]&lt;br /&gt;
&lt;br /&gt;
== In game ==&lt;br /&gt;
[[File:Funstuff project.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Models:Misfit_Model_tutorial_light_bulb&amp;diff=1326</id>
		<title>Models:Misfit Model tutorial light bulb</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Models:Misfit_Model_tutorial_light_bulb&amp;diff=1326"/>
				<updated>2011-08-29T12:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial assumes you've downloaded and installed Misfit Model 3d and it works.&lt;br /&gt;
&lt;br /&gt;
==Before we begin==&lt;br /&gt;
Misfit can save md3 models natively, this saves a great deal of time and effort if you wish to create your own models for inclusion in your maps - however, in order for this to work properly you should work in the final location/folder that your model will be loaded from.&lt;br /&gt;
&lt;br /&gt;
In my case I have a models folder in my mapping folder, in the models folder I have a mapobjects folder. All your work should be in a separate sub-folder of this.&lt;br /&gt;
&lt;br /&gt;
For example : this tutorial model will be called the cmm lightbulb.&lt;br /&gt;
&lt;br /&gt;
Create a folder mapping/models/mapobjects/cmm_lightbulb&lt;br /&gt;
&lt;br /&gt;
All our work will be in this folder - graphics and model.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
If you'd like to follow along with this tutorial, first download the following textures.&lt;br /&gt;
&lt;br /&gt;
[[File:Plastic.jpg|200px]] [[File:Bulb.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Save the images to your mapping/models/mapobhects/cmm_lightbulb folder as&lt;br /&gt;
&lt;br /&gt;
*bulb.jpg&lt;br /&gt;
*plastic.jpg&lt;br /&gt;
&lt;br /&gt;
==Open Misfit Model 3d==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Open misfit model 3d - the basic layout should be familiar to anyone who's previously dabbled with 3d modelling applications.&lt;br /&gt;
&lt;br /&gt;
The default display shows views of front, left, top and perspective which is a rendered preview of your model.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb_1.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting up your materials and groups==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Before we begin to create our model we will first set up the materials (textures, images) and the material groups. These are used by misfit to dress your image and are later exported with the model information.&lt;br /&gt;
&lt;br /&gt;
From the main menu, select materials. Click new material and type plastic. Click ok to save this material.&lt;br /&gt;
&lt;br /&gt;
Click the Change texture button and locate the file mapping/models/mapobjects/cmm_lightbulb/plastic.jpg and assign it to this material.&lt;br /&gt;
&lt;br /&gt;
Repeat the process for the bulb.jpg image (add a new material called bulb, assign the bulb image to that material).&lt;br /&gt;
&lt;br /&gt;
Having created your basic materials we now need to create matching groups - groups are used to group materials and permit our model to use the same material over several objects. In this example many parts will be made from the plastic material.&lt;br /&gt;
&lt;br /&gt;
From the materials menu select groups, create a new group called plastic, link the material plastic to this group.&lt;br /&gt;
&lt;br /&gt;
Create another group called bulb and link this to the bulb material.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb 3.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Build the bulb==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
We start by creating an ellipsoid, click the icon on the toolbar that looks like a small ball or select create ellipsoid from the main tools menu.&lt;br /&gt;
&lt;br /&gt;
Drag the ball to be roughly the size you like and then move this to the centre of the display.&lt;br /&gt;
&lt;br /&gt;
It may take you a few minutes to work out how to use the interface, it's pretty simple.&lt;br /&gt;
&lt;br /&gt;
The first 4 buttons on the toolbar represent the following actions&lt;br /&gt;
&lt;br /&gt;
*Select vertices&lt;br /&gt;
*Select faces&lt;br /&gt;
*Select connected mesh&lt;br /&gt;
*Select group&lt;br /&gt;
&lt;br /&gt;
We will select some of the vertices and drag them upwards to create a better bulb shape.&lt;br /&gt;
&lt;br /&gt;
Click Select vertices, select the top 4 rows of vertices by dragging the selection rectangle around the area you wish to select.&lt;br /&gt;
&lt;br /&gt;
The buttons on the main toolbar in positions 8 (4 arrows) and onwards have the following functions&lt;br /&gt;
&lt;br /&gt;
*Move&lt;br /&gt;
*Rotate&lt;br /&gt;
*Scale&lt;br /&gt;
*Shear&lt;br /&gt;
&lt;br /&gt;
Select the move button.&lt;br /&gt;
&lt;br /&gt;
Press Shift (this locks the rotation, scale or movement to grid actions) and drag the selected vertices upwards to create a lozenge shape. An elongated ellipse.&lt;br /&gt;
&lt;br /&gt;
Now click the Scale button with the same vertices selected and reduce the size, this will create an egg shape which is similar to a light bulb.&lt;br /&gt;
&lt;br /&gt;
Feel free to continue to scale and move your vertices until you're happy with the shape.&lt;br /&gt;
&lt;br /&gt;
The final step involves remove (deleting) the top 3 rows of vertices, we do not need these.&lt;br /&gt;
&lt;br /&gt;
With the vertex selection button selected, draw a rectangle capturing the very top 3 rows of vertices and press delete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:Lightb 6.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 7.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 9.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Create the bulb cap==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Create a cylinder and select the rotate tool.&lt;br /&gt;
&lt;br /&gt;
Press shift while you rotate (shift imposes a grid on movement and will rotate in 45 degree steps).&lt;br /&gt;
&lt;br /&gt;
Move and scale the cap so it sits closely on the top of the bulb, this may take a few minutes - it's worth spending a little time at this stage exploring the controls.&lt;br /&gt;
&lt;br /&gt;
Eventually your cap will fit the top of the bulb.&lt;br /&gt;
&lt;br /&gt;
We now need to scale the top row of vertices to give the cap a more realistic shape.&lt;br /&gt;
&lt;br /&gt;
With the vertex selection button selected drag and capture the top row of vertices and use the scale button to create a more interesting cap shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 12.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 17.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Create the wire==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
To create a wire, use the same principle as for building the cap.&lt;br /&gt;
&lt;br /&gt;
Create a long, thin cylinder&lt;br /&gt;
&lt;br /&gt;
Rotate this and align it with the bulb cap.&lt;br /&gt;
&lt;br /&gt;
Drag the vertices or mesh around until you're happy with the result.&lt;br /&gt;
&lt;br /&gt;
In the same manner as you created the cap and the wire (with a cylinder) create a mounting plate&lt;br /&gt;
&lt;br /&gt;
Again bevel the shape slightly by scaling the vertices at the bottom of the mounting plate.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 20.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 24.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Applying textures/materials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Earlier we created 2 materials&lt;br /&gt;
&lt;br /&gt;
*plastic&lt;br /&gt;
*bulb&lt;br /&gt;
&lt;br /&gt;
We also created 2 material groups&lt;br /&gt;
&lt;br /&gt;
*plastic using the plastic material&lt;br /&gt;
*bulb using the bulb material&lt;br /&gt;
&lt;br /&gt;
Select the entire ceiling mounting plate (use the select connected mesh button and click the mesh).&lt;br /&gt;
&lt;br /&gt;
Click the materials option on the main menu and select edit groups&lt;br /&gt;
&lt;br /&gt;
Select the plastic group and click the assign to group button, this will immediately texture the ceiling mounting plate with the plastic group texture.&lt;br /&gt;
&lt;br /&gt;
In the same way texture the wire and the bulb cap with the plastic group.&lt;br /&gt;
&lt;br /&gt;
Use the bulb group texture for the bulb mesh.&lt;br /&gt;
&lt;br /&gt;
The overall effect at this stage might be a little messy, none of the textures have been wrapped correctly to the mesh.&lt;br /&gt;
&lt;br /&gt;
In order to match the shape of the mesh to the texture applied we'll use the projection tool. This is activated by the right most button, looks like a tube. &lt;br /&gt;
&lt;br /&gt;
Click the create projection button and select a type of Sphere from the type dropdown.&lt;br /&gt;
&lt;br /&gt;
With your mouse in the very centre of the bulb drag out a sphere of roughly the same size as the bulb - this will wrap the bulb texture around the bulb object.&lt;br /&gt;
&lt;br /&gt;
Create new projections (of type cylinder) for the bulb cap, the wire and the ceiling mounting plate.&lt;br /&gt;
&lt;br /&gt;
Your finished model should resemble this ...&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 36.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 26.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 31.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 32.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Save and export your model==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Before saving or exporting the model we first must set up the exporter so that it is aware of the model path and where it's images are.&lt;br /&gt;
&lt;br /&gt;
To do this we must create a new meta data key pair which describes each of the material groups we've used in our model.&lt;br /&gt;
&lt;br /&gt;
In this example we used 2 material groups&lt;br /&gt;
&lt;br /&gt;
*plastic&lt;br /&gt;
*bulb&lt;br /&gt;
&lt;br /&gt;
From the model menu select Model Meta Data.&lt;br /&gt;
&lt;br /&gt;
Create a new item and enter the following&lt;br /&gt;
&lt;br /&gt;
 name  : MD3_PATH_plastic&lt;br /&gt;
 value : models/mapobjects/cmm_lightbulb/&lt;br /&gt;
&lt;br /&gt;
Type these values EXACTLY as the example above.&lt;br /&gt;
&lt;br /&gt;
Create another item and use the following values&lt;br /&gt;
&lt;br /&gt;
 name  : MD3_PATH_bulb&lt;br /&gt;
 value : models/mapobjects/cmm_lightbulb/&lt;br /&gt;
&lt;br /&gt;
Save the model in the path&lt;br /&gt;
&lt;br /&gt;
mapping/models/mapobjects/cmm_lightbulb&lt;br /&gt;
&lt;br /&gt;
with the filename lightbulb,mm3d (note - this is the native extension for misfit models).&lt;br /&gt;
&lt;br /&gt;
Now, from the file menu - select export&lt;br /&gt;
&lt;br /&gt;
Save the export in the same folder with the filename lightbulb.md3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 42.png|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==QC file==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;padding-left:5%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-right:5%;vertical-align:top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
Congratulations, you just made a md3 model that is ALMOST ready to be used in your game - in fact at this stage you could add a misc_model to your map and select this as the model and in game it would almost certainly work - however the editor needs a little more information.&lt;br /&gt;
&lt;br /&gt;
We need to create a QC file to help the editor locate it's images/shaders.&lt;br /&gt;
&lt;br /&gt;
Create a new textfile in the same folder as your model (mapping/models/mapobjects/cmm_lightbulb) named lightbulb.qc (the same name as the model)&lt;br /&gt;
&lt;br /&gt;
Add the following to the file.&lt;br /&gt;
&lt;br /&gt;
 $model &amp;quot;models/mapobjects/cmm_lightbulb/lightbulb.md3&amp;quot;&lt;br /&gt;
 $frames 1 30&lt;br /&gt;
 $flags 0&lt;br /&gt;
 $numskins 0&lt;br /&gt;
 $mesh &amp;quot;models/mapobjects/cmm_lightbulb/plastic&amp;quot;&lt;br /&gt;
 $skin &amp;quot;models/mapobjects/cmm_lightbulb/plastic.jpg&amp;quot;&lt;br /&gt;
 $flags 0&lt;br /&gt;
 $mesh &amp;quot;models/mapobjects/cmm_lightbulb/bulb&amp;quot;&lt;br /&gt;
 $skin &amp;quot;models/mapobjects/cmm_lightbulb/bulb.jpg&amp;quot;&lt;br /&gt;
 $flags 0&lt;br /&gt;
&lt;br /&gt;
Save this file, load up radiant.&lt;br /&gt;
&lt;br /&gt;
Right click in the 2d view, select misc-&amp;gt;misc_model from the entities list. For the model itself, select the lightbulb.md3 file from the mappingmodels/mapobjects/cmm_lightbulb folder.&lt;br /&gt;
&lt;br /&gt;
'''A lightbulb!!'''&lt;br /&gt;
&lt;br /&gt;
In game the model should appear like this.&lt;br /&gt;
&lt;br /&gt;
Not a very convincing light bulb yes but, we can add light to this model and bring it to life.&lt;br /&gt;
&lt;br /&gt;
For more information on adding light to your models see the topic [[Mapping:HowTo:Adding_light_to_models|Adding light to models]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[File:Lightb 45.png|500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Shot0017.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The model created for this tutorial is available for download [&lt;br /&gt;
http://www.custommapmakers.org/storage/resources/cmm_lightbulb.zip here]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=1245</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=1245"/>
				<updated>2011-08-28T09:28:44Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant and an brief explanation of what they each do.&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3 = Creates a three sided brush&lt;br /&gt;
*Brush 4 Sided - Control + 4 = Creates a four sided brush&lt;br /&gt;
*Brush 5 Sided - Control + 5 = Creates a five sided brush&lt;br /&gt;
*Brush 6 Sided - Control + 6 = Creates a six sided brush&lt;br /&gt;
*Brush 7 Sided - Control + 7 = Creates a seven sided brush&lt;br /&gt;
*Brush 8 Sided - Control + 8 = Creates an eight sided brush&lt;br /&gt;
*Brush 9 Sided - Control + 9 = Creates a nine sided brush&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z = Moves camera angle down in 3d view&lt;br /&gt;
*Camera Angle Up - A = Moves camera angle up in 3d view&lt;br /&gt;
*Camera Back - Down = Moves the camera back in 3d view&lt;br /&gt;
*Camera Down - C = Moves camera down in 3d view&lt;br /&gt;
*Camera Forward - Up = Moves camera forward in 3d view&lt;br /&gt;
*Camera Left - Left = Turns camera to the left in 3d view&lt;br /&gt;
*Camera Right - Right = Turns camera to the right in 3d view&lt;br /&gt;
*Camera Strafe Left - Comma = Moves camera to the left in 3d view&lt;br /&gt;
*Camera Strafe Right - Period = Moves camera to the right in 3d view&lt;br /&gt;
*Camera Up - D = Moves camera up in 3d view&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End &lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space = Makes an exact copy of the selection&lt;br /&gt;
*Copy - Control + C = Copies selection&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J = Highlights individual faces of a brush in grid view&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace = Deletes all that is selected&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O = Open a file&lt;br /&gt;
*File Save - Control + S = Saves current map/changes&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Multiple Faces - Shift + Control + Alt&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V = Switches between views&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape &lt;br /&gt;
*Undo – Control + Z = Undoes previous actions&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N = Opens window to alter entity info&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=1239</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=1239"/>
				<updated>2011-08-28T08:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: moved Radiant:Shortcuts to Radiant:Shortcuts And Menu Options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant and an brief explanation of what they each do.&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3 = Creates a three sided brush&lt;br /&gt;
*Brush 4 Sided - Control + 4 = Creates a four sided brush&lt;br /&gt;
*Brush 5 Sided - Control + 5 = Creates a five sided brush&lt;br /&gt;
*Brush 6 Sided - Control + 6 = Creates a six sided brush&lt;br /&gt;
*Brush 7 Sided - Control + 7 = Creates a seven sided brush&lt;br /&gt;
*Brush 8 Sided - Control + 8 = Creates an eight sided brush&lt;br /&gt;
*Brush 9 Sided - Control + 9 = Creates a nine sided brush&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z = Moves camera angle down in 3d view&lt;br /&gt;
*Camera Angle Up - A = Moves camera angle up in 3d view&lt;br /&gt;
*Camera Back - Down = Moves the camera back in 3d view&lt;br /&gt;
*Camera Down - C = Moves camera down in 3d view&lt;br /&gt;
*Camera Forward - Up = Moves camera forward in 3d view&lt;br /&gt;
*Camera Left - Left = Turns camera to the left in 3d view&lt;br /&gt;
*Camera Right - Right = Turns camera to the right in 3d view&lt;br /&gt;
*Camera Strafe Left - Comma = Moves camera to the left in 3d view&lt;br /&gt;
*Camera Strafe Right - Period = Moves camera to the right in 3d view&lt;br /&gt;
*Camera Up - D = Moves camera up in 3d view&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End &lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space = Makes an exact copy of the selection&lt;br /&gt;
*Copy - Control + C = Copies selection&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J = Highlights individual faces of a brush in grid view&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O = Open a file&lt;br /&gt;
*File Save - Control + S = Saves current map/changes&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Multiple Faces - Shift + Control + Alt&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape&lt;br /&gt;
*Undo – Control + Z&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts&amp;diff=1240</id>
		<title>Radiant:Shortcuts</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts&amp;diff=1240"/>
				<updated>2011-08-28T08:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: moved Radiant:Shortcuts to Radiant:Shortcuts And Menu Options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Radiant:Shortcuts And Menu Options]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Radiant:Shortcuts_And_Menu_Options&amp;diff=1241</id>
		<title>Talk:Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Radiant:Shortcuts_And_Menu_Options&amp;diff=1241"/>
				<updated>2011-08-28T08:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: moved Talk:Radiant:Shortcuts to Talk:Radiant:Shortcuts And Menu Options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rylius can this be moved off the front page and into the radiant section please.&lt;br /&gt;
Will start adding some descriptions of what each one does when I have finished copying the keys - Pickles&lt;br /&gt;
&lt;br /&gt;
I'd rather leave it as it is right now, if we add more radiant categories we cann remove it from the mainpage then. It's in the correct section already :)&lt;br /&gt;
- Rylius&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Radiant:Shortcuts&amp;diff=1242</id>
		<title>Talk:Radiant:Shortcuts</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Talk:Radiant:Shortcuts&amp;diff=1242"/>
				<updated>2011-08-28T08:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: moved Talk:Radiant:Shortcuts to Talk:Radiant:Shortcuts And Menu Options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Radiant:Shortcuts And Menu Options]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1137</id>
		<title>Help:Using the forum</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1137"/>
				<updated>2011-08-27T08:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding A Youtube Link&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To add a youtube link to your post-&lt;br /&gt;
&lt;br /&gt;
Find the video you wish to post and copy the very last part of the url. If the full url is&amp;amp;nbsp; [http://www.youtube.com/watch?v=nmYi5u9BhtI http://www.youtube.com/watch?v=nmYi5u9BhtI] you would copy everything after the = which in this case leaves you with nmYi5u9BhtI, this is the videos ID. Now in your post using the full editor, use the youtube button on the taskbar which gives you [youtbe][/youtube]. Paste the copied ID of the video between the middle brackets and submit your post.&lt;br /&gt;
&lt;br /&gt;
== How To Join A User Group&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Go to the user control panel and click on the usergroups tab. To join a group, select the group using the tickbox on the right, scroll to the bottom of the page and ensure the dropbox says join selected and click on the submit button. &lt;br /&gt;
&lt;br /&gt;
To use a specific group as your default group (your name will appear in the corresponding colour on the forum). Again, go to the usergroups page of your user control panel. This time use the tick box on the left to select the group, scroll down and click on the &amp;quot;Change Default Group&amp;quot; button on the left.&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1121</id>
		<title>Help:Using the forum</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1121"/>
				<updated>2011-08-27T07:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding A Youtube Link&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To add a youtube link to your post-&lt;br /&gt;
&lt;br /&gt;
Find the video you wish to post and copy the very last part of the url. If the full url is&amp;amp;nbsp; [http://www.youtube.com/watch?v=nmYi5u9BhtI http://www.youtube.com/watch?v=nmYi5u9BhtI] you would copy everything after the = which in this case leaves you with nmYi5u9BhtI, this is the videos ID. Now in your post using the full editor, use the youtube button on the taskbar which gives you [youtbe][/youtube]. Paste the copied ID of the video between the middle brackets and submit your post.&lt;br /&gt;
&lt;br /&gt;
==How To Join A User Group==&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1117</id>
		<title>Help:Using the forum</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1117"/>
				<updated>2011-08-27T07:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding A Youtube Link&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
To add a youtube link to your post-&lt;br /&gt;
&lt;br /&gt;
Find the video you wish to post and copy the very last part of the url. If the full url is&amp;amp;nbsp; http://www.youtube.com/watch?v=nmYi5u9BhtI you would copy everything after the = which in this case leaves you with nmYi5u9BhtI. Now in your post using the full editor, use the youtube button on the taskbar which gives you [youtbe][/youtube]. Paste the copied part of the url between the middle brackets and submit your post.&lt;br /&gt;
&lt;br /&gt;
==How To Join A User Group==&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1114</id>
		<title>Help:Using the forum</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Help:Using_the_forum&amp;diff=1114"/>
				<updated>2011-08-27T07:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: Created page with &amp;quot;==Adding A Youtube Link==  ==How To Join A User Group==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adding A Youtube Link==&lt;br /&gt;
&lt;br /&gt;
==How To Join A User Group==&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Resources:Tips&amp;diff=1113</id>
		<title>Resources:Tips</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Resources:Tips&amp;diff=1113"/>
				<updated>2011-08-27T07:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Additional topics and resources==&lt;br /&gt;
&lt;br /&gt;
[[Using the forum]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a skeet shoot map]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Resources:Tips&amp;diff=1112</id>
		<title>Resources:Tips</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Resources:Tips&amp;diff=1112"/>
				<updated>2011-08-27T07:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Additional topics and resources==&lt;br /&gt;
&lt;br /&gt;
[[Using the forum]]&lt;br /&gt;
[[Creating a skeet shoot map]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Mapping:HowTo:Adding_light_to_models&amp;diff=1072</id>
		<title>Mapping:HowTo:Adding light to models</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Mapping:HowTo:Adding_light_to_models&amp;diff=1072"/>
				<updated>2011-08-24T17:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding light to models is fairly easy. All You have to do is write a shader for the part that will be emitting light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working with model&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Every good model has obvious light parts textures separated. We will use the Suburbs street light model as an example. You can get it [http://www.blackrayne.net/downloads/br_suburbs.zip here], from Black Rayne Studios for free. These are md3 models, the native format for Q3 engine which Urban Terror uses. When you unpack it, you will find many textures inside, md3 files (these are models itself) and .qc files. You need to open in simple text editor (like notepad for example) .qc file with the name corresponding to the model you want to make shine - in our case - br_streetlight1.qc .&lt;br /&gt;
&amp;lt;pre&amp;gt;// Quake III Arena MD3 control file, generated by MilkShape 3D&lt;br /&gt;
//&lt;br /&gt;
$model &amp;quot;models/mapobjects/br_suburbs/br_streetlight1.md3&amp;quot;&lt;br /&gt;
// reference frame&lt;br /&gt;
//$frames -1 -1&lt;br /&gt;
// frame 1-30&lt;br /&gt;
$frames 1 30&lt;br /&gt;
$flags 0&lt;br /&gt;
$numskins 0&lt;br /&gt;
 &lt;br /&gt;
// you can have one or no parent tag&lt;br /&gt;
 &lt;br /&gt;
// tags&lt;br /&gt;
 &lt;br /&gt;
// meshes (surfaces)&lt;br /&gt;
$mesh &amp;quot;br_cement&amp;quot;&lt;br /&gt;
$skin &amp;quot;models/mapobjects/br_suburbs/br_cement.jpg&amp;quot;&lt;br /&gt;
$flags 0&lt;br /&gt;
 &lt;br /&gt;
$mesh &amp;quot;br_bulb1&amp;quot;&lt;br /&gt;
$skin &amp;quot;models/mapobjects/br_suburbs/br_bulb1.jpg&amp;quot;&lt;br /&gt;
$flags 0&lt;br /&gt;
 &lt;br /&gt;
$mesh &amp;quot;br_lightpost1&amp;quot;&lt;br /&gt;
$skin &amp;quot;models/mapobjects/br_suburbs/br_lightpost1.jpg&amp;quot;&lt;br /&gt;
$flags 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;What is important for you is the 'skins' line containing names of the textures used. You can easily identify the texture that is supposed to be the light emitter - in our case - br_bulb1.jpg .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working with shader&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Now we can write a shader in order to emit light from one particular texture. I suggest that shader:&lt;br /&gt;
&amp;lt;pre&amp;gt;models/mapobjects/br_suburbs/br_bulb1&lt;br /&gt;
{&lt;br /&gt;
   qer_editorimage models/mapobjects/br_suburbs/br_bulb1.jpg&lt;br /&gt;
   q3map_surfacelight 70000&lt;br /&gt;
   //same colour light as the sky&lt;br /&gt;
   q3map_lightImage textures/ut4_workshops/chmury1niebo.jpg&lt;br /&gt;
   surfaceparm nomarks&lt;br /&gt;
   {&lt;br /&gt;
     map $lightmap&lt;br /&gt;
     rgbGen identity&lt;br /&gt;
   }&lt;br /&gt;
   {&lt;br /&gt;
     map models/mapobjects/br_suburbs/br_bulb1.jpg&lt;br /&gt;
     blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
     rgbGen identity&lt;br /&gt;
   }&lt;br /&gt;
   {&lt;br /&gt;
     map models/mapobjects/br_suburbs/br_bulb1.jpg&lt;br /&gt;
     blendfunc GL_ONE GL_ONE&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;When you make .pk3 with .md3 model, you don't&amp;amp;nbsp; include .md3 and .qc files - they are &amp;quot;baked&amp;quot; into compiled map. But you have to copy textures to proper folders in mapobjects directory. That's why paths to the texture in shader are different to the rest of your textures. The two most important parts of the shader are:&lt;br /&gt;
&amp;lt;pre&amp;gt;   q3map_surfacelight 70000&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;This will add light itself - the value means the light intensity. There is no &amp;quot;proper&amp;quot; value - you have to modify it, compile map every time, until you are satisfied with the final effect.&lt;br /&gt;
&amp;lt;pre&amp;gt;   q3map_lightImage textures/ut4_workshops/chmury1niebo.jpg&amp;lt;/pre&amp;gt;&lt;br /&gt;
This will modify light colour to match the sky's one. You need to add path to your sky texture. This is optional. Default light colour is white.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Let there be light!&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Final effect in game will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Addinglighttothemodel.jpg|frame|none]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Mapping:HowTo:Realistic_Windows&amp;diff=1049</id>
		<title>Mapping:HowTo:Realistic Windows</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Mapping:HowTo:Realistic_Windows&amp;diff=1049"/>
				<updated>2011-08-24T04:58:25Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating realistic windows in Urban Terror is fairly easy, but little complex and requires some work. What we will need is:&lt;br /&gt;
&lt;br /&gt;
#Window texture modified into Special version of this texture with alpha channel&lt;br /&gt;
#Special image for creating reflection itself&lt;br /&gt;
#Shader for getting all this things to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let start with finding a good window texture - I like this one:&lt;br /&gt;
&lt;br /&gt;
[[File:Realisticwindows3.jpg|thumb|center|400px]]&lt;br /&gt;
&lt;br /&gt;
Now we have to create a special version of our texture using alpha channel. These areas will be casting reflection. We only want the glass part to make a reflection, not the window frame. We can do it in GIMP or any other professional image editor. I'll use GIMP.&lt;br /&gt;
[[File:Realisticwindows1.jpeg|thumb|Chessboard means that part of the image is 100% transparent]]&lt;br /&gt;
Just take the image of the window, add an alpha channel, select all the glass parts and hit the delete key. Now it looks like the glass is gone but it's not! It's just 100% transparent. Save as .tga and that's it for the texture. The &amp;quot;transparent areas&amp;quot; will react with shader - that's why we need them - to point out which parts of the window we want to shine.&lt;br /&gt;
&lt;br /&gt;
Now that we have our window texture with glass areas covered with alpha channel it's to the reflection image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''REFLECTION'''&lt;br /&gt;
&lt;br /&gt;
Reflection image can be easily created by making a screenshot in game of the area the window &amp;quot;sees&amp;quot;. Scale it down to 128x128 pixels (you won't need higher resolution) and convert into black and white. As an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Realisticwindows4.jpg|thumb|center|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It looks weird, but it will only be used to simulate reflection.&lt;br /&gt;
&lt;br /&gt;
'''SHADER'''&lt;br /&gt;
&lt;br /&gt;
Simplest shader You can use is that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;textures/your_map/window&lt;br /&gt;
{&lt;br /&gt;
  {&lt;br /&gt;
    map textures/your_map/window.tga  [adds the window texture without paying attention to alpha. You will see the glass part of the windows, too]&lt;br /&gt;
  }&lt;br /&gt;
  {&lt;br /&gt;
    map textures/your_map/reflectionimage.tga [adds reflection over the whole image]&lt;br /&gt;
    tcgen environment&lt;br /&gt;
    blendFunc GL_ONE GL_ONE    &lt;br /&gt;
  }&lt;br /&gt;
  {&lt;br /&gt;
    map textures/your_map/window.tga  [adds the window texture again on top of everything but this time with alpha. This means your window frame will be pasted over the reflection but the glass part is 100% transparent, so you will still see the reflection here.]&lt;br /&gt;
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
  }&lt;br /&gt;
  {&lt;br /&gt;
    map $lightmap  [adds light and shadows]&lt;br /&gt;
    blendfunc GL_DST_COLOR GL_SRC_COLOR&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BRUSHWORK'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's the simplest part of the job. Create Brush, select one face, apply texture with shader (you will recognize it by white outline), fit it and compile!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that You will get window with reflection, instead of non-shiny, dull texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Realisticwindows2.jpg|thumb|center|400px]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=828</id>
		<title>Compiling:Healthy Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=828"/>
				<updated>2011-08-21T13:09:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The fact that your map compiles fine and it's playable, doesn't mean your map is 'good'. There are several factors which define your map as healthy or unhealthy. An unhealthy map has poor fps, huge .pk3 size and takes longer to load. Your objective is to create a map as small as possible, as fast as possible. In order to do that, make sure you do the right things.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;ALL texture sizes must be power of 2 (64,128,256,512,1024 etc).&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;It will save pk3 space by not wasting texture data. Moreover, it affects your textures quality in game [link]&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Don't include .md3 or .qc model files.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; These files are &amp;quot;baked&amp;quot; into .bsp file during compilation, so they are not needed in pk3. This will reduce pk3 size.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Don't create shaders for standard textures:&amp;lt;/strong&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;textures/infiltration/bunkerwall3&lt;br /&gt;
{&lt;br /&gt;
    {&lt;br /&gt;
        map $lightmap&lt;br /&gt;
    }&lt;br /&gt;
    {&lt;br /&gt;
        map textures/infiltration/bunkerwall3.jpg&lt;br /&gt;
        blendFunc filter&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;This shader represents completely normal, common, solid wall. Don't write shaders for them, because texture *lightmap is the standard format. It will save loading time and pk3 space.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Remove unused shaders from shader file.&amp;lt;/strong&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;During developing process you will test many shaders in your shader file. Some of them you will not use in the end. Remove them from shader file.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Remove unused textures from pk3&amp;lt;/strong&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;Like above - some textures are dropped in final version. You stop using them for many reasons - make sure you don't put them in final .pk3. It will reduce .pk3 size.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Use areaportals to cull rooms hat have all their doors shut.&amp;lt;/strong&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;Learn how to use areaportals and use them in rooms with doors. It will slightly increase FPS on your map.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&amp;lt;strong&amp;gt;Don't leave textured surfaces on invisible brushes sides.&amp;lt;/strong&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;Player won't see everything during gameplay - make sure you texture these surfaces with caulk.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;This is what player see during game. He sees building, but not complete roof:&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;[[File:Healthy map 02.jpg]]&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;In ghost mode you can see, that mapper textured roof top with caulk texture:&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;[[File:Healthy map 01.jpg]]&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;Roof top cannot be seen during gameplay, so it does not need to be textured. Keep that rule in your mind, it will increase FPS count on your map.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=819</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=819"/>
				<updated>2011-08-21T12:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant and an brief explanation of what they each do.&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3 = Creates a three sided brush&lt;br /&gt;
*Brush 4 Sided - Control + 4 = Creates a four sided brush&lt;br /&gt;
*Brush 5 Sided - Control + 5 = Creates a five sided brush&lt;br /&gt;
*Brush 6 Sided - Control + 6 = Creates a six sided brush&lt;br /&gt;
*Brush 7 Sided - Control + 7 = Creates a seven sided brush&lt;br /&gt;
*Brush 8 Sided - Control + 8 = Creates an eight sided brush&lt;br /&gt;
*Brush 9 Sided - Control + 9 = Creates a nine sided brush&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z = Moves camera angle down in 3d view&lt;br /&gt;
*Camera Angle Up - A = Moves camera angle up in 3d view&lt;br /&gt;
*Camera Back - Down = Moves the camera back in 3d view&lt;br /&gt;
*Camera Down - C = Moves camera down in 3d view&lt;br /&gt;
*Camera Forward - Up = Moves camera forward in 3d view&lt;br /&gt;
*Camera Left - Left = Turns camera to the left in 3d view&lt;br /&gt;
*Camera Right - Right = Turns camera to the right in 3d view&lt;br /&gt;
*Camera Strafe Left - Comma = Moves camera to the left in 3d view&lt;br /&gt;
*Camera Strafe Right - Period = Moves camera to the right in 3d view&lt;br /&gt;
*Camera Up - D = Moves camera up in 3d view&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End &lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space = Makes an exact copy of the selection&lt;br /&gt;
*Copy - Control + C = Copies selection&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J = Highlights individual faces of a brush in grid view&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O = Open a file&lt;br /&gt;
*File Save - Control + S = Saves current map/changes&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Multiple Faces - Shift + Control + Alt&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape&lt;br /&gt;
*Undo – Control + Z&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=761</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=761"/>
				<updated>2011-08-21T08:50:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall through.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not displayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
 random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
 target : this points to the entities to trigger.&lt;br /&gt;
 targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
 target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
* 1. Trains always start on in the game.&lt;br /&gt;
* 2. Trains do not damage the played when blocked.&lt;br /&gt;
* 3. Trains cannot emit sound.&lt;br /&gt;
* 4. Trains are not triggerable or toggle-able.&lt;br /&gt;
* 5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELESS!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : .md3 model to also draw&lt;br /&gt;
 name : to associate with a set of control buttons&lt;br /&gt;
 noise : looping sound to play when the train is in motion&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 speed : default 350&lt;br /&gt;
 dmg : default 0&lt;br /&gt;
 target : first path_ut_stop, train spawns here&lt;br /&gt;
 interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
 id : to uniquely associate it with a set of control buttons&lt;br /&gt;
 startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
 stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
 noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
* Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
* The train spawns at the first target it is pointing at.&lt;br /&gt;
* The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
''KEYS''&lt;br /&gt;
 gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
 Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
 You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
* Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Advanced_Normal_Maps_Creation&amp;diff=760</id>
		<title>Textures:Advanced Normal Maps Creation</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Advanced_Normal_Maps_Creation&amp;diff=760"/>
				<updated>2011-08-21T08:45:41Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
If you don't have the Gimp normal map plugin, download it here: http://code.google.com/p/gimp-normalmap/&lt;br /&gt;
&lt;br /&gt;
We'll start with this seamless texture: http://www.cgtextures.com/texview.php?id=34805&lt;br /&gt;
The lowest resolution will do fine.&lt;br /&gt;
If you don't have a cgtextures account, create one now.&lt;br /&gt;
&lt;br /&gt;
== Getting ready ==&lt;br /&gt;
First things first, scale it down to 512x512 pixels so it is a power of two and doesn't mess around with some texture settings.&lt;br /&gt;
Save it, that will be the base texture we need.&lt;br /&gt;
&lt;br /&gt;
== Normal Mapping ==&lt;br /&gt;
Next we will create the normalmap.&lt;br /&gt;
You'll find a simple filter under Filters - Map - Normal map.&lt;br /&gt;
First thing you want to change is the filter, 4 sample just doesn't do bumps. 3x3 doesn't do much either. (The higher the numbers, the less bumps you get, so don't even bother with 5x5 etc)&lt;br /&gt;
Sobel gives weird results,  I never use it.&lt;br /&gt;
Prewitt 3x3 is the way to go. Check the &amp;quot;wrap&amp;quot; box on the right, this will give you a seamless normal map.&lt;br /&gt;
You can ignore most of the other options, just hit okay and wait for the map to be rendered.&lt;br /&gt;
You'll end up with some mostly blue image. If you want you can go test it in game right now, but I can tell that it won't give you much bumps :)&lt;br /&gt;
&lt;br /&gt;
To get some more bumps, press Ctrl Z to revert the image, then hit Ctrl Shift F to reopen the normal map generator.&lt;br /&gt;
Set the scale to -5. Scale defines the depth of the bumps. It must be negative because otherwise the mortar would stick out of the bricks which looks weird. :)&lt;br /&gt;
Generally the brighter parts will be nearer to the screen than the darker ones. You can also invert the colours instead of using a negative scale, but it really doesn't matter.&lt;br /&gt;
Hit okay and wait for the map to be rendered again.&lt;br /&gt;
&lt;br /&gt;
You can see there's a lot more red and green in the normal map. Way too much actually. The bumps for the mortar are decent though. If you look at this ingame, you will see tons of distortions on the brick and it will look like shit. :)&lt;br /&gt;
&lt;br /&gt;
One could paint over the bricks with the default normal map blue, but that's a serious amount of work and since we are lazy we don't want to do that.&lt;br /&gt;
&lt;br /&gt;
So hit Ctrl Z again and go to Filters - Blur - Selective Gaussian Blur. This tool is goddamn awesome.&lt;br /&gt;
It blurs parts of the image based on contrast.&lt;br /&gt;
Max. delta defines the contrast threshold needed to blur something, the higher the more will get blurred.&lt;br /&gt;
50 is fine for this texture, though you may want to lower it if the texture has low contrast.&lt;br /&gt;
A blur radius of 30 is usually fine too. If you got a slow CPU and don't want to wait too long, try 20 or 15, but it shouldn't be less.&lt;br /&gt;
What you can see now is that only the bricks are blurred.&lt;br /&gt;
&lt;br /&gt;
Now reapply the normal map filter.&lt;br /&gt;
You'll notice there are a lot less distortions, though there are still a few ones we don't like.&lt;br /&gt;
&lt;br /&gt;
Hit Ctrl Z once again and then switch to the contrast tool.&lt;br /&gt;
Increase the contrast by 80 and decrease the brightness by 80, too.&lt;br /&gt;
&lt;br /&gt;
Then fire up the selective gaussian blur again, set Max. Delta to 65 and reapply it.&lt;br /&gt;
The image is now very washed out and looks really bad. We don't care!&lt;br /&gt;
Reapply the normal map filter and you'll get very little distortions.&lt;br /&gt;
If you want even less distortions, try the 3x3 filter instead of Prewitt 3x3. You may want to increase the scale then though. (Or decrease if it's negative :))&lt;br /&gt;
&lt;br /&gt;
White parts on some of the bricks will create huge distortions, just paint over them with the blue colour.&lt;br /&gt;
&lt;br /&gt;
If you take a look at this in game now you'll notice some serious bumps. :)&lt;br /&gt;
If they aren't enough you can still increase the scale, but keep in mind this will create more distortions and will require you to put more work in the normal map.&lt;br /&gt;
&lt;br /&gt;
Hope this helps some people, just discovered the Selective Gaussian Blur tool not an hour ago myself ;)&lt;br /&gt;
&lt;br /&gt;
PS: Final result here: http://hazewood.de/img/cg_bricks_n.png&lt;br /&gt;
This has distortions though. I was lazy :P&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=759</id>
		<title>Radiant:Using</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=759"/>
				<updated>2011-08-21T08:42:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is radiant?==&lt;br /&gt;
Radiant is a mapping tool to create .map files, which can be 'converted' into .bsp files readable by Quake 3 based games using the q3map2 compiler.&lt;br /&gt;
&lt;br /&gt;
==Using radiant==&lt;br /&gt;
&lt;br /&gt;
A short tutorial showing the basics of using Radiant to make maps. Tutorial - [[Radiant_Basics|Basic tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
&lt;br /&gt;
==How not to create your first room==&lt;br /&gt;
&lt;br /&gt;
==How to create your first room==&lt;br /&gt;
A small tutorial giving a detailed tutorial on how to construct your very first room and perhaps your first map.&lt;br /&gt;
&lt;br /&gt;
[[Create your first room]]&lt;br /&gt;
&lt;br /&gt;
==How to create another room==&lt;br /&gt;
&lt;br /&gt;
==How to create a door between 2 rooms==&lt;br /&gt;
&lt;br /&gt;
==How to make a ladder==&lt;br /&gt;
&lt;br /&gt;
==How to add water==&lt;br /&gt;
&lt;br /&gt;
== How to make things breakable ==&lt;br /&gt;
Select the brushes you want to break (note that all selected brushes will break at the same time - if you want breakable windows, you will need to redo this step for every single window), open the entity menu by right clicking and then turn the selected brushes into a [[Entities:Func#func_breakable|func_breakable]].&lt;br /&gt;
You can edit the properties of the brush by pressing N. See [[Entities:Func#func_breakable|func_breakable reference]] for details on how to use it.&lt;br /&gt;
&lt;br /&gt;
==How to make an elevator==&lt;br /&gt;
&lt;br /&gt;
== How to add a model ==&lt;br /&gt;
Right click to open the entity menu and select [[Entities:Misc#misc_model|misc_model]]. This will open a file dialogue which allows you to choose a model.&lt;br /&gt;
Please note that the default filter is set to [[Models:Formats#MD3|MD3]] and you may need to change that depending on your model.&lt;br /&gt;
After selecting the model, you should see it in Radiant.&lt;br /&gt;
You can drag it around and rotate it as you like.&lt;br /&gt;
&lt;br /&gt;
See the [[Entities:Misc#misc_model|misc_model reference]] for exact information.&lt;br /&gt;
&lt;br /&gt;
==How to make models and prefabs using radiant==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to build an entire universe in a single box==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to add Weapons directly into the map==&lt;br /&gt;
There are 2 ways, one (the complicated) is this:&lt;br /&gt;
You create a info_spawn, press &amp;quot;n&amp;quot; and write this (for a negev) in:&lt;br /&gt;
 classname=ut_weapon_negev  -says which weapon&lt;br /&gt;
 count=1000                 -how often you can pick up the weapon and how much ammunition is in it&lt;br /&gt;
 wait=1                     -time the weapon needs for respawn&lt;br /&gt;
Or you download the Urban Terror Mapping Package [http://nem.cwsurf.de/?page_id=40 here] and put it into your Radiant folder.&lt;br /&gt;
You can select the weapons from the entity menu after restarting Radiant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Advanced_Normal_Maps_Creation&amp;diff=758</id>
		<title>Textures:Advanced Normal Maps Creation</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Advanced_Normal_Maps_Creation&amp;diff=758"/>
				<updated>2011-08-21T08:40:33Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
If you don't have the Gimp normal map plugin, download it here: http://code.google.com/p/gimp-normalmap/&lt;br /&gt;
&lt;br /&gt;
We'll start with this seamless texture: http://www.cgtextures.com/texview.php?id=34805&lt;br /&gt;
The lowest resolution will do fine.&lt;br /&gt;
If you don't have a cgtextures account, create one now.&lt;br /&gt;
&lt;br /&gt;
== Getting ready ==&lt;br /&gt;
First things first, scale it down to 512x512 pixels so it is a power of two and doesn't mess around with some texture settings.&lt;br /&gt;
Save it, that will be the base texture we need.&lt;br /&gt;
&lt;br /&gt;
== Normal Mapping ==&lt;br /&gt;
Next we will create the normalmap.&lt;br /&gt;
You'll find a simple filter under Filters - Map - Normal map.&lt;br /&gt;
First thing you want to change is the filter, 4 sample just doesn't do bumps. 3x3 doesn't do much either. (The higher the numbers, the less bumps you get, so don't even bother with 5x5 etc)&lt;br /&gt;
Sobel gives weird results,  I never use it.&lt;br /&gt;
Prewitt 3x3 is the way to go. Check the &amp;quot;wrap&amp;quot; box on the right, this will give you a seamless normal map.&lt;br /&gt;
You can ignore most of the other options, just hit okay and wait for the map to be rendered.&lt;br /&gt;
You'll end up with some mostly blue image. If you want you can go test it ingame right now, but I can tell that it won't give you much bumps :)&lt;br /&gt;
&lt;br /&gt;
To get some more bumps, press Ctrl Z to revert the image, then hit Ctrl Shift F to reopen the normal map generator.&lt;br /&gt;
Set the scale to -5. Scale defines the depth of the bumps. It must be negative because otherwise the mortar would stick out of the bricks which looks weird. :)&lt;br /&gt;
Generally the brighter parts will be nearer to the screen than the darker ones. You can also invert the colours instead of using a negative scale, but it really doesn't matter.&lt;br /&gt;
Hit okay and wait for the map to be rendered again.&lt;br /&gt;
&lt;br /&gt;
You can see there's a lot more red and green in the normal map. Way too much actually. The bumps for the mortar are decent though. If you look at this ingame, you will see tons of distortions on the brick and it will look like shit. :)&lt;br /&gt;
&lt;br /&gt;
One could paint over the bricks with the default normal map blue, but that's a serious amount of work and since we are lazy we don't want to do that.&lt;br /&gt;
&lt;br /&gt;
So hit Ctrl Z again and go to Filters - Blur - Selective Gaussian Blur. This tool is goddamn awesome.&lt;br /&gt;
It blurs parts of the image based on contrast.&lt;br /&gt;
Max. delta defines the contrast threshold needed to blur something, the higher the more will get blurred.&lt;br /&gt;
50 is fine for this texture, though you may want to lower it if the texture has low contrast.&lt;br /&gt;
A blur radius of 30 is usually fine too. If you got a slow CPU and don't want to wait too long, try 20 or 15, but it shouldn't be less.&lt;br /&gt;
What you can see now is that only the bricks are blurred.&lt;br /&gt;
&lt;br /&gt;
Now reapply the normal map filter.&lt;br /&gt;
You'll notice there are a lot less distortions, though there are still a few ones we don't like.&lt;br /&gt;
&lt;br /&gt;
Hit Ctrl Z once again and then switch to the contrast tool.&lt;br /&gt;
Increase the contrast by 80 and decrease the brightness by 80, too.&lt;br /&gt;
&lt;br /&gt;
Then fire up the selective gaussian blur again, set Max. Delta to 65 and reapply it.&lt;br /&gt;
The image is now very washed out and looks really bad. We don't care!&lt;br /&gt;
Reapply the normal map filter and you'll get very little distortions.&lt;br /&gt;
If you want even less distortions, try the 3x3 filter instead of Prewitt 3x3. You may want to increase the scale then though. (Or decrease if it's negative :))&lt;br /&gt;
&lt;br /&gt;
White parts on some of the bricks will create huge distortions, just paint over them with the blue colour.&lt;br /&gt;
&lt;br /&gt;
If you take a look at this ingame now you'll notice some serious bumps. :)&lt;br /&gt;
If they aren't enough you can still increase the scale, but keep in mind this will create more distortions and will require you to put more work in the normal map.&lt;br /&gt;
&lt;br /&gt;
Hope this helps some people, just discovered the Selective Gaussian Blur tool not an hour ago myself ;)&lt;br /&gt;
&lt;br /&gt;
PS: Final result here: http://hazewood.de/img/cg_bricks_n.png&lt;br /&gt;
This has distortions though. I was lazy :P&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=756</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=756"/>
				<updated>2011-08-21T07:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant and an brief explanation of what they each do.&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3   Creates a three sided brush&lt;br /&gt;
*Brush 4 Sided - Control + 4   Creates a four sided brush&lt;br /&gt;
*Brush 5 Sided - Control + 5   Creates a five sided brush&lt;br /&gt;
*Brush 6 Sided - Control + 6   Creates a six sided brush&lt;br /&gt;
*Brush 7 Sided - Control + 7   Creates a seven sided brush&lt;br /&gt;
*Brush 8 Sided - Control + 8   Creates an eight sided brush&lt;br /&gt;
*Brush 9 Sided - Control + 9   Creates a nine sided brush&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z&lt;br /&gt;
*Camera Angle Up - A&lt;br /&gt;
*Camera Back - Down&lt;br /&gt;
*Camera Down - C&lt;br /&gt;
*Camera Forward - Up&lt;br /&gt;
*Camera Left - Left&lt;br /&gt;
*Camera Right - Right&lt;br /&gt;
*Camera Strafe Left - Comma&lt;br /&gt;
*Camera Strafe Right - Period&lt;br /&gt;
*Camera Up - D&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End&lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space   Makes an exact copy of the selection&lt;br /&gt;
*Copy - Control + C&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O&lt;br /&gt;
*File Save - Control + S&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape&lt;br /&gt;
*Undo – Control + Z&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=755</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=755"/>
				<updated>2011-08-21T07:50:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3   Creates a three sided brush&lt;br /&gt;
*Brush 4 Sided - Control + 4   Creates a four sided brush&lt;br /&gt;
*Brush 5 Sided - Control + 5   Creates a five sided brush&lt;br /&gt;
*Brush 6 Sided - Control + 6   Creates a six sided brush&lt;br /&gt;
*Brush 7 Sided - Control + 7   Creates a seven sided brush&lt;br /&gt;
*Brush 8 Sided - Control + 8   Creates an eight sided brush&lt;br /&gt;
*Brush 9 Sided - Control + 9   Creates a nine sided brush&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z&lt;br /&gt;
*Camera Angle Up - A&lt;br /&gt;
*Camera Back - Down&lt;br /&gt;
*Camera Down - C&lt;br /&gt;
*Camera Forward - Up&lt;br /&gt;
*Camera Left - Left&lt;br /&gt;
*Camera Right - Right&lt;br /&gt;
*Camera Strafe Left - Comma&lt;br /&gt;
*Camera Strafe Right - Period&lt;br /&gt;
*Camera Up - D&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End&lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space   Makes an exact copy of the selection&lt;br /&gt;
*Copy - Control + C&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O&lt;br /&gt;
*File Save - Control + S&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape&lt;br /&gt;
*Undo – Control + Z&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=753</id>
		<title>Radiant:Shortcuts And Menu Options</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Shortcuts_And_Menu_Options&amp;diff=753"/>
				<updated>2011-08-21T07:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
List of shortcut keys for Radiant&lt;br /&gt;
&lt;br /&gt;
*Bend Mode - B&lt;br /&gt;
*Brush 3 Sided - Control + 3&lt;br /&gt;
*Brush 4 Sided - Control + 4&lt;br /&gt;
*Brush 5 Sided - Control + 5&lt;br /&gt;
*Brush 6 Sided - Control + 6&lt;br /&gt;
*Brush 7 Sided - Control + 7&lt;br /&gt;
*Brush 8 Sided - Control + 8&lt;br /&gt;
*Brush 9 Sided - Control + 9&lt;br /&gt;
*CSG Merge - Control + U&lt;br /&gt;
*CSG Subtract - Shift + U&lt;br /&gt;
*Camera Angle Down - Z&lt;br /&gt;
*Camera Angle Up - A&lt;br /&gt;
*Camera Back - Down&lt;br /&gt;
*Camera Down - C&lt;br /&gt;
*Camera Forward - Up&lt;br /&gt;
*Camera Left - Left&lt;br /&gt;
*Camera Right - Right&lt;br /&gt;
*Camera Strafe Left - Comma&lt;br /&gt;
*Camera Strafe Right - Period&lt;br /&gt;
*Camera Up - D&lt;br /&gt;
*Cap Current Curve - Shift + C&lt;br /&gt;
*Centre View - End&lt;br /&gt;
*Centre XY View - Shift + Control + Tab&lt;br /&gt;
*Clear Patch Overlays - Control + L&lt;br /&gt;
*Clip Selected - Return&lt;br /&gt;
*Clone Selection - Space&lt;br /&gt;
*Copy - Control + C&lt;br /&gt;
*Cubic Clip Zoom In - Control + [&lt;br /&gt;
*Cubic Clip Zoom Out - Control + ]&lt;br /&gt;
*Cycle Cap Texture Patch - Shift + Control + N&lt;br /&gt;
*Cycle Outline Style - J&lt;br /&gt;
*Dec Patch Column - Shift + Control + Subtract&lt;br /&gt;
*Dec Patch Row - Control + Subtract&lt;br /&gt;
*Delete Selection - Backspace&lt;br /&gt;
*Down Floor - Page Down&lt;br /&gt;
*Drag Edges - E&lt;br /&gt;
*Drag Vertices - V&lt;br /&gt;
*Dump Selected Brush - Shift + D&lt;br /&gt;
*Entity Colour - K&lt;br /&gt;
*Entity List - L&lt;br /&gt;
*File Open - Control + O&lt;br /&gt;
*File Save - Control + S&lt;br /&gt;
*Filter Areaportals - Alt + 3&lt;br /&gt;
*Filter Bot Clips - Alt + M&lt;br /&gt;
*Filter Caulk - Alt + 6&lt;br /&gt;
*Filter Clips - Alt + 7&lt;br /&gt;
*Filter Clusterportals - Alt + 9&lt;br /&gt;
*Filter Details - Control D&lt;br /&gt;
*Filter Entities - Alt + 2&lt;br /&gt;
*Filter Hint Skips - Control + H&lt;br /&gt;
*Filter Lights - Alt + 0&lt;br /&gt;
*Filter Liquids - Alt + 5&lt;br /&gt;
*Filter Models - Shift + M&lt;br /&gt;
*Filter Patches - Control + P&lt;br /&gt;
*Filter Paths - Alt + 8&lt;br /&gt;
*Filter Structural - Shift + Control + D&lt;br /&gt;
*Filter Translucent - Alt + 4&lt;br /&gt;
*Filter Triggers - Shift + Control + T&lt;br /&gt;
*Filter World Brushes - Alt + 1&lt;br /&gt;
*Fit Texture - Shift + B&lt;br /&gt;
*Flip Clip - Control + Return&lt;br /&gt;
*Grid Down - [&lt;br /&gt;
*Grid Up - ]&lt;br /&gt;
*Hide Selected - H&lt;br /&gt;
*Inc Patch Row - Control + Plus&lt;br /&gt;
*Invert Curve - Control + I&lt;br /&gt;
*Invert Curve Texture X - Shift + Control + I&lt;br /&gt;
*Invert Curve Texture Y - Shift + I&lt;br /&gt;
*Invert Selection - I&lt;br /&gt;
*Load Pointfile - Shift + L&lt;br /&gt;
*Make Detail - Control + M&lt;br /&gt;
*Make Overlay Patch - Y&lt;br /&gt;
*Make Structural - Shift + Control + S&lt;br /&gt;
*Map Info - M&lt;br /&gt;
*Matrix Transpose - Shift + Control + M&lt;br /&gt;
*Mouse Rotate - R&lt;br /&gt;
*Move Selection Down - Subtract&lt;br /&gt;
*Move Selection Up - Plus&lt;br /&gt;
*Naturalize Patch - Control + N&lt;br /&gt;
*Next Leak Spot - Shift + Control + K&lt;br /&gt;
*Next View - Control + Tab&lt;br /&gt;
*Paste - Control + V&lt;br /&gt;
*Paste To Camera - Alt + V&lt;br /&gt;
*Patch TAB - Tab&lt;br /&gt;
*Patch Inspector - Shift + S&lt;br /&gt;
*Preferences - P&lt;br /&gt;
*Previous Leak Spot - Shift + Control + L&lt;br /&gt;
*Redisperse Intermediate Cols - Shift + Control + E&lt;br /&gt;
*Redisperse Rows - Control + E&lt;br /&gt;
*Redo - Control + Y&lt;br /&gt;
*Region Set Selection - Shift + Control + R&lt;br /&gt;
*Select All OF Type - Shift + A&lt;br /&gt;
*Select Func Group - G&lt;br /&gt;
*Select Nudge Down – Alt + Down&lt;br /&gt;
*Set Nudge Left – Alt + Left&lt;br /&gt;
*Set Nudge Right – Alt + Right&lt;br /&gt;
*Set Nudge Up – Alt + Up&lt;br /&gt;
*Set Grid 1 – 1&lt;br /&gt;
*Set Grid 128 – 8&lt;br /&gt;
*Set Grid 16 – 5&lt;br /&gt;
*Set Grid 2 – 2&lt;br /&gt;
*Set Grid 256 – 9&lt;br /&gt;
*Set Grid 32 – 6&lt;br /&gt;
*Set Grid 4 – 3&lt;br /&gt;
*Set Grid 64 – 7&lt;br /&gt;
*Set Grid 8 – 4&lt;br /&gt;
*Show All Textures – Control + A&lt;br /&gt;
*Show Hidden – Shift + H&lt;br /&gt;
*Show In Use – U&lt;br /&gt;
*Simple Patch Mesh – Shift + P&lt;br /&gt;
*Sleep – Shift + Control + P&lt;br /&gt;
*Snap To Grid – Control + G&lt;br /&gt;
*Split Selected – Shift + Return&lt;br /&gt;
*Surface Inspector – S&lt;br /&gt;
*Tex Rotate Clockwise – Shift + Page Down&lt;br /&gt;
*Tex Rotate Counter-clockwise – Shift + Page Down&lt;br /&gt;
*Tex Scale Down – Control + Down&lt;br /&gt;
*Tex Scale Left – Control + Left&lt;br /&gt;
*Tex Scale Right – Control + Right&lt;br /&gt;
*Tex Scale Up – Control + Up&lt;br /&gt;
*Tex Shift Down – Shift + Down&lt;br /&gt;
*Tex Shift Left – Shift + Left&lt;br /&gt;
*Tex Shift Right – Shift + Right&lt;br /&gt;
*Tex Shift Up – Shift + Up&lt;br /&gt;
*Texture Window Scale-down – Alt + Insert&lt;br /&gt;
*Texture Window Scale-up – Alt + Delete&lt;br /&gt;
*Thicken Patch – Control + T&lt;br /&gt;
*Tog Text Lock – Shift + T&lt;br /&gt;
*Tog Tex Rot Lock – Shift + R&lt;br /&gt;
*Toggle Camera – Shift + Control + C&lt;br /&gt;
*Toggle Clipper – X&lt;br /&gt;
*Toggle Console – O&lt;br /&gt;
*Toggle Crosshairs – Shift + X&lt;br /&gt;
*Toggle Cubic Clip – Control + \&lt;br /&gt;
*Toggle Grid – 0&lt;br /&gt;
*Toggle Real Time – Control + R&lt;br /&gt;
*Toggle Size Paint – Q&lt;br /&gt;
*Toggle View – Shift + Control + V&lt;br /&gt;
*Toggle Z – Shift Control + Z&lt;br /&gt;
*Un-Select Selection – Escape&lt;br /&gt;
*Undo – Control + Z&lt;br /&gt;
*Up Floor – Page Up&lt;br /&gt;
*View Entity Info – N&lt;br /&gt;
*View Textures – T&lt;br /&gt;
*Z Zoom In – Control + Delete&lt;br /&gt;
*Z Zoom Out – Control + Insert&lt;br /&gt;
*Zoom In – Delete&lt;br /&gt;
*Zoom Out - Insert&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=728</id>
		<title>Textures:Custom</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=728"/>
				<updated>2011-08-21T06:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating custom textures they '''MUST''' be to the power of 2, i.e. 8,16,32,64,128,256....etc&lt;br /&gt;
Note that you shouldn't use 1024px or higher textures in Urban Terror 4.1. &lt;br /&gt;
&lt;br /&gt;
Textures with an element of transparency should be saved with the suffix .tga&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Texturing&amp;diff=727</id>
		<title>Textures:Texturing</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Texturing&amp;diff=727"/>
				<updated>2011-08-21T06:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
== What is texturing? ==&lt;br /&gt;
Texturing is the simple action of assigning an image to a brush.&lt;br /&gt;
&lt;br /&gt;
In radiant this is usually achieved by selecting a brush face (Shift+control+left mouse in 3d window) and then clicking on an image (not a shader, shaders have a white border) in the textures/shaders window.&lt;br /&gt;
&lt;br /&gt;
To adjust the scaling, rotation or horizonal / vertical shift of a texture press S to display the surface inspector window.&lt;br /&gt;
&lt;br /&gt;
== Texture resources ==&lt;br /&gt;
* [[Textures:Sites|List of websites containing textures]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=644</id>
		<title>Textures:Custom</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=644"/>
				<updated>2011-08-20T16:58:20Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating custom textures they '''MUST''' be to the power of 2, i.e. 8,16,32,64,128,256....etc&lt;br /&gt;
&lt;br /&gt;
Textures with an element of transparency should be saved with the suffix .tga&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User_talk:Pickles&amp;diff=630</id>
		<title>User talk:Pickles</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User_talk:Pickles&amp;diff=630"/>
				<updated>2011-08-20T16:38:58Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: Created page with &amp;quot;ummmm I think this may be in the wrong place. When I know it is right I will move your note on maximum texture sizes to here and delete it from the texturing section if that is o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ummmm I think this may be in the wrong place. When I know it is right I will move your note on maximum texture sizes to here and delete it from the texturing section if that is ok - Pickles&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=629</id>
		<title>Textures:Custom</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=629"/>
				<updated>2011-08-20T16:36:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating custom textures they '''MUST''' be to the power of 2, i.e. 8,16,32,64,128,256....etc&lt;br /&gt;
&lt;br /&gt;
Textures with an element of transparency should be saved with the suffix .tga&lt;br /&gt;
&lt;br /&gt;
[[Textures:Custom]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=626</id>
		<title>Textures:Custom</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Custom&amp;diff=626"/>
				<updated>2011-08-20T16:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: Created page with &amp;quot;When creating custom textures they '''MUST''' be to the power of 2, i.e. 8,16,32,64,128,256....etc  Textures with an element of transparency should be saved with the suffix .tga&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating custom textures they '''MUST''' be to the power of 2, i.e. 8,16,32,64,128,256....etc&lt;br /&gt;
&lt;br /&gt;
Textures with an element of transparency should be saved with the suffix .tga&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Texturing&amp;diff=597</id>
		<title>Textures:Texturing</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Texturing&amp;diff=597"/>
				<updated>2011-08-20T16:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
== What is texturing? ==&lt;br /&gt;
Texturing is the simple action of assigning an image to a brush.&lt;br /&gt;
&lt;br /&gt;
In radiant this is usually achieved by selecting a brush face (Shift+control+left mouse in 3d window) and then clicking on an image (not a shader, shaders have a white border) in the textures/shaders window.&lt;br /&gt;
&lt;br /&gt;
All custom texture sizes must be made to the power of 2, eg 32,64,128,256px.&lt;br /&gt;
&lt;br /&gt;
To adjust the scaling, rotation or horizonal / vertical shift of a texture press S to display the surface inspector window.&lt;br /&gt;
&lt;br /&gt;
== Texture resources ==&lt;br /&gt;
* [[Textures:Sites|List of websites containing textures]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Category_talk:Textures&amp;diff=575</id>
		<title>Category talk:Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Category_talk:Textures&amp;diff=575"/>
				<updated>2011-08-20T15:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: Created page with &amp;quot;Where can a small note about custom texture sizes be put?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can a small note about custom texture sizes be put?&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Talk:Compiling:Surface_sounds&amp;diff=572</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=572"/>
				<updated>2011-08-20T15:47:13Z</updated>
		
		<summary type="html">&lt;p&gt;Pickles: &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;br /&gt;
&lt;br /&gt;
Ok&lt;br /&gt;
&lt;br /&gt;
Just a bit of rewriting - Pickles&lt;/div&gt;</summary>
		<author><name>Pickles</name></author>	</entry>

	</feed>