<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
		<id>http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=V3nd3tta</id>
		<title>Custom Map Makers Wiki - User contributions [en-gb]</title>
		<link rel="self" type="application/atom+xml" href="http://wiki.custommapmakers.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=V3nd3tta"/>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Special:Contributions/V3nd3tta"/>
		<updated>2026-04-19T19:20:11Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1089</id>
		<title>Bots:Issues</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1089"/>
				<updated>2011-08-25T18:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
It's been made clear that Urban Terror bots are un-supported. Official advice is to not use bots unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
== Server use of bots ==&lt;br /&gt;
&lt;br /&gt;
Some server owners like to use bots as a way of enticing players onto an empty server so there is interest in using bots.&lt;br /&gt;
&lt;br /&gt;
A lot of advice for running bots applies mostly to server operators. General rules if you want to run bots.&lt;br /&gt;
&lt;br /&gt;
*Only include 1 or possibly 2 3rd party maps in your maps folder&lt;br /&gt;
*Remove all unused .'''pk3''' files from your '''q3ut4''' folder - only include maps that you will use&lt;br /&gt;
*Kick all bots after each map and replace them at the start of the next map&lt;br /&gt;
*Use the 64-bit binary if possible (64-bit ubuntu is probably the best platform for a bot server)&lt;br /&gt;
*If your server isn't capable of running TDM or CTF with 4 bots on casa - don't bother&lt;br /&gt;
*Only certain maps support bots&lt;br /&gt;
*Add bots one at a time&lt;br /&gt;
*Include a large delay between bots entering the server&lt;br /&gt;
&lt;br /&gt;
Bots in Urban Terror are not all that happy. Not all weapons are configured to be used by bots and only ffa, tdm and ctf are understood gametypes&lt;br /&gt;
&lt;br /&gt;
Bots will not use ladders.&lt;br /&gt;
&lt;br /&gt;
Bots will be attracted to dropped weapons over other goals, insist on carrying the flag randomly and sometimes team kill.&lt;br /&gt;
&lt;br /&gt;
== Adding bots&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Bots are added to the server using the '''addbot''' command. In order to enable bots you will first need to set the server var '''bot_enable=1'''.&lt;br /&gt;
&lt;br /&gt;
Your server will need to be restarted after issuing this command, to do this exec '''server.cfg'''&lt;br /&gt;
&lt;br /&gt;
The addbot command supports the following options&lt;br /&gt;
&lt;br /&gt;
*bot type&lt;br /&gt;
&lt;br /&gt;
*bot level (1-5)&lt;br /&gt;
&lt;br /&gt;
*team (red or blue)&lt;br /&gt;
&lt;br /&gt;
*delay in microseconds before adding this bot&lt;br /&gt;
&lt;br /&gt;
*ingame name&lt;br /&gt;
&lt;br /&gt;
For example&amp;amp;nbsp;: '''addbot boa 4 red 1000 REDBOA'''&lt;br /&gt;
&lt;br /&gt;
Will add a bot with the playername of REDBOA which is a level 4 to the red team after waiting 1000 microseconds (1 second).&lt;br /&gt;
&lt;br /&gt;
=== From RCON ===&lt;br /&gt;
&lt;br /&gt;
The sequence of commands you should issue to add a bot to your server using the /rcon commands.&lt;br /&gt;
 &lt;br /&gt;
 /rcon bot_enable 1&lt;br /&gt;
 /rcon exec reload&lt;br /&gt;
 /rcon addbot boa 3 red 1000 Redboa&lt;br /&gt;
&lt;br /&gt;
Will add a bot tot the red team called Redboa.&lt;br /&gt;
&lt;br /&gt;
=== Using a bot script===&lt;br /&gt;
&lt;br /&gt;
If possible it's generally preferable to create a small text file on your server which will help automate adding bots.&lt;br /&gt;
&lt;br /&gt;
Create a file called '''addbots.cfg''' in your servers '''q3ut4''' folder&lt;br /&gt;
&lt;br /&gt;
 bot_enable 1&lt;br /&gt;
 kick allbots&lt;br /&gt;
 addbot boa 3 red 1000 RedBoa&lt;br /&gt;
 addbot boa 4 red 2000 HappyBoa&lt;br /&gt;
 addbot mantis 3 red 3000 RedMantis&lt;br /&gt;
&lt;br /&gt;
You will be able to execute this script from rcon using &lt;br /&gt;
&lt;br /&gt;
 /rcon exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
=== Automatically adding bots when your server starts ===&lt;br /&gt;
&lt;br /&gt;
Having created the server script above and copying this to your server q3ut4 folder add the following to the end of your server.cfg&lt;br /&gt;
&lt;br /&gt;
 exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
== Bot types ==&lt;br /&gt;
&lt;br /&gt;
*boa&lt;br /&gt;
*cheetah&lt;br /&gt;
*chicken&lt;br /&gt;
*cobra&lt;br /&gt;
*cockroach&lt;br /&gt;
*cougar&lt;br /&gt;
*goose&lt;br /&gt;
*mantis&lt;br /&gt;
*penguin&lt;br /&gt;
*puma&lt;br /&gt;
*python&lt;br /&gt;
*raven&lt;br /&gt;
*scarab&lt;br /&gt;
*scorpion&lt;br /&gt;
*tiger&lt;br /&gt;
*widow&lt;br /&gt;
&lt;br /&gt;
===Bot load out===&lt;br /&gt;
&lt;br /&gt;
 Name: Boa&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cheetah&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Chicken&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cobra&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: Smoke Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cockroach&lt;br /&gt;
 Primary: H&amp;amp;K UMP45&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cougar&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Silencer&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Goose&lt;br /&gt;
 Primary: H&amp;amp;K 69&lt;br /&gt;
 Secondary: H&amp;amp;K UMP45&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Extra Ammo&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Mantis&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Penguin&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Puma&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Python&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Raven&lt;br /&gt;
 Primary: H&amp;amp;K PSG-1&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scarab&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scorpion&lt;br /&gt;
 Primary: Remington SR8&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Tiger&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Medkit&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Widow&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Laser Sight&lt;br /&gt;
&lt;br /&gt;
== Making maps with bots ==&lt;br /&gt;
&lt;br /&gt;
=== Attracting Bots to walk ===&lt;br /&gt;
Simplify map, put info_botroam in areas which you want the bots to be more.&lt;br /&gt;
&lt;br /&gt;
They will most likely if they see the botroam go there and walk somehow around it,&lt;br /&gt;
&lt;br /&gt;
if you guide the bots very good with botroams and donotenter brushes,&lt;br /&gt;
&lt;br /&gt;
you can archieve maybe somehow your goal of creating a game flow for the bots.&lt;br /&gt;
&lt;br /&gt;
=== Making Bots work easier ===&lt;br /&gt;
&lt;br /&gt;
Botclip all complex structures they should not access, like clipping a complex fountain or some trees and Mapmodels with a wider box.&lt;br /&gt;
&lt;br /&gt;
Botclip stairs with a ramp to make it easier for them to walk on the stairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put common/donotenter in areas where bots should not go in - they will most likely not go in there, but if they are in the brush they behave normally.&lt;br /&gt;
&lt;br /&gt;
Very useful to stop bots going around in spawns with spawn-doors, or buggy corners and such.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also putting in your map some areaportals let the bot not load the complete map at one, they can think easier (heh did I just say they think lol?).&lt;br /&gt;
&lt;br /&gt;
This may lower the the Processing Power needed by the Server or the Local Game to process the Bot's Actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:Bots]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User_talk:V3nd3tta&amp;diff=1088</id>
		<title>User talk:V3nd3tta</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User_talk:V3nd3tta&amp;diff=1088"/>
				<updated>2011-08-25T18:57:31Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: Created page with &amp;quot;[25/08/2011] v3nd3tta: Call me V&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[25/08/2011] v3nd3tta: Call me V&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1087</id>
		<title>Bots:Issues</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1087"/>
				<updated>2011-08-25T18:56:27Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
It's been made clear that Urban Terror bots are un-supported. Official advice is to not use bots unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
== Server use of bots ==&lt;br /&gt;
&lt;br /&gt;
Some server owners like to use bots as a way of enticing players onto an empty server so there is interest in using bots.&lt;br /&gt;
&lt;br /&gt;
A lot of advice for running bots applies mostly to server operators. General rules if you want to run bots.&lt;br /&gt;
&lt;br /&gt;
*Only include 1 or possibly 2 3rd party maps in your maps folder&lt;br /&gt;
*Remove all unused .'''pk3''' files from your '''q3ut4''' folder - only include maps that you will use&lt;br /&gt;
*Kick all bots after each map and replace them at the start of the next map&lt;br /&gt;
*Use the 64-bit binary if possible (64-bit ubuntu is probably the best platform for a bot server)&lt;br /&gt;
*If your server isn't capable of running TDM or CTF with 4 bots on casa - don't bother&lt;br /&gt;
*Only certain maps support bots&lt;br /&gt;
*Add bots one at a time&lt;br /&gt;
*Include a large delay between bots entering the server&lt;br /&gt;
&lt;br /&gt;
Bots in Urban Terror are not all that happy. Not all weapons are configured to be used by bots and only ffa, tdm and ctf are understood gametypes&lt;br /&gt;
&lt;br /&gt;
Bots will not use ladders.&lt;br /&gt;
&lt;br /&gt;
Bots will be attracted to dropped weapons over other goals, insist on carrying the flag randomly and sometimes team kill.&lt;br /&gt;
&lt;br /&gt;
== Adding bots&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Bots are added to the server using the '''addbot''' command. In order to enable bots you will first need to set the server var '''bot_enable=1'''.&lt;br /&gt;
&lt;br /&gt;
Your server will need to be restarted after issuing this command, to do this exec '''server.cfg'''&lt;br /&gt;
&lt;br /&gt;
The addbot command supports the following options&lt;br /&gt;
&lt;br /&gt;
*bot type&lt;br /&gt;
&lt;br /&gt;
*bot level (1-5)&lt;br /&gt;
&lt;br /&gt;
*team (red or blue)&lt;br /&gt;
&lt;br /&gt;
*delay in microseconds before adding this bot&lt;br /&gt;
&lt;br /&gt;
*ingame name&lt;br /&gt;
&lt;br /&gt;
For example&amp;amp;nbsp;: '''addbot boa 4 red 1000 REDBOA'''&lt;br /&gt;
&lt;br /&gt;
Will add a bot with the playername of REDBOA which is a level 4 to the red team after waiting 1000 microseconds (1 second).&lt;br /&gt;
&lt;br /&gt;
=== From RCON ===&lt;br /&gt;
&lt;br /&gt;
The sequence of commands you should issue to add a bot to your server using the /rcon commands.&lt;br /&gt;
 &lt;br /&gt;
 /rcon bot_enable 1&lt;br /&gt;
 /rcon exec reload&lt;br /&gt;
 /rcon addbot boa 3 red 1000 Redboa&lt;br /&gt;
&lt;br /&gt;
Will add a bot tot the red team called Redboa.&lt;br /&gt;
&lt;br /&gt;
=== Using a bot script===&lt;br /&gt;
&lt;br /&gt;
If possible it's generally preferable to create a small text file on your server which will help automate adding bots.&lt;br /&gt;
&lt;br /&gt;
Create a file called '''addbots.cfg''' in your servers '''q3ut4''' folder&lt;br /&gt;
&lt;br /&gt;
 bot_enable 1&lt;br /&gt;
 kick allbots&lt;br /&gt;
 addbot boa 3 red 1000 RedBoa&lt;br /&gt;
 addbot boa 4 red 2000 HappyBoa&lt;br /&gt;
 addbot mantis 3 red 3000 RedMantis&lt;br /&gt;
&lt;br /&gt;
You will be able to execute this script from rcon using &lt;br /&gt;
&lt;br /&gt;
 /rcon exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
=== Automatically adding bots when your server starts ===&lt;br /&gt;
&lt;br /&gt;
Having created the server script above and copying this to your server q3ut4 folder add the following to the end of your server.cfg&lt;br /&gt;
&lt;br /&gt;
 exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
== Bot types ==&lt;br /&gt;
&lt;br /&gt;
*boa&lt;br /&gt;
*cheetah&lt;br /&gt;
*chicken&lt;br /&gt;
*cobra&lt;br /&gt;
*cockroach&lt;br /&gt;
*cougar&lt;br /&gt;
*goose&lt;br /&gt;
*mantis&lt;br /&gt;
*penguin&lt;br /&gt;
*puma&lt;br /&gt;
*python&lt;br /&gt;
*raven&lt;br /&gt;
*scarab&lt;br /&gt;
*scorpion&lt;br /&gt;
*tiger&lt;br /&gt;
*widow&lt;br /&gt;
&lt;br /&gt;
===Bot load out===&lt;br /&gt;
&lt;br /&gt;
 Name: Boa&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cheetah&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Chicken&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cobra&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: Smoke Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cockroach&lt;br /&gt;
 Primary: H&amp;amp;K UMP45&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cougar&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Silencer&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Goose&lt;br /&gt;
 Primary: H&amp;amp;K 69&lt;br /&gt;
 Secondary: H&amp;amp;K UMP45&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Extra Ammo&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Mantis&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Penguin&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Puma&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Python&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Raven&lt;br /&gt;
 Primary: H&amp;amp;K PSG-1&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scarab&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scorpion&lt;br /&gt;
 Primary: Remington SR8&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Tiger&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Medkit&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Widow&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Laser Sight&lt;br /&gt;
&lt;br /&gt;
== Making maps with bots ==&lt;br /&gt;
&lt;br /&gt;
=== Attracting Bots to walk ===&lt;br /&gt;
Simplify map, put info_botroam in areas which you want the bots to be more.&lt;br /&gt;
They will most likely if they see the botroam go there and walk somehow around it,&lt;br /&gt;
if you guide the bots very good with botroams and donotenter brushes,&lt;br /&gt;
you can archieve maybe somehow your goal of creating a game flow for the bots.&lt;br /&gt;
&lt;br /&gt;
=== Making Bots work easier ===&lt;br /&gt;
&lt;br /&gt;
Botclip all complex structures they should not access, like clipping a complex fountain or some trees and Mapmodels with a wider box.&lt;br /&gt;
&lt;br /&gt;
Botclip stairs with a ramp to make it easier for them to walk on the stairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put common/donotenter in areas where bots should not go in - they will most likely not go in there, but if they are in the brush they behave normally.&lt;br /&gt;
&lt;br /&gt;
Very useful to stop bots going around in spawns with spawn-doors, or buggy corners and such.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also putting in your map some areaportals let the bot not load the complete map at one, they can think easier (heh did I just say they think lol?).&lt;br /&gt;
&lt;br /&gt;
This may lower the the Processing Power needed by the Server or the Local Game to process the Bot's Actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:Bots]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1086</id>
		<title>Bots:Issues</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Bots:Issues&amp;diff=1086"/>
				<updated>2011-08-25T18:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
It's been made clear that Urban Terror bots are un-supported. Official advice is to not use bots unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
== Server use of bots ==&lt;br /&gt;
&lt;br /&gt;
Some server owners like to use bots as a way of enticing players onto an empty server so there is interest in using bots.&lt;br /&gt;
&lt;br /&gt;
A lot of advice for running bots applies mostly to server operators. General rules if you want to run bots.&lt;br /&gt;
&lt;br /&gt;
*Only include 1 or possibly 2 3rd party maps in your maps folder&lt;br /&gt;
*Remove all unused .'''pk3''' files from your '''q3ut4''' folder - only include maps that you will use&lt;br /&gt;
*Kick all bots after each map and replace them at the start of the next map&lt;br /&gt;
*Use the 64-bit binary if possible (64-bit ubuntu is probably the best platform for a bot server)&lt;br /&gt;
*If your server isn't capable of running TDM or CTF with 4 bots on casa - don't bother&lt;br /&gt;
*Only certain maps support bots&lt;br /&gt;
*Add bots one at a time&lt;br /&gt;
*Include a large delay between bots entering the server&lt;br /&gt;
&lt;br /&gt;
Bots in Urban Terror are not all that happy. Not all weapons are configured to be used by bots and only ffa, tdm and ctf are understood gametypes&lt;br /&gt;
&lt;br /&gt;
Bots will not use ladders.&lt;br /&gt;
&lt;br /&gt;
Bots will be attracted to dropped weapons over other goals, insist on carrying the flag randomly and sometimes team kill.&lt;br /&gt;
&lt;br /&gt;
== Adding bots&amp;lt;br/&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Bots are added to the server using the '''addbot''' command. In order to enable bots you will first need to set the server var '''bot_enable=1'''.&lt;br /&gt;
&lt;br /&gt;
Your server will need to be restarted after issuing this command, to do this exec '''server.cfg'''&lt;br /&gt;
&lt;br /&gt;
The addbot command supports the following options&lt;br /&gt;
&lt;br /&gt;
*bot type&lt;br /&gt;
&lt;br /&gt;
*bot level (1-5)&lt;br /&gt;
&lt;br /&gt;
*team (red or blue)&lt;br /&gt;
&lt;br /&gt;
*delay in microseconds before adding this bot&lt;br /&gt;
&lt;br /&gt;
*ingame name&lt;br /&gt;
&lt;br /&gt;
For example&amp;amp;nbsp;: '''addbot boa 4 red 1000 REDBOA'''&lt;br /&gt;
&lt;br /&gt;
Will add a bot with the playername of REDBOA which is a level 4 to the red team after waiting 1000 microseconds (1 second).&lt;br /&gt;
&lt;br /&gt;
=== From RCON ===&lt;br /&gt;
&lt;br /&gt;
The sequence of commands you should issue to add a bot to your server using the /rcon commands.&lt;br /&gt;
 &lt;br /&gt;
 /rcon bot_enable 1&lt;br /&gt;
 /rcon exec reload&lt;br /&gt;
 /rcon addbot boa 3 red 1000 Redboa&lt;br /&gt;
&lt;br /&gt;
Will add a bot tot the red team called Redboa.&lt;br /&gt;
&lt;br /&gt;
=== Using a bot script===&lt;br /&gt;
&lt;br /&gt;
If possible it's generally preferable to create a small text file on your server which will help automate adding bots.&lt;br /&gt;
&lt;br /&gt;
Create a file called '''addbots.cfg''' in your servers '''q3ut4''' folder&lt;br /&gt;
&lt;br /&gt;
 bot_enable 1&lt;br /&gt;
 kick allbots&lt;br /&gt;
 addbot boa 3 red 1000 RedBoa&lt;br /&gt;
 addbot boa 4 red 2000 HappyBoa&lt;br /&gt;
 addbot mantis 3 red 3000 RedMantis&lt;br /&gt;
&lt;br /&gt;
You will be able to execute this script from rcon using &lt;br /&gt;
&lt;br /&gt;
 /rcon exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
=== Automatically adding bots when your server starts ===&lt;br /&gt;
&lt;br /&gt;
Having created the server script above and copying this to your server q3ut4 folder add the following to the end of your server.cfg&lt;br /&gt;
&lt;br /&gt;
 exec addbots.cfg&lt;br /&gt;
&lt;br /&gt;
== Bot types ==&lt;br /&gt;
&lt;br /&gt;
*boa&lt;br /&gt;
*cheetah&lt;br /&gt;
*chicken&lt;br /&gt;
*cobra&lt;br /&gt;
*cockroach&lt;br /&gt;
*cougar&lt;br /&gt;
*goose&lt;br /&gt;
*mantis&lt;br /&gt;
*penguin&lt;br /&gt;
*puma&lt;br /&gt;
*python&lt;br /&gt;
*raven&lt;br /&gt;
*scarab&lt;br /&gt;
*scorpion&lt;br /&gt;
*tiger&lt;br /&gt;
*widow&lt;br /&gt;
&lt;br /&gt;
===Bot load out===&lt;br /&gt;
&lt;br /&gt;
 Name: Boa&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cheetah&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Chicken&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cobra&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: Smoke Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cockroach&lt;br /&gt;
 Primary: H&amp;amp;K UMP45&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Cougar&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: Flash Grenades&lt;br /&gt;
 Item 1: Silencer&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Goose&lt;br /&gt;
 Primary: H&amp;amp;K 69&lt;br /&gt;
 Secondary: H&amp;amp;K UMP45&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Extra Ammo&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Mantis&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Penguin&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Puma&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Laser Sight&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
 Item 3: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Python&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: Franchi SPAS-12&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Raven&lt;br /&gt;
 Primary: H&amp;amp;K PSG-1&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scarab&lt;br /&gt;
 Primary: H&amp;amp;K G36&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: .50 Desert Eagle&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Silencer&lt;br /&gt;
&lt;br /&gt;
 Name: Scorpion&lt;br /&gt;
 Primary: Remington SR8&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Tiger&lt;br /&gt;
 Primary: Kalashnikov AK103&lt;br /&gt;
 Secondary: -&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: HE Grenades&lt;br /&gt;
 Item 1: Medkit&lt;br /&gt;
 Item 2: Kevlar Vest&lt;br /&gt;
&lt;br /&gt;
 Name: Widow&lt;br /&gt;
 Primary: ZM LR300 ML&lt;br /&gt;
 Secondary: H&amp;amp;K MP5K&lt;br /&gt;
 Sidearm: Beretta 92G&lt;br /&gt;
 Grenades: -&lt;br /&gt;
 Item 1: Kevlar Vest&lt;br /&gt;
 Item 2: Laser Sight&lt;br /&gt;
&lt;br /&gt;
== Making maps with bots ==&lt;br /&gt;
&lt;br /&gt;
Simplify map, info_botroam&lt;br /&gt;
Botclip all complex structures they should not access, like clipping a complex fountain with a wider box.&lt;br /&gt;
Botclip stairs with a ramp to make it easier for them to walk on the stairs.&lt;br /&gt;
Put common/donotenter in areas where bots should not go in - they will most likely not go in there, but if they are in the brush they behave normally.&lt;br /&gt;
Very useful to stop bots going around in spawns with spawn-doors, or buggy corners and such.&lt;br /&gt;
Also putting in your map some areaportals let the bot not load the complete map at one, they can think easier (heh did I just say they think lol?).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;[[Category:Bots]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1046</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1046"/>
				<updated>2011-08-23T13:30:48Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers.org Team has an IRC Channel to support You in Real-Time per Text-Chat.&lt;br /&gt;
&lt;br /&gt;
If you do not know what IRC (Internet Relay Chat) is, head over to [http://en.wikipedia.org/wiki/Internet_Relay_Chat Wikipedia] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CMM @ IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers Community is sitting mostly 24/7 in the '''FreeNode''' IRC Network in the Channel '''#cmm'''&lt;br /&gt;
&lt;br /&gt;
You can join via [http://webchat.freenode.net/?channels=cmm Webchat] or connect with the IRC Program of your choice to one of FreeNode's Servers.&lt;br /&gt;
&lt;br /&gt;
The Servers are listed all [http://freenode.net/irc_servers.shtml here], or you can simply just connect to their random rotation, 'chat.freenode.net'.&lt;br /&gt;
&lt;br /&gt;
The Ports are IRC-standarded, you can connect to Port 6665-6667 (6667 is the default used by all irc Programs, you can leave it blank) or Port 7000 for SSL. More Information on pots can be found [http://freenode.net/irc_servers.shtml here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our registered channel ''''#cmm'''' can be joined per typing '/join #cmm' or any other way you tell your program to join the Channel '#cmm'.&lt;br /&gt;
&lt;br /&gt;
We do not have Password Protection, however we may set a password temporally if someone thinks to troll our well-behaved Community.&lt;br /&gt;
&lt;br /&gt;
The FreeNode Network offers Nick Registration based on a account system, you can find all information [http://freenode.net/faq.shtml#userregistration here], however there are some simple things you can do for some extra protection.&lt;br /&gt;
&lt;br /&gt;
You may use SASL &amp;amp; SSL as well as cloak your Hostname (and IP) - for more information contact one of the '''OPs''' of '''#cmm''' or '/query v3nd3tta``' (what opens a private chat to me, v3nd3tta).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You have to apply to the [http://freenode.net/policy.shtml Freenode Policy], the [http://freenode.net/channel_guidelines.shtml Freenode Channel Guidelines] and the [http://freenode.net/philosophy.shtml Freenode Philosophy].&lt;br /&gt;
&lt;br /&gt;
Also if you do a [http://freenode.net/catalysts.shtml Catalyst Role] we might give you special Privilegues, but everything we give you we can revert at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not apply the above Rules or do not chat in a matter under the [http://www.ubuntu.com/community/conduct Code of Conduct] the '''OPs''' are allowed to take any action to reinforce these Rules.&lt;br /&gt;
&lt;br /&gt;
This includes Remenbering you of the [http://www.custommapmakers.org/wiki/index.php?title=Resources:IRC#Guidelines Guidelines], Muting, Kicking, (Temp-)Banning as well as in heavy cases Perm-Banning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel Operators ==&lt;br /&gt;
&lt;br /&gt;
The Operating users for the '''CMM Freenode IRC Channel''' are at the Moment the users:&lt;br /&gt;
&lt;br /&gt;
* 'v3nd3tta``'&lt;br /&gt;
* 'Rylius'&lt;br /&gt;
* 'JohnnyEnglish'&lt;br /&gt;
&lt;br /&gt;
You may always ask them for help publicy in the Channel, or PM (/query &amp;lt;name&amp;gt;) them - as long as you stay in the Guidelines - but they may always Ignore you or sometimes be AFK, so be patient.&lt;br /&gt;
&lt;br /&gt;
The List of Operators and their Privilegues may always change, so do not Rely on this basic list.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&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;
The Contents of this Page may always be changed by the Operators and Adminstrators of the CustomMapMakers Community.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Rights Reserved, 2011 The CustomMapMakers.org Community.&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;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1045</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1045"/>
				<updated>2011-08-23T13:29:09Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers.org Team has an IRC Channel to support You in Real-Time per Text-Chat.&lt;br /&gt;
&lt;br /&gt;
If you do not know what IRC (Internet Relay Chat) is, head over to [http://en.wikipedia.org/wiki/Internet_Relay_Chat Wikipedia] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CMM @ IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers Community is sitting mostly 24/7 in the '''FreeNode''' IRC Network in the Channel '''#cmm'''&lt;br /&gt;
&lt;br /&gt;
You can join via [http://webchat.freenode.net/?channels=cmm Webchat] or connect with the IRC Program of your choice to one of FreeNode's Servers.&lt;br /&gt;
&lt;br /&gt;
The Servers are listed all [http://freenode.net/irc_servers.shtml here], or you can simply just connect to their random rotation, 'chat.freenode.net'.&lt;br /&gt;
&lt;br /&gt;
The Ports are IRC-standarded, you can connect to Port 6665-6667 (6667 is the default used by all irc Programs, you can leave it blank) or Port 7000 for SSL. More Information on pots can be found [http://freenode.net/irc_servers.shtml here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our registered channel ''''#cmm'''' can be joined per typing '/join #cmm' or any other way you tell your program to join the Channel '#cmm'.&lt;br /&gt;
&lt;br /&gt;
We do not have Password Protection, however we may set a password temporally if someone thinks to troll our well-behaved Community.&lt;br /&gt;
&lt;br /&gt;
The FreeNode Network offers Nick Registration based on a account system, you can find all information [http://freenode.net/faq.shtml#userregistration here], however there are some simple things you can do for some extra protection.&lt;br /&gt;
&lt;br /&gt;
You may use SASL &amp;amp; SSL as well as cloak your Hostname (and IP) - for more information contact one of the '''OPs''' of '''#cmm''' or '/query v3nd3tta``' (what opens a private chat to me, v3nd3tta).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You have to apply to the [http://freenode.net/policy.shtml Freenode Policy], the [http://freenode.net/channel_guidelines.shtml Freenode Channel Guidelines] and the [http://freenode.net/philosophy.shtml Freenode Philosophy].&lt;br /&gt;
&lt;br /&gt;
Also if you do a [http://freenode.net/catalysts.shtml Catalyst Role] we might give you special Privilegues, but everything we give you we can revert at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not apply the above Rules or do not chat in a matter under the [http://www.ubuntu.com/community/conduct Code of Conduct] the '''OPs''' are allowed to take any action to reinforce these Rules.&lt;br /&gt;
&lt;br /&gt;
This includes Remenbering you of the [http://www.custommapmakers.org/wiki/index.php?title=Resources:IRC#Guidelines Guidelines] Muting, Kicking, (Temp-)Banning as well as in heavy cases Perm-Banning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel Operators ==&lt;br /&gt;
&lt;br /&gt;
The Operating users for the '''CMM Freenode IRC Channel''' are at the Moment the users:&lt;br /&gt;
&lt;br /&gt;
* 'v3nd3tta``'&lt;br /&gt;
* 'Rylius'&lt;br /&gt;
* 'JohnnyEnglish'&lt;br /&gt;
&lt;br /&gt;
You may always ask them for help publicy in the Channel, or PM (/query &amp;lt;name&amp;gt;) them - as long as you stay in the Guidelines - but they may always Ignore you or sometimes be AFK, so be patient.&lt;br /&gt;
&lt;br /&gt;
The List of Operators and their Privilegues may always change, so do not Rely on this basic list.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&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;
The Contents of this Page may always be changed by the Operators and Adminstrators of the CustomMapMakers Community.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Rights Reserved, 2011 The CustomMapMakers.org Community.&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;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1043</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1043"/>
				<updated>2011-08-23T13:28:24Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: moved Resources:IRC to IRC: Moved to own&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
== IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers.org Team has an IRC Channel to support You in Real-Time per Text-Chat.&lt;br /&gt;
&lt;br /&gt;
If you do not know what IRC (Internet Relay Chat) is, head over to [http://en.wikipedia.org/wiki/Internet_Relay_Chat Wikipedia] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CMM @ IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers Community is sitting mostly 24/7 in the '''FreeNode''' IRC Network in the Channel '''#cmm'''&lt;br /&gt;
&lt;br /&gt;
You can join via [http://webchat.freenode.net/?channels=cmm Webchat] or connect with the IRC Program of your choice to one of FreeNode's Servers.&lt;br /&gt;
&lt;br /&gt;
The Servers are listed all [http://freenode.net/irc_servers.shtml here], or you can simply just connect to their random rotation, 'chat.freenode.net'.&lt;br /&gt;
&lt;br /&gt;
The Ports are IRC-standarded, you can connect to Port 6665-6667 (6667 is the default used by all irc Programs, you can leave it blank) or Port 7000 for SSL. More Information on pots can be found [http://freenode.net/irc_servers.shtml here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our registered channel ''''#cmm'''' can be joined per typing '/join #cmm' or any other way you tell your program to join the Channel '#cmm'.&lt;br /&gt;
&lt;br /&gt;
We do not have Password Protection, however we may set a password temporally if someone thinks to troll our well-behaved Community.&lt;br /&gt;
&lt;br /&gt;
The FreeNode Network offers Nick Registration based on a account system, you can find all information [http://freenode.net/faq.shtml#userregistration here], however there are some simple things you can do for some extra protection.&lt;br /&gt;
&lt;br /&gt;
You may use SASL &amp;amp; SSL as well as cloak your Hostname (and IP) - for more information contact one of the '''OPs''' of '''#cmm''' or '/query v3nd3tta``' (what opens a private chat to me, v3nd3tta).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You have to apply to the [http://freenode.net/policy.shtml Freenode Policy], the [http://freenode.net/channel_guidelines.shtml Freenode Channel Guidelines] and the [http://freenode.net/philosophy.shtml Freenode Philosophy].&lt;br /&gt;
&lt;br /&gt;
Also if you do a [http://freenode.net/catalysts.shtml Catalyst Role] we might give you special Privilegues, but everything we give you we can revert at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not apply the above Rules or do not chat in a matter under the [http://www.ubuntu.com/community/conduct Code of Conduct] the '''OPs''' are allowed to take any action to reinforce these Rules.&lt;br /&gt;
&lt;br /&gt;
This includes Remenbering you of the [http://www.custommapmakers.org/wiki/index.php?title=Resources:IRC#Guidelines Guidelines] Muting, Kicking, (Temp-)Banning as well as in heavy cases Perm-Banning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel Operators ==&lt;br /&gt;
&lt;br /&gt;
The Operating users for the '''CMM Freenode IRC Channel''' are at the Moment the users:&lt;br /&gt;
&lt;br /&gt;
* 'v3nd3tta``'&lt;br /&gt;
* 'Rylius'&lt;br /&gt;
* 'JohnnyEnglish'&lt;br /&gt;
&lt;br /&gt;
You may always ask them for help publicy in the Channel, or PM (/query &amp;lt;name&amp;gt;) them - as long as you stay in the Guidelines - but they may always Ignore you or sometimes be AFK, so be patient.&lt;br /&gt;
&lt;br /&gt;
The List of Operators and their Privilegues may always change, so do not Rely on this basic list.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&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;
The Contents of this Page may always be changed by the Operators and Adminstrators of the CustomMapMakers Community.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Rights Reserved, 2011 The CustomMapMakers.org Community.&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;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Resources:IRC&amp;diff=1044</id>
		<title>Resources:IRC</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Resources:IRC&amp;diff=1044"/>
				<updated>2011-08-23T13:28:24Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: moved Resources:IRC to IRC: Moved to own&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[IRC]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1042</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=IRC&amp;diff=1042"/>
				<updated>2011-08-23T13:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: Made a basic IRC tut &amp;amp; disclaimers n sht&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
== IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers.org Team has an IRC Channel to support You in Real-Time per Text-Chat.&lt;br /&gt;
&lt;br /&gt;
If you do not know what IRC (Internet Relay Chat) is, head over to [http://en.wikipedia.org/wiki/Internet_Relay_Chat Wikipedia] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CMM @ IRC ==&lt;br /&gt;
&lt;br /&gt;
The CustomMapMakers Community is sitting mostly 24/7 in the '''FreeNode''' IRC Network in the Channel '''#cmm'''&lt;br /&gt;
&lt;br /&gt;
You can join via [http://webchat.freenode.net/?channels=cmm Webchat] or connect with the IRC Program of your choice to one of FreeNode's Servers.&lt;br /&gt;
&lt;br /&gt;
The Servers are listed all [http://freenode.net/irc_servers.shtml here], or you can simply just connect to their random rotation, 'chat.freenode.net'.&lt;br /&gt;
&lt;br /&gt;
The Ports are IRC-standarded, you can connect to Port 6665-6667 (6667 is the default used by all irc Programs, you can leave it blank) or Port 7000 for SSL. More Information on pots can be found [http://freenode.net/irc_servers.shtml here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our registered channel ''''#cmm'''' can be joined per typing '/join #cmm' or any other way you tell your program to join the Channel '#cmm'.&lt;br /&gt;
&lt;br /&gt;
We do not have Password Protection, however we may set a password temporally if someone thinks to troll our well-behaved Community.&lt;br /&gt;
&lt;br /&gt;
The FreeNode Network offers Nick Registration based on a account system, you can find all information [http://freenode.net/faq.shtml#userregistration here], however there are some simple things you can do for some extra protection.&lt;br /&gt;
&lt;br /&gt;
You may use SASL &amp;amp; SSL as well as cloak your Hostname (and IP) - for more information contact one of the '''OPs''' of '''#cmm''' or '/query v3nd3tta``' (what opens a private chat to me, v3nd3tta).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You have to apply to the [http://freenode.net/policy.shtml Freenode Policy], the [http://freenode.net/channel_guidelines.shtml Freenode Channel Guidelines] and the [http://freenode.net/philosophy.shtml Freenode Philosophy].&lt;br /&gt;
&lt;br /&gt;
Also if you do a [http://freenode.net/catalysts.shtml Catalyst Role] we might give you special Privilegues, but everything we give you we can revert at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do not apply the above Rules or do not chat in a matter under the [http://www.ubuntu.com/community/conduct Code of Conduct] the '''OPs''' are allowed to take any action to reinforce these Rules.&lt;br /&gt;
&lt;br /&gt;
This includes Remenbering you of the [http://www.custommapmakers.org/wiki/index.php?title=Resources:IRC#Guidelines Guidelines] Muting, Kicking, (Temp-)Banning as well as in heavy cases Perm-Banning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel Operators ==&lt;br /&gt;
&lt;br /&gt;
The Operating users for the '''CMM Freenode IRC Channel''' are at the Moment the users:&lt;br /&gt;
&lt;br /&gt;
* 'v3nd3tta``'&lt;br /&gt;
* 'Rylius'&lt;br /&gt;
* 'JohnnyEnglish'&lt;br /&gt;
&lt;br /&gt;
You may always ask them for help publicy in the Channel, or PM (/query &amp;lt;name&amp;gt;) them - as long as you stay in the Guidelines - but they may always Ignore you or sometimes be AFK, so be patient.&lt;br /&gt;
&lt;br /&gt;
The List of Operators and their Privilegues may always change, so do not Rely on this basic list.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&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;
The Contents of this Page may always be changed by the Operators and Adminstrators of the CustomMapMakers Community.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Rights Reserved, 2011 The CustomMapMakers.org Community.&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;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1034</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1034"/>
				<updated>2011-08-23T11:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: /* Further reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Shortcuts|Keyboard shortcuts]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:Patch meshes|Patch Meshes]]&lt;br /&gt;
* [[Mapping:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
* [[Compiling:Healthy_Map|Healthy Map]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resouces]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
* [[Resources:IRC|The CMM IRC Channel]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1033</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1033"/>
				<updated>2011-08-23T11:46:00Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: /* Further reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Shortcuts|Keyboard shortcuts]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:Patch meshes|Patch Meshes]]&lt;br /&gt;
* [[Mapping:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
* [[Compiling:Healthy_Map|Healthy Map]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resouces]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
* [[Resources:IRC|The CMM IRC]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=1032</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=1032"/>
				<updated>2011-08-23T11:35:20Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &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 [[[http://www.gotdelirium.com/site/articles_9.html Delirium's Article]]]&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>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=1031</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=1031"/>
				<updated>2011-08-23T11:34:43Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &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 &amp;lt;a href=&amp;quot;http://www.gotdelirium.com/site/articles_9.html&amp;quot;&amp;gt;Delirium's Article&amp;lt;/a&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;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>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=1030</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=1030"/>
				<updated>2011-08-23T11:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &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 [url=http://www.gotdelirium.com/site/articles_9.html]Delirium's Article[/url]&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>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Mapping:Terrain&amp;diff=1003</id>
		<title>Mapping:Terrain</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Mapping:Terrain&amp;diff=1003"/>
				<updated>2011-08-22T16:16:44Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
== External Tools ==&lt;br /&gt;
See [[Resources:Tools#Terrain_generation]]&lt;br /&gt;
&lt;br /&gt;
== Patch Meshes ==&lt;br /&gt;
Patch Meshes might seem very easy to do Terrain, but it's mostly always not suited for the purpose of walkable grass Terrain or something like that.&lt;br /&gt;
You can use Patch Meshes for small simple things like pots of plants which don't really need any great terrain form.&lt;br /&gt;
It's really recommended not really use patch meshes where a player can walk - it can be very buggy in movement ways. ;)&lt;br /&gt;
Also Patch Meshes have LevelOfDetail and are very bad to handle in that way - phong shaders can be buggy etc.&lt;br /&gt;
Just don't use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trisouping ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=984</id>
		<title>Packaging:Levelshot</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=984"/>
				<updated>2011-08-22T15:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Template==&lt;br /&gt;
At first, you need the Levelshot Template, download it [http://www.urbanterror.info/downloads/static/docs/tutorials/leveldesign/levelshot.zip here].&lt;br /&gt;
Edit it with a Pictureditor like Gimp or Photoshop.&lt;br /&gt;
&lt;br /&gt;
== The Screenshot for the Levelshot ==&lt;br /&gt;
Look at the best place on your map or the place you want, and make the screenshot with F11(which you add into the template), finally you find it under &amp;quot;q3ut4/screenshots&amp;quot;.&lt;br /&gt;
It is recommended to make the screenshot with these references:&lt;br /&gt;
&lt;br /&gt;
 cg_draw2D 0	       -This will remove the GUI&lt;br /&gt;
 cg_drawHands 0	       -This hides the gun&lt;br /&gt;
 fov 90	               -Yes 90, distortion isn't a pretty thing.&lt;br /&gt;
 r_gamma 1	       -Anything other than 1 will make your screenshot look horrible.&lt;br /&gt;
 r_picmip 0	       -Highest quality textures.&lt;br /&gt;
 r_simpleshaders 0      -If your using the latest renderer, this enables all the new effects.&lt;br /&gt;
 r_bloom X	       -Season with bloom to taste; I find r_bloom 4 a nice setting.&lt;br /&gt;
 r_fancywater 1	       -If applicable, enable fancy water.&lt;br /&gt;
&lt;br /&gt;
== Saving the Screenshot ==&lt;br /&gt;
Save the levelshot under &amp;quot;q3ut4/levelshots/YOURMAPNAME.tga&amp;quot; and pack it with the right folderpath (levelshots should be the name of the folder) into the .pk3-file from your map.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The usual resolution is 1024x1024&lt;br /&gt;
* If Possible, enable antialiasing for a sharper screenshot.&lt;br /&gt;
[[Category:Packaging]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=865</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=865"/>
				<updated>2011-08-21T15:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Shortcuts|Keyboard shortcuts]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:Patch meshes|Patch Meshes]]&lt;br /&gt;
* [[Mapping:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
* [[Compiling:Healthy_Map|Healthy Map]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resouces]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
* [[Resources:IRC|IRC]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=862</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=862"/>
				<updated>2011-08-21T15:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Shortcuts|Keyboard shortcuts]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:Patch meshes|Patch Meshes]]&lt;br /&gt;
* [[Mapping:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
* [[Compiling:Healthy_Map|Healthy Map]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resouces]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
* [[Resources:IRC|IRC]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=859</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=859"/>
				<updated>2011-08-21T15:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. &lt;br /&gt;
Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
== Understanding ==&lt;br /&gt;
&lt;br /&gt;
Shaders are written in a syntax that is really important.&lt;br /&gt;
&lt;br /&gt;
First you write the line how the shader is named - at which &amp;quot;shader&amp;quot; you call it in Radiant.&lt;br /&gt;
For Example plant_brush01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Following we can conclude out of the Shader:&lt;br /&gt;
It's in the folder 'textures' in the map-specific folder 'ut_subway' - If you have your own textures and your own shader it should be in that folder.&lt;br /&gt;
The Path only accepts forward slashes and single slashes - also I heard something like it should always be shorter than 64 signs... so complete sentences as shadername are a no-go :)&lt;br /&gt;
&lt;br /&gt;
(Also some restrictions: Max of 4096 Shader Files, 16384 &amp;quot;shaders&amp;quot; in the Whole Game, 8 Stages, 8 Texture Animations, 4 Texture Modifiers, 3 Deformations and 64 chars for the whole &amp;quot;shader-name-line&amp;quot;. Big Shoutout to [[User:Rylius]] for looking it up in the Quake 3 Arena Source. - some Values might have changed but that's basically it what you have to care for.)&lt;br /&gt;
&lt;br /&gt;
You should always name your shaders like your textures, however not _exactly_ the same as I got personally into some bugs with the Images.&lt;br /&gt;
Also you should have an own shader name - don't simply copy another shader 1:1 and just change some options. That breaks the Compatibility to one of the two.&lt;br /&gt;
So 'textures/&amp;lt;map-specific-folder&amp;gt;/&amp;lt;unique-shader-name&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
== Good Free Shaders ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt; Most common mistakes, which stop shaders from working are:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt; Badly written syntax. &amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For example:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;nbsp;textures/sky/box374&lt;br /&gt;
{&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;surfaceparm noimpact&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;surfaceparm nomarks&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;surfaceparm nolightmap&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;surfaceparm sky&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;q3map_lightimage textures/sky/box374.tga&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;qer_editorimage textures/sky/box374.tga&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;q3map_surfacelight 250 //80 mobb2&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;//q3map_lightsubdivide 1024&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;//q3map_globaltexture&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;q3map_sun 1.0 0.55 0.1 725 180 30 //0.85 0.55 0.65 //0.005 0.0 0.0 25 350 20 mobb2&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;skyparms env/box374/box374 - - &amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;You see? There is no parenthesis at the end of shader! Very common mistake! It will stop shader from working.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;&amp;amp;nbsp;Bad paths.&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;p&amp;gt;Same shader, different mistake:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; textures/sky/box374&lt;br /&gt;
{&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; surfaceparm noimpact&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; surfaceparm nomarks&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; surfaceparm nolightmap&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; surfaceparm sky&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; q3map_lightimage textures/WOOOOOOOOT????/box374.tga&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; qer_editorimage textures/sky/box374.tga&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; q3map_surfacelight 250 //80 mobb2&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; //q3map_lightsubdivide 1024&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; //q3map_globaltexture&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; q3map_sun 1.0 0.55 0.1 725 180 30 //0.85 0.55 0.65 //0.005 0.0 0.0 25 350 20 mobb2&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; skyparms env/box374/box374 - -&amp;amp;nbsp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Sometimes you write wrong path to the textures used in a shader. That will also make your shader not work.&lt;br /&gt;
  &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; [[Category:Textures]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:General_disclaimer&amp;diff=700</id>
		<title>Custom Map Makers Wiki:General disclaimer</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:General_disclaimer&amp;diff=700"/>
				<updated>2011-08-20T19:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Some of the icons by http://www.fatcow.com/free-icons licensed under Creative Commons Attribution 3.0&lt;br /&gt;
&lt;br /&gt;
We do NOT track any other user data that would be tracked by a pure html-website based http server.&lt;br /&gt;
&lt;br /&gt;
Cookies are set by the Software but you are free to &amp;quot;deny&amp;quot; them - You just can not log in without them.&lt;br /&gt;
&lt;br /&gt;
You are free to link to this Wiki but we don't like to see that you simply &amp;quot;steal&amp;quot; all the contents or parts of it.&lt;br /&gt;
&lt;br /&gt;
If you use a tutorial from this Wiki we would be happy if you backlink to this Wiki in your creation's description.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:General_disclaimer&amp;diff=699</id>
		<title>Custom Map Makers Wiki:General disclaimer</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:General_disclaimer&amp;diff=699"/>
				<updated>2011-08-20T19:48:29Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some icons by http://www.fatcow.com/free-icons licensed under Creative Commons Attribution 3.0&lt;br /&gt;
We do NOT track any other user data that would be tracked by a pure html-website based http server.&lt;br /&gt;
Cookies are set by the Software but you are free to &amp;quot;deny&amp;quot; them - You just can not log in without them.&lt;br /&gt;
You are free to link to this Wiki but we don't like to see that you simply &amp;quot;steal&amp;quot; all the contents or parts of it.&lt;br /&gt;
If you use a tutorial from this Wiki we would be happy if you backlink to this Wiki in your creation's description.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=694</id>
		<title>Custom Map Makers Wiki:Privacy policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=694"/>
				<updated>2011-08-20T19:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Wiki is very similar to the &amp;quot;Bigger Sister&amp;quot; Wikipedia.&lt;br /&gt;
&lt;br /&gt;
You can view their Privacy Policy at the following Page.&lt;br /&gt;
&lt;br /&gt;
http://simple.wikipedia.org/wiki/Wikipedia:Privacy_policy&lt;br /&gt;
&lt;br /&gt;
This Site does not feature manual user registration without Administrator interaction.&lt;br /&gt;
&lt;br /&gt;
So If you have an account you automatically apply to this policy - If you don't you are free to leave.&lt;br /&gt;
Just notify one of the Administrators and they will delete your user account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Contents though are under the License of the CMM Wiki from the second you publish them.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=693</id>
		<title>Custom Map Makers Wiki:Privacy policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=693"/>
				<updated>2011-08-20T19:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Wiki is very similar to the &amp;quot;Bigger Sister&amp;quot; Wikipedia.&lt;br /&gt;
&lt;br /&gt;
You can view their Privacy Policy at the following Page.&lt;br /&gt;
http://simple.wikipedia.org/wiki/Wikipedia:Privacy_policy&lt;br /&gt;
This Site does not feature manual user registration without Administrator interaction.&lt;br /&gt;
So If you have an account you automatically apply to this policy - If you don't you are free to leave.&lt;br /&gt;
Just notify one of the Administrators and they will delete your user account.&lt;br /&gt;
Your Contents though are under the License of the CMM Wiki from the second you publish them.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=691</id>
		<title>Custom Map Makers Wiki:Privacy policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:Privacy_policy&amp;diff=691"/>
				<updated>2011-08-20T19:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: Created page with &amp;quot;This Wiki is very similar to the &amp;quot;Bigger Sister&amp;quot; Wikipedia. You can view their Privacy Policy [url=http://simple.wikipedia.org/wiki/Wikipedia:Privacy_policy]Here[/url] - but this...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Wiki is very similar to the &amp;quot;Bigger Sister&amp;quot; Wikipedia.&lt;br /&gt;
You can view their Privacy Policy [url=http://simple.wikipedia.org/wiki/Wikipedia:Privacy_policy]Here[/url] - but this Site does not feature manual user registration without Administrator interaction.&lt;br /&gt;
So If you have an account you automatically apply to this policy - If you don't you are free to leave.&lt;br /&gt;
Just notify one of the Administrators and they will delete your user account.&lt;br /&gt;
Your Contents though are under the License of the CMM Wiki from the second you publish them.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:About&amp;diff=667</id>
		<title>Custom Map Makers Wiki:About</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:About&amp;diff=667"/>
				<updated>2011-08-20T18:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The custom map makers wiki''' - a repository for mapping for urban terror knowledge &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Custom Map Makers.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:About&amp;diff=666</id>
		<title>Custom Map Makers Wiki:About</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Custom_Map_Makers_Wiki:About&amp;diff=666"/>
				<updated>2011-08-20T18:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The custom map makers wiki''' - a repository for mapping for urban terror knowledge &lt;br /&gt;
&amp;amp;nbsp&lt;br /&gt;
[[File:Custom Map Makers.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Mapping:Create_your_first_room&amp;diff=636</id>
		<title>Mapping:Create your first room</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Mapping:Create_your_first_room&amp;diff=636"/>
				<updated>2011-08-20T16:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This tutorial aims to help you create your first room and, your first map. The tutorial isn't meant to be &amp;quot;the best way&amp;quot;, it's been created to introduce you to good practice, neat brushwork and a consideration of a 10 year old engine (soon to be given a new lease of life).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Before we begin==&lt;br /&gt;
I'm assuming before this tutorial begins that you have a correctly configured radiant, it doesn't matter which, the principles are pretty similar in all versions.&lt;br /&gt;
&lt;br /&gt;
If you've not yet configured radiant please see one of the sections about installing&lt;br /&gt;
&lt;br /&gt;
*links to installing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==First steps==&lt;br /&gt;
Before you begin any mapping project you should choose a name for the project and create an empty folder in your textures folder with that name. For the purpose of this tutorial our map is called '''myfirstmap''', it's short and snappy and easy to remember.&lt;br /&gt;
&lt;br /&gt;
Create a folder in your ''mapping/textures'' folder called ''myfirstmap''&lt;br /&gt;
&lt;br /&gt;
Find your '''shaderlist.txt''' file, normally this will be in the ''mapping/scripts'' folder. Open this with a text editor.&lt;br /&gt;
&lt;br /&gt;
Somewhere in this file, add the single line&lt;br /&gt;
&lt;br /&gt;
myfirstmap&lt;br /&gt;
&lt;br /&gt;
Save the file and close the editor&lt;br /&gt;
&lt;br /&gt;
==Textures / images==&lt;br /&gt;
For the purpose of this tutorial you'll need a couple of images. Download these 2 files and save them to your mapping/textures/myfirstmap folder&lt;br /&gt;
&lt;br /&gt;
[[File:Plaster.jpg|128px]] [[File:Bricks.jpg|128px]]&lt;br /&gt;
&lt;br /&gt;
Save these files as plaster.jpg and bricks.jpg&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Xreal.png&amp;diff=625</id>
		<title>File:Xreal.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Xreal.png&amp;diff=625"/>
				<updated>2011-08-20T16:30:37Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: Used the Icon of the DarkRadiant for it - as I don't know an official XreaL icon.
All Rights Reserved by the DarkRadiant Team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used the Icon of the DarkRadiant for it - as I don't know an official XreaL icon.&lt;br /&gt;
All Rights Reserved by the DarkRadiant Team.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=593</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=593"/>
				<updated>2011-08-20T16:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. &lt;br /&gt;
Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
== Understanding ==&lt;br /&gt;
&lt;br /&gt;
Shaders are written in a syntax that is really important.&lt;br /&gt;
&lt;br /&gt;
First you write the line how the shader is named - at which &amp;quot;shader&amp;quot; you call it in Radiant.&lt;br /&gt;
For Example plant_brush01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Following we can conclude out of the Shader:&lt;br /&gt;
It's in the folder 'textures' in the map-specific folder 'ut_subway' - If you have your own textures and your own shader it should be in that folder.&lt;br /&gt;
The Path only accepts forward slashes and single slashes - also I heard something like it should always be shorter than 64 signs... so complete sentences as shadername are a no-go :)&lt;br /&gt;
&lt;br /&gt;
(Also some restrictions: Max of 4096 Shader Files, 16384 &amp;quot;shaders&amp;quot; in the Whole Game, 8 Stages, 8 Texture Animations, 4 Texture Modifiers, 3 Deformations and 64 chars for the whole &amp;quot;shader-name-line&amp;quot;. Big Shoutout to [User:Rylius] for looking it up in the Quake 3 Arena Source. - some Values might have changed but that's basically it what you have to care for.)&lt;br /&gt;
&lt;br /&gt;
You should always name your shaders like your textures, however not _exactly_ the same as I got personally into some bugs with the Images.&lt;br /&gt;
Also you should have an own shader name - don't simply copy another shader 1:1 and just change some options. That breaks the Compatibility to one of the two.&lt;br /&gt;
So 'textures/&amp;lt;map-specific-folder&amp;gt;/&amp;lt;unique-shader-name&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
== Good Free Shaders ==&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=581</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=581"/>
				<updated>2011-08-20T15:54:45Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
== Understanding ==&lt;br /&gt;
&lt;br /&gt;
Shaders are written in a syntax that is really important.&lt;br /&gt;
&lt;br /&gt;
First you write the line how the shader is named - at which &amp;quot;shader&amp;quot; you call it in Radiant.&lt;br /&gt;
For Example plant_brush01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Following we can conclude out of the Shader:&lt;br /&gt;
It's in the folder 'textures' in the map-specific folder 'ut_subway' - If you have your own textures and your own shader it should be in that folder.&lt;br /&gt;
The Path only accepts forward slashes and single slashes - also I heard something like it should always be shorter than 64 signs... so complete sentences as shadername are a no-go :)&lt;br /&gt;
&lt;br /&gt;
(Also some restrictions: Max of 4096 Shader Files, 16384 &amp;quot;shaders&amp;quot; in the Whole Game, 8 Stages, 8 Texture Animations, 4 Texture Modifiers, 3 Deformations and 64 chars for the whole &amp;quot;shader-name-line&amp;quot;. Big Shoutout to [User:Rylius] for looking it up in the Quake 3 Arena Source. - some Values might have changed but that's basically it what you have to care for.)&lt;br /&gt;
&lt;br /&gt;
You should always name your shaders like your textures, however not _exactly_ the same as I got personally into some bugs with the Images.&lt;br /&gt;
Also you should have an own shader name - don't simply copy another shader 1:1 and just change some options. That breaks the Compatibility to one of the two.&lt;br /&gt;
So 'textures/&amp;lt;map-specific-folder&amp;gt;/&amp;lt;unique-shader-name&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
== Good Free Shaders ==&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=578</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=578"/>
				<updated>2011-08-20T15:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: /* Understanding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
=== Understanding ===&lt;br /&gt;
&lt;br /&gt;
Shaders are written in a syntax that is really important.&lt;br /&gt;
&lt;br /&gt;
First you write the line how the shader is named - at which &amp;quot;shader&amp;quot; you call it in Radiant.&lt;br /&gt;
For Example plant_brush01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Following we can conclude out of the Shader:&lt;br /&gt;
It's in the folder 'textures' in the map-specific folder 'ut_subway' - If you have your own textures and your own shader it should be in that folder.&lt;br /&gt;
The Path only accepts forward slashes and single slashes - also I heard something like it should always be shorter than 64 signs... so complete sentences as shadername are a no-go :)&lt;br /&gt;
&lt;br /&gt;
(Also some restrictions: Max of 4096 Shader Files, 16384 &amp;quot;shaders&amp;quot; in the Whole Game, 8 Stages, 8 Texture Animations, 4 Texture Modifiers, 3 Deformations and 64 chars for the whole &amp;quot;shader-name-line&amp;quot;. Big Shoutout to [User:Rylius] for looking it up in the Quake 3 Arena Source. - some Values might have changed but that's basically it what you have to care for.)&lt;br /&gt;
&lt;br /&gt;
You should always name your shaders like your textures, however not _exactly_ the same as I got personally into some bugs with the Images.&lt;br /&gt;
Also you should have an own shader name - don't simply copy another shader 1:1 and just change some options. That breaks the Compatibility to one of the two.&lt;br /&gt;
So 'textures/&amp;lt;map-specific-folder&amp;gt;/&amp;lt;unique-shader-name&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
== Good Free Shaders ==&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=574</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=574"/>
				<updated>2011-08-20T15:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: saving my work - formatting and additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
=== Understanding ===&lt;br /&gt;
&lt;br /&gt;
Shaders are written in a syntax that is really important.&lt;br /&gt;
&lt;br /&gt;
First you write the line how the shader is named - at which &amp;quot;shader&amp;quot; you call it in Radiant.&lt;br /&gt;
For Example plant_brush01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Following we can conclude out of the Shader:&lt;br /&gt;
It's in the folder 'textures' in the map-specific folder 'ut_subway' - If you have your own textures and your own shader it should be in that folder.&lt;br /&gt;
The Path only accepts forward slashes and single slashes - also I heard something like it should always be shorter than 64 signs... so complete sentences as shadername are a no-go :)&lt;br /&gt;
&lt;br /&gt;
(Also some restrictions: Max of 4096 Shader Files, 16384 &amp;quot;shaders&amp;quot; in the Whole Game, 8 Stages, 8 Texture Animations, 4 Texture Modifiers, 3 Deformations and 64 chars for the whole &amp;quot;shader-name-line&amp;quot;. Big Shoutout to [User:Rylius] for looking it up in the Quake 3 Arena Source. - some Values might have changed but that's basically it what you have to care for.)&lt;br /&gt;
&lt;br /&gt;
You should always name your shaders like your textures, however not _exactly_ the same as I got personally into some bugs with the Images.&lt;br /&gt;
Also you should have an own shader name - don't simply copy another shader 1:1 and just change some options. That breaks the Compatibility to one of the two.&lt;br /&gt;
So 'textures/&amp;lt;map-specific-folder&amp;gt;/&amp;lt;unique-shader-name&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User:Rylius&amp;diff=563</id>
		<title>User:Rylius</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User:Rylius&amp;diff=563"/>
				<updated>2011-08-20T15:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Le me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit by v3nd3tta: OMFG IT'S RYLIUS.&lt;br /&gt;
If you don't know him you will defenitely get to know him.&lt;br /&gt;
&lt;br /&gt;
If you're not doing everything wrong he may like you... or not. (yeah sorry it's his decision)&lt;br /&gt;
&lt;br /&gt;
Also don't feel bad to be trolled by him. He will do it. Don't ask why. Don't ask when. But be prepared.&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User:V3nd3tta&amp;diff=560</id>
		<title>User:V3nd3tta</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User:V3nd3tta&amp;diff=560"/>
				<updated>2011-08-20T15:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: Created page with &amp;quot;Call me V&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Call me V&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=554</id>
		<title>Textures:Shaders</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Textures:Shaders&amp;diff=554"/>
				<updated>2011-08-20T15:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.&lt;br /&gt;
&lt;br /&gt;
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.&lt;br /&gt;
&lt;br /&gt;
You must understand the difference between shader '''file''' and '''shader'''. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term &amp;quot;shader&amp;quot; for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's use example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/ut_subway/plant_bush01&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/w2k_bush1.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
textures/ut_subway/chain_link&lt;br /&gt;
{&lt;br /&gt;
        qer_editorimage textures/ut_subway/fence.tga&lt;br /&gt;
    	surfaceparm trans&lt;br /&gt;
   	//surfaceparm nonsolid&lt;br /&gt;
	//DeformVertexes autosprite2&lt;br /&gt;
	cull none&lt;br /&gt;
        nopicmip&lt;br /&gt;
	{&lt;br /&gt;
		map textures/ut_subway/fence.tga&lt;br /&gt;
		blendFunc GL_ONE GL_ZERO&lt;br /&gt;
		alphaFunc GE128&lt;br /&gt;
		depthWrite&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
	}&lt;br /&gt;
	{&lt;br /&gt;
		map $lightmap&lt;br /&gt;
		rgbGen identity&lt;br /&gt;
		blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
		depthFunc equal&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is fragment of shader file for &amp;quot;ut4_subway&amp;quot; map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. Complete manual explaining all the parameters, strings and variables is here: [http://www.custommapmakers.org/wiki/shaders/index.html here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like famous Rayne said once: 'It's all in the shaders'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:ZeroRadiant&amp;diff=392</id>
		<title>Radiant:ZeroRadiant</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:ZeroRadiant&amp;diff=392"/>
				<updated>2011-08-19T16:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: /* For linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Installation==&lt;br /&gt;
&lt;br /&gt;
===For linux===&lt;br /&gt;
[[http://daffy.nerius.com/radiant/ Installing ZeroRadiant for Linux]]&lt;br /&gt;
&lt;br /&gt;
===For windows===&lt;br /&gt;
[[Radiant:Install ZeroRadiant Windows]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:ZeroRadiant&amp;diff=391</id>
		<title>Radiant:ZeroRadiant</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:ZeroRadiant&amp;diff=391"/>
				<updated>2011-08-19T16:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: /* For linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Installation==&lt;br /&gt;
&lt;br /&gt;
===For linux===&lt;br /&gt;
[[http://daffy.nerius.com/radiant/ |Installing ZeroRadiant for Linux]]&lt;br /&gt;
&lt;br /&gt;
===For windows===&lt;br /&gt;
[[Radiant:Install ZeroRadiant Windows]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Modelling.png&amp;diff=341</id>
		<title>File:Modelling.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Modelling.png&amp;diff=341"/>
				<updated>2011-08-19T13:11:20Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: The Blender Icon - Copyright by the Blender.org Team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Blender Icon - Copyright by the Blender.org Team&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Urt_hd.png&amp;diff=339</id>
		<title>File:Urt hd.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Urt_hd.png&amp;diff=339"/>
				<updated>2011-08-19T13:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;V3nd3tta: The &amp;quot;Official&amp;quot; Urban Terror 4.2 / Urban Terror HD icon taken off the www.urbanterror.info website.
All Rights Reserved 2011 by Frozen Sand Team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Official&amp;quot; Urban Terror 4.2 / Urban Terror HD icon taken off the www.urbanterror.info website.&lt;br /&gt;
All Rights Reserved 2011 by Frozen Sand Team&lt;/div&gt;</summary>
		<author><name>V3nd3tta</name></author>	</entry>

	</feed>