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Tutorial On QuArK Entities
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Entity Browser:
1) Go to the command menu and select insert map item (the short cut for "insert map item" is the "insert" button.)
2) The menu looks like this:
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Useful entity groups:
1) Complex polyhedrons: A group of useful poly's containing several prisms, a cone, and a rough sphere.
2) Duplicators & Misc: A great set of options for duplicating different objects in different ways.
3) Player starts: Gotta have these.
4) Env_entities: A variety of special effects etc.
5) Func_entities: The group of the most useful and common entities, contains things such as doors, windows, ladders, and just about every other basic map necessity.
6) Light_entities: Every thing you need to light your map.
7) Trigger_entities: A bunch of useful tools for "triggering" other entities.
8) Misc: Contains many useful, slightly more complicated, entities such as the multi_manager (very very useful tool), the cycler_sprite (for eye candy and fx like the chicken in cs_italy) and the ambient_generic (for sound fx).
9) Counter-Strike Entities: Every thing you need to make a CS map.
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Inserting a map item:
Use the entity browser to find the entity you want then double click the entity to insert it. Lets try inserting a func_wall, it will be found in the func_entities folder.
Now that you've inserted the func_wall lets take a look at how to configure it.
1) Shape the func_wall to how you want it to look, and give it the texture that you want.
2) Click the list button, scroll down it until you find the entity you inserted, then double click on the entity. Should look something like this:
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3) Editing specifics: Lets say that we want this func_wall to be a piece of glass. First give the entity a glass texture. Now go down to where it says "rendermode" under the specifics, press the down arrow in the "Arg" column, and select "texture" for the "rendermode" (this is the best "rendermode" to use on a piece of glass). Finally go to the "renderamt" and type in a value of 100 in the "Aug" column (this is a good amount of "renderamt" to use in glass, experiment with different values to get the desired effect). Note* The func_wall will not look see through in the 3d view, you will have to compile the map to see what it looks like.
4) Removing a specific: Lets say that you accidentally gave the func_wall a "targetname" and you didn't want it to have one. This is how you would remove it when it has a "targetname" that appears darker then Specifics without values (values: something in the "Arg" column) (this means that nithing will target but it will expect something to messing the entity up). To remove it simply click on the "specific" you want to remove and press the "-" button. The "specific will then turn lighter then "specifics" with values and the "value" (Arg) will be removed.
5) Adding specifics: Lets say that you had a hostage and you wanted to change its skin. The default skin is 1 and will not be changed until you add a specific that changes it. First insert a "hostage_entity", this is found in the "counter-strike entities" folder and then in the "CS hostage folder". Bring up the objects properties or specifics like shown before, it should look something like this:
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Press the "+" button to add a specific. Give the specific a name, call it "body". Give it a value (Arg) of anywhere from 1 to 4. 1 is the default body and 2, 3, and 4 are the three other different scientist skins. Its should look like this when your done:
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Duplicating Entities:
There are two ways to duplicate entities:
1: To duplicate the entire entity (a good circumstance for duplicating entities would be to make a bunch of breakable windows in a house). To do this you want every entity to be dissociated with its original so that every window breaks individually, here is how you do it: First select the entity in the list like this:
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Then go to the edit menu and click duplicate. After you have done this move the duplicated entity to where you want it.
2: To duplicate a poly and keep it associated with the original entity: (useful if you want one or more objects to break at the same time) To do this select the poly located in the entity like this:
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Then duplicate the poly and move it to where you desire it.
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Associating ploys with entities:
Useful, for example, if you have a poly that you want to change into a func_breakable or something. First make insert a func_breakable anywhere in the map, it should look like this:
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Where the "poly" is the object you want to associate with the func_breakable. Second open the func_breakable up and delete the poly inside of it, it should look like this:
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Then click on the poly, drag it onto the func_breakable and release so it looks like this:
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Dissociating ploys with entities:
To do the reverse first open the entity up so you can see its poly, then click on and drag the poly to where it says "worldspawn" at the top of the list. Next release it on "worldspawn". Finally go back down to the empty entity and delete it because a empty entities that are not supposed to be empty can cause errors.
Well that's about it for inserting and configuring entities in quark. If you've understood all of what I've said here then you should have no problem with entities in the future.
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