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Editing FTEQW Modding

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== Terrain & build in terrain editor ==
 
== Terrain & build in terrain editor ==
FTEQW supports large scale terrain maps that can be edited with the in-game terrain editor that comes with the CSAddon. See a small tutorial [https://spawnhost.wordpress.com/2012/08/14/on-the-rocks/ here] (''should be probably mirrored here at some point'').
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FTEQW supports large scale terrain maps that can be edited with the in-game terrain editor that comes with the CSAddon. See a small tutorial [https://spawnhost.wordpress.com/2012/08/14/on-the-rocks/ here] (''should be probably mirrored here at some point'')
 
 
Terrain is added in worldspawn by specifying the section size (for example 1024) and how many sections you want in the X and Y directions (mins/maxs), for example 16 x 16 for 16000 x 16000 quake units.
 
 
 
A terrain can have 4 different textures which are also properly blended. Painting is much like using an airbrush. Using the brush you can also lower and raise the terrain with different brush sizes. Holes in the terrain is also supported.
 
 
 
The terrain is somewhat separate from the BSP map. You can just delete the terrain files and start over. You don’t even need to recompile the map for this.
 
  
 
=== Ocean rendering for terrain maps ===
 
=== Ocean rendering for terrain maps ===
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Then the default tile is underwater, giving you a nice big ocean type thing.
 
Then the default tile is underwater, giving you a nice big ocean type thing.
  
If you want waves and foam and other extra stuff, then you'll need to modify the glsl, which gets quite complicated (foam needs depth info, which you should be able to get with refraction fbos, but its a bit more expensive).
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If you want waves and foam and other extra stuff, then you'll need to modify the glsl, which gets quite complicated (foam needs depth info, which you should be able to get with refraction fbos, but its a bit more expensive).  
  
 
== FBSP map support ==
 
== FBSP map support ==

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