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Editing Getting Started Mapping

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Each face of a brush is allowed 1 [[Textures|texture]], which can be rotated, scaled, and translated. But where do we get our textures? They are stored in [[Texture_Wad|.wad files]], which are a collection of textures to be used in levels. If you are familiar with older Doom/Doom2 level design, these are NOT the same as their [http://doomwiki.org/wiki/WAD WAD files], despite having the same name.
 
Each face of a brush is allowed 1 [[Textures|texture]], which can be rotated, scaled, and translated. But where do we get our textures? They are stored in [[Texture_Wad|.wad files]], which are a collection of textures to be used in levels. If you are familiar with older Doom/Doom2 level design, these are NOT the same as their [http://doomwiki.org/wiki/WAD WAD files], despite having the same name.
  
We also need [[Map_compiling|compilers]], which take our raw .map file and turn it into a .bsp file which Quake can load. There are 3 compilers which are used: [[QBSP]], which turns the .map into a .bsp. [[Light_(map_compiling)|Light]], which calculates all the lighting information in the .bsp using our .map's instructions. And [[Vis]], which calculates visibility in the level to optimize Quake's rendering.
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We also need compilers, which take our raw .map file and turn it into a .bsp file which Quake can load. There are 3 compilers which are used: QBSP, which turns the .map into a .bsp. LIGHT, which calculates all the lighting information in the .bsp using our .map's instructions. And VIS, which calculates visibility in the level to optimize Quake's rendering.
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=Tools of the trade=
 
=Tools of the trade=

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