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Editing Getting Started Mapping

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Now we're ready to begin our map. Our brush is currently a sad, untextured grey. Let's fix that by putting a texture on it. '''Select the brush''' in the 3D view by '''Left Clicking''' on it, it will shade red when selected, and show some 'laser lines' extending from it's bounds. Now, let's put a texture on it. We're going to make this a floor, so find a good floor texture in the browser and '''Left Click''' on it to '''apply''' it. I'm using ''city4_2''.
 
Now we're ready to begin our map. Our brush is currently a sad, untextured grey. Let's fix that by putting a texture on it. '''Select the brush''' in the 3D view by '''Left Clicking''' on it, it will shade red when selected, and show some 'laser lines' extending from it's bounds. Now, let's put a texture on it. We're going to make this a floor, so find a good floor texture in the browser and '''Left Click''' on it to '''apply''' it. I'm using ''city4_2''.
  
You can '''select a single face''' of a brush by '''Shift-Left Clicking''' a face, and '''select multiple faces''' by '''Ctrl-Shift-Left Clicking'''. In the upper right of Trenchbroom, we can also choose to offset, scale, or rotate this texture on our brush. Textures dimensions Quake must be [http://en.wikipedia.org/wiki/Power_of_two powers of 2], often 64x64 or 128x128, so you will generally shift them by 1, 2, 4, 8, 16, 32, or 64 units. Scale is a multiplier, so to make textures 'smaller' you will use numbers smaller than 1, such as 0.5 for half-scale. Scale can also be use to mirror a texture, so a scale of -1 will flip it. Rotation is in degrees, 0-360, and negative values are allowed.
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In the upper right of Trenchbroom, we can also choose to offset, scale, or rotate this texture on our brush. You can '''select a single face''' of a brush by '''Shift-Left Clicking''' a face, and '''select multiple faces''' by '''Ctrl-Shift-Left Clicking'''. Textures dimensions Quake must be [http://en.wikipedia.org/wiki/Power_of_two powers of 2], often 64x64 or 128x128, so you will generally shift them by 1, 2, 4, 8, 16, 32, or 64 units. Scale is a multiplier, so to make textures 'smaller' you will use numbers smaller than 1, such as 0.5 for half-scale. Scale can also be use to mirror a texture, so a scale of -1 will flip it. Rotation is in degrees, 0-360, and negative values are allowed.
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