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Editing Getting Started Mapping

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When you first open Trenchbroom, you should have something much like the image on the right, but before we dive into some editing, there's a couple of things to set up. First, you likely won't see the little [[Quakeguy]] models, or any of the entity models, in the lower right section of your Trenchbroom in the Entity Browser. To fix this, go to '''View>Preferences...''' and set your Quake Path to where your Quake is installed (ex: C:\Quake\). Once you've set this, Trenchbroom will remember it for all future maps you make. Other settings here include OpenGL display settings, and Mouse sensitivity and axis inverting if you wish to modify these.
 
When you first open Trenchbroom, you should have something much like the image on the right, but before we dive into some editing, there's a couple of things to set up. First, you likely won't see the little [[Quakeguy]] models, or any of the entity models, in the lower right section of your Trenchbroom in the Entity Browser. To fix this, go to '''View>Preferences...''' and set your Quake Path to where your Quake is installed (ex: C:\Quake\). Once you've set this, Trenchbroom will remember it for all future maps you make. Other settings here include OpenGL display settings, and Mouse sensitivity and axis inverting if you wish to modify these.
  
Next, we need to let Trenchbroom know which textures we want to use for this map. Go to '''Edit>Map Properties...''' and in the lower half of this dialog, you'll see the empty list of Texture Wads. Click on the '''+''' button, and browse to the '''Q.wad''' you downloaded earlier. You will be asked how you would like to store the path, leave the default 'Absolute' selected, and click Ok. Close out of the Map Properties dialog, and click on the '''Face tab''' in the upper right of Trenchbroom. You should now see all the Quake textures loaded in the lower right browser. Every time you create a new map, you will need to follow these steps to choose which texture wad you'd like to use.
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Next, we need to let Trenchbroom know which textures we want to use for this map. Go to '''Edit>Map Properties...''' and in this lower half of this dialog, you'll see the empty list of Texture Wads. Click on the '''+''' button, and browse to the '''Q.wad''' you downloaded earlier. You will be asked how you would like to store the path, leave the default 'Absolute' selected, and click ok. Close out of the Map Properties dialog, and click on the '''Face tab''' in the upper right of Trenchbroom. You should now see all the Quake textures loaded in the lower right browser. Every time you create a new map, you will need to follow these steps to choose which texture wad you'd like to use.
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==Painting the town==
 
==Painting the town==

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