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Editing Getting Started Mapping

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Working Folder should be set to where you save your .map files. Output Folder needs to be set to Quake's '''\id1\maps\''' directory where it searches for levels, such as '''C:\Quake\id1\maps\'''. You may need to create this directory if you do not already have it. When mapping for mods, such as [[Quoth]], this directory will be '''\quoth\maps\''' instead. Exit Preferences once this is all complete.
 
Working Folder should be set to where you save your .map files. Output Folder needs to be set to Quake's '''\id1\maps\''' directory where it searches for levels, such as '''C:\Quake\id1\maps\'''. You may need to create this directory if you do not already have it. When mapping for mods, such as [[Quoth]], this directory will be '''\quoth\maps\''' instead. Exit Preferences once this is all complete.
  
In the main dialog of the GUI, we need to set a couple of more things. First is the '''Source Map''', which is the .map file we just created. We also need to set the '''Quake Engine''' we are using. This will be an executable inside your Quake directory, such as "GLQuake.exe" or "Quakespasm.exe" or "Darkplaces.exe". If you require any Command-line Arguments when running Quake, or if you are mapping for a mod (ex: "-hipnotic -game quoth" when making a map for the Quoth mod), place them in the line provided.
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In the main dialog of the GUI, we need to set a couple more things. First is the '''Source Map''', which is the .map file we just created. We also need to set the '''Quake Engine''' we are using. This will be an executable inside your Quake directory, such as "GLQuake.exe" or "Quakespasm.exe" or "Darkplaces.exe". If you require any Command-line Arguments when running Quake, or if you are mapping for a mod (ex: "-hipnotic -game quoth" when making a map for the Quoth mod), place them in the line provided.
  
 
==QBSP==
 
==QBSP==
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Once you're done examining our full-bright room, exit Quake and let's get some light working. Back in our compiling GUI, uncheck the box next to the word "QBSP", and check the box next to the word "LIGHT". Compile again, and once back in Quake, our map is now nicely shadowed!  
 
Once you're done examining our full-bright room, exit Quake and let's get some light working. Back in our compiling GUI, uncheck the box next to the word "QBSP", and check the box next to the word "LIGHT". Compile again, and once back in Quake, our map is now nicely shadowed!  
  
General lighting in Quake is not dynamic, but is calculated by our light compiler into what are known as "lightmaps", which are stored in our .bsp file. By default, all lights have a linear falloff, but more modern light compilers (such as the light compiler provided in TyrUtils) have functionality to support other falloffs. Light, especially with some of it's command-line arguments for improving details, on more complex maps can often take awhile to complete, so often when testing small changes to your map like a couple of new monsters, you may not bother running it. This may be obvious, but if you have no light entities in your map and run light, your map will be fully dark.
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General lighting in Quake is not dynamic, but is calculated by our light compiler into what are known as "lightmaps", which are stored in our .bsp file. By default, all lights have a linear falloff, but more modern light compilers (such as the light compiler provided in TyrUtils) have functionality to support other falloffs. Light, especially with some of it's command-line arguments for improving details, on more complex maps can often take awhile to complete, so often when testing small changes to your map like a couple new monsters, you may not bother running it. This may be obvious, but if you have no light entities in your map and run light, your map will be fully dark.
  
 
See [[Light (map compiling)]] for more information and common command-line arguments.
 
See [[Light (map compiling)]] for more information and common command-line arguments.

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