About: Mapping manual/Your first map   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Generally speaking, every editor has several views which can be organized in order to fit the mapper's needs; among them we can appreciate: * (C) The Camera view, a 3D look of how the unlit map brushes are organized in your map. * (XY) The 2D Upper view. * (XZ) The 2D Front view. * (YZ) The 2D Side view. * (T) The Texture browser. * (O) The Console output. * (XYZ) A customizable 2D view capable of switching between XY-XZ-YZ views.

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  • Mapping manual/Your first map
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  • Generally speaking, every editor has several views which can be organized in order to fit the mapper's needs; among them we can appreciate: * (C) The Camera view, a 3D look of how the unlit map brushes are organized in your map. * (XY) The 2D Upper view. * (XZ) The 2D Front view. * (YZ) The 2D Side view. * (T) The Texture browser. * (O) The Console output. * (XYZ) A customizable 2D view capable of switching between XY-XZ-YZ views.
dbkwik:openarena/p...iPageUsesTemplate
abstract
  • Generally speaking, every editor has several views which can be organized in order to fit the mapper's needs; among them we can appreciate: * (C) The Camera view, a 3D look of how the unlit map brushes are organized in your map. * (XY) The 2D Upper view. * (XZ) The 2D Front view. * (YZ) The 2D Side view. * (T) The Texture browser. * (O) The Console output. * (XYZ) A customizable 2D view capable of switching between XY-XZ-YZ views. In many editors for other games, you can adapt your window viewport arrangement to your needs. In the *Radiant editors, however, you only have four predefined arrangements: * Default: (XYZ) to the very left, (C) to the top-right, (T) to the middle-right, and (O) covering the whole bottom. * Floating: Three separate, floating window viewports, with the (XYZ), (C) and (T) views. * Four-square: The interface is divided in four quadrants: (C) at top-left, (XY) at top-right, (XZ) at bottom-left and (YZ) at bottom-right. * Default inverted: Same as Default, except that (C) and (T) occupy now the left side and (XYZ) is located at the right side. The most recommended view to use is the Four-square one, as it covers every area the mapper needs, and the Texture Browser and Console Output can be called later anyway.
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