![]() A single brush or a linked grouping of brushes can be turned into a brush entity. ![]() ![]() In its most basic form, it’s a block, a solid rectangular volume defined by the coordinates of its corner vertices. The “brush” is the basic building block of Quake engine games (including Quake, Quake 2, Quake III Arena, and a host of games using the engine licenses). The actual entities and the rules and tips for their use are listed in Appendix B.īrush entities. The following are the general category of entity types. Typically, they are displayed as brightly colored cubes (for those entities not constructed of brushes). ![]() Entities are a broad category that not only includes simplistic editor representations of game play objects like weapons and ammo, but also includes diverse things like player start spots, and lights. World Geometry represents the brushes (the Q3A term for the blocks of geometry used to build the physical game world) and patches (anything built with calculated curves). Quake III Arena divides map components into two classes: World Geometry and Entities. ![]()
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