OK.

Whatcha got here are a few prefab objects that I designed for use in Worldcraft by Ben Morris.

For those of you still using the unregistered version of Worldcraft (you should get the regg'ed version, really!), you can load these .rmf files up and take a peek at what's in them using the Camera tool and the Textured 3D Preview window.

Using these files with the unregistered version involves opening them along with the map you're working with. Click on Window on the toolbar to move from your map to one of the prefab windows. Select the object you want to use, copy it to the clipboard (CTRL-C), click Window again to go back to your map and hit Paste (CTRL-V) to paste the object in your map.

Due to some of the smaller pieces in these objects, it might be good to set your grid down to 4 units before positioning them where you want them. Use the 3D Textured View and the Camera tool to see what you're doing. It beats the hell out of recompiling your level everytime you add something new!

There are all sorts of stairs and bits and pieces of stairs in the p_stairs.rmf file. The majority of these will go from any zero height to 128 units higher. There are groups of 3 and 4 risers that can be used to make staircases with. Coming soon! - A spiral staircase. You'll also see some bannisters and railings that you might want to use.

The p_arch1.rmf file has several arches and the cutout tools for each. The cutout tools in all the prefab files are textured with the afloor1_3 texture. What you do is, make a wall and then use the cutout tool to cut the doorway with. If you don't know what I'm talking about, then you need to read the Help File topic: CARVING. Then, copy and paste the arch in the doorway you just cut. The arches are grouped - that is, you can move them in one piece. You can also resize them. Right now, they're 16 thick - if you want thicker ones, just copy and paste one of them onto your map and resize it to fit any dimension you desire.

Another item in the p_arch1 file is a long cutout tool for making an arched hallway. Make a block, copy and paste the cutout tool in your map - insert the cutout tool in the block you want to use as a hallway and hit Carve. Then (the cutout tool will still be selected), either delete the tool or shove it over to the side to make a new hallway with. The tools, just like the arches, stairs and other items in this zip file can be resized, retextured, and rotated to fit any situation you might choose.

Now for the windows... There are 2 different files here - p_windo1 and p_windo2. P_windo1 has 2 circular windows in it along with a third window that shows what the finished product could look like. The small window is 64x64 and the larger one is 128w x 112h. Next to each window you will see the crossbars that can be inserted in them. It's up to you whether to use them or not. The reason I separated them is because it makes retexturing the 'frame' easier. The crossbars are already grouped for easy movement.

The p_windo2 file has 2 regular windows and their 'frames'. THESE OBJECTS ARE IN TWO SEPARATE GROUPS!!! The windows themselves are a group and the brick wall surrounding them is another group. This was done so that you could easily change the wall or window texture to whatever you like. THEREFORE: Before you copy them to move them to your map, you will need to select the windows AND the surrounding walls. To do this, left click on the wall and then CTRL left click the window. This will select both the wall and the window inside it. Now Copy, goto your map and then Paste. After you have the wall or window (or both, I don't care) textured to your liking, select both of them again and Group them with CTRL-G, if you're going to be moving them around or copying and pasting them in other locations.

You may have noticed by now that there is a 'wall' and sometimes a 'floor' in some of the prefab files. These were added to make the object(s) more visible in the 3D preview. With the registered version, you would not need them.

Hey, c'mon, it's only $30. You spend that much on pizza every week! If you're really serious about Quake editing, go on a pizza fast for one lousy week and give Ben his just reward!

Back from commercial:

P_tfnums.rmf is for all you TeamFortress D00dz out there. These are the numbers ONE and TWO that you can paste onto the walls of the respective 'forts' so the players know where they are.

P_tfobjs.rmf contains the TeamFortress objects - info_tfgoal, info_tfdetect, etc., which you can paste into your maps. Once pasted, select them, right-click, choose Properties, and edit them if you need to. Worldcraft makes it easy! For easy reference, I've placed the ojcects so: Left side (XY View) Team ONE objects. From bottom to top, they are: info_player_teamspawn, info_tfgoal (backpack), info_tfgoal (Touchdown! entity), item_tfgoal (the Flag). The extreme right side has the same entities (from bottom to top) for Team TWO. The lonely one in the middle is the info_tfdetect entity.

P_chandlr.rmf contains a few chandaliers to hang from the ceiling. The entities attached to them are small walltorches. To get the best alignment, turn your gridsnap down to 2 when you're positioning them. There is one with no torches that you can fill in the blanks with whatever you like. :)

P_slpgate1.rmf is the Military Slipgate from Quake and all the objects and entities surrounding it. It's already grouped. After pasting it into your map, you might want to remove some of the entities or other objects. No problem, just select then click UnGroup or hit CTRL-U. The trigger_changelevel entity will have to be edited to change to whatever new map you want it to, or you can just delete it if you like (remember to UnGroup first!).

P_tpgate.rmf contains two teleporters of my own design. If you look inside, you can see that the floor and ceiling textures are different. The trigger entities can be edited by you - same for the info_teleport_destination entities.

A note here about triggers: if you look at the properties for these triggers, you'll see that they are set at 270 degrees - seemingly just opposite of what they should be. This is the correct angle! Setting them at 90 degrees would trigger them from INSIDE the teleporter. So, when you set the angle of a trigger, remember to face it in the OPPOSITE direction from the direction it will be triggered from. The way these triggers are, the player appearing inside the teleporter can walk thru them without triggering anything. But, a player entering the teleporter from the OUTSIDE will set the trigger off.

P_stlmp.rmf contains several streetlamps. The light entities are facing down and have a brightness of 300. The streetlamps and the light entities are all one group. If you ungroup them (to add more light entities or change the properties of the existing light), the streetlamp itself will still exist as a seperate group. To change the textures of the streetlamp (change the texture of the pole, for instance), you will have to UnGroup the streetlamp.

The two partial lamps on the far right side (in the XY View) can be stuck on the side of a building or a sign.

And, lastly, p_millite.rmf is the little Military light found on the first (the Base) Quake level.

Look for more prefabX.zips in the future. Add them to your library! This beats making new objects over and over everytime you need one.

Happy Editing,

Imaginos - called Destinova - the Magna of Illusion

destinova@hotmail.com
