Oki... here is the first little brief tutorial on how to map using TomazQuake engine and Tomaz mod...

Mapping 1.2

Engine mapping (doesnt require the mod to be used)

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Colored Lights
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This is one of the nicest things i ever seen... (and i dont mean that MY version is the nicest but colored lights overall) To make colored light u just have to put a "_Color" "? ? ?" on your light entities... Then just calculate the light with LordHavoc's hlight.exe or my TomazLight.exe which produces a lit file (lit files are small files that contains the colored information of a map). By using lit files the map can be played on engines that doesnt support lit or doesnt even support colored lights.. dosquake for example. But then the map will have ordinary light :).
I would really recommend using LordHavoc's hlight.exe... it tkaes a light and lights the whole room... as a REAL LIFE light... So the LIGHT value only tells how bright or dark the light should be but it still lights the whole room... so a single light in the middle of a big room with the vaule of 50 would light the WHOLE room but very dark... a light with the value of 400 would still just light the room but make a brighter light... I hope this is somewhat understandable... and when u use _color "red green blue" u can use any numbers.."30 10 10" is the same as "3 1 1" so in order to make a bright red u use a high light value and _color "1 0 0" and dark red u just make the light value smaller.... enuf with this for now... 

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Windows
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This is really simple. Just name a texture t!10, t!20, t!30, t!40, t!50, t!60, t!70, t!80 or t!90..
These r the 9 values supported and !10 is very little transparent and !90 is like the brush isnt even there :). So if u have a texture called wall01_1 and want it to be 50% transparent. then just use some wad altering prog like Adquedit and open the wad and duplicate that texture and rename it t!50wall01_1. Then when u map with it it will be 50% transparent... I hope this is clear enough.. U also need to make the brush u put the texture on to be a func_wall or something like that.. (i think it works with any entity)

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TGA Textures
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This is the simplest thing of it all :) Just make a folder called textures in the id1 folder if it isnt already there. Then if u have a texture called wall01_1 in your map. Then just make a tga named wall01_1.tga and put it in the texture folder and it will use the tga on the map instead of the built in texture. Note that u doesnt use the tga when u map. u have to have a wad as usuall when u map.

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Volumetric Fog
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This doesnt work as it should but all u have to do is to put a texture named "fog" on a brush and it becomes fog. But remember that it doesnt work as it should. Its only in VERY early beta stages. U also need my altered QBSP.exe thats called TQBSP to get it to work.

Mod Mapping

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Snow, Rain and Lightning
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For the snow, rain and lightning u need the mod as well. Or if u want it in your mod then just grab the qc src on my page and "STEAL" the efx.qc...
BUT I WANT CREDIT IF U DO :)

This is also really simple. Just add an entity in the map called func_snow, func_rain or func_lightning. and then it will snow or rain the same size as the entity is. Bigger brushes means less rain. cos no matter how big the brush is it spawns 10 flakes or drops every sec. so if u want REAL dense rain then u need many small entities... But the laboration of that is up to u. :) And the with the func_lightning it will randomly spawn a lightning somewhere in the brush entity and send it down until it hits something. If u get hit by the lightning u take 10 damage. Hope this is enough explanation to.

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Other non mapping stuff
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Well first of i guess is how to use TGA's on all the different things in the game. I havent tried every little possible way of doing it so i would appreciate some feedback on how it works.

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TGA's on sprites
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This on is easy. Just add an tga with the same name as the sprite and with an _"number of frame" to the end of it. As example. Id's original explosion sprite is in id1/progs and is called "s_explod.spr". It has 6 frames. Then the TGA's would be "s_explod_0.tga", "s_explod_1.tga" and so on. And the TGA's goes in the same folder as the sprite is.

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TGA's on models
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Same as with sprites but instead of the frame number u add the skin number. So like "invisibl.mdl" which is the invisibility ring. It only has 1 skin so the TGA would be "invisibl_0.tga".

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All other TGA's
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All other TGA's as menu graphics and conbacks and conchars all goes in the gfx folder.

One thing that works for all these TGA functions is that the TGA can be any size. If its to small it is stretched to fit the original LMP size. ANd if its to big then it is shrunk to fit.

Another thing is that all these talk about TGA's also work with PCX's.

A third thing is in order to get transparency in the TGA's u have to add an "alpha channel". I mainly use Photoshop for that cos its real simple to do with it. But if u have any other prog and need help im sure we can solve it.

And sorry for my BAD english....

If there is something u dont understand or that i have explained badly then u r very welcome to mail me...

Tomas "Tomaz" Jakobsson

tompsson@hotmail.com
www.quakemods.net/tomaz
