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More Q3Radiant Basics

In this tutorial I'll go over some other 'basics' of q3r that you would never have thought to have existed. This page mainly deals with the 'common' texture set so...


common/caulk is a very useful texture for speeding up map compiles and stopping those annoying texture clashes. This texture will become very important when making curves. Caulk works by being applied to a surface that will not be seen during the game, the outside of a room for example. Caulk should never be visible in a game, it will lead to a smooshy mess in your view as the player. Caulk brushed can be used to seal maps but the are not drawn in the game, you can use them to create an emergency environment box when you can't find a leak or you can use them to seal that corner behind your inverted bevel.


When you do not want a surface to be drawn this is the texture that you give it, simple really. This is the texture that you use to create sprites by making a nodraw brush then applying a texture only to one side of it. This is how you can utilise those fan textures and flame textures.

Trigger, Teleport etc...

These simply help you to remember what's what by texturing otherwise invisible entities with them. These textures are visible in q3r but are not drawn at all during compiling or running.

Useful feature:

I love CSG Subtract it is useful. PAK-9 hates it. Let me explain it by diagram:

Basically CSG Subtract is for carving brushes and I got bored so played with MS Paint for a bit. Yeah I then resaved to jpeg in another program if that's what your thinking.


If you forget some of this stuff don't worry it's not necessary but it is helpful.
















We at the FNF fully endorse MS Paint as the truly superior art package, we shun Photoshop and PSP as editors. Also we endorse varying shareware utilities and '30-day' trial programs as converters from .bmp to .jpg.