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	<id>https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UniqPhoeniX</id>
	<title>Unvanquished - User contributions [en-gb]</title>
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	<updated>2026-04-04T19:46:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=567</id>
		<title>Old/Mapping</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=567"/>
		<updated>2012-07-29T02:09:35Z</updated>

		<summary type="html">&lt;p&gt;UniqPhoeniX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Tutorials==&lt;br /&gt;
&lt;br /&gt;
[http://tremulous.net/forum/index.php?topic=14411.0 Useful mapping links thread on Tremulous forums]&lt;br /&gt;
&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453200/Starting%20Tremulous%20Mapping Starting Tremulous Mapping]&lt;br /&gt;
&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes Understanding Vis and Hint Brushes]&lt;br /&gt;
&lt;br /&gt;
[http://q3map2.everyonelookbusy.net/shader_manual/ Shader Manual]&lt;br /&gt;
&lt;br /&gt;
==Basic Guidelines==&lt;br /&gt;
&lt;br /&gt;
Player sizes, in quake units (qu)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Dretch		||30^3&lt;br /&gt;
|-&lt;br /&gt;
|Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk	||36^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Basilisk	||42^3&lt;br /&gt;
|-&lt;br /&gt;
|Marauder	||46×46×36&lt;br /&gt;
|-&lt;br /&gt;
|Adv Marauder	||50×50×40&lt;br /&gt;
|-&lt;br /&gt;
|Dragoon	||52×52×55&lt;br /&gt;
|-&lt;br /&gt;
|Adv Dragoon	||58×58×66&lt;br /&gt;
|-&lt;br /&gt;
|Tyrant		||64×64×92&lt;br /&gt;
|-&lt;br /&gt;
|Human		||30×30×56&lt;br /&gt;
|-&lt;br /&gt;
|Crouching	||30×30×40&lt;br /&gt;
|-&lt;br /&gt;
|Battlesuit	||30×30×72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players will need an opening at least 1qu wider to fit through (possibly 2). In addition, player bounding boxes do not rotate, which means diagonal corridors would need to be wider (thus the majority should be axis aligned&lt;br /&gt;
&lt;br /&gt;
Map scale:&lt;br /&gt;
32qu = 1m&lt;br /&gt;
&lt;br /&gt;
Doorways should be a minimum of 3x3m, preferably around 4x4m. Corridors should be a minimum of 5m wide, although it is ''possible'' to use a mix of 4-5m (see Niveus for an example), and at most 8m wide. Do not create corridors more than 40m long without plenty of cover.&lt;br /&gt;
Currently large open areas and underwater areas are very human biased.&lt;br /&gt;
&lt;br /&gt;
Alien bases need cover to hide things behind, the entrances should be ~4x4m and should not be easily visible from outside other entrances.&lt;br /&gt;
&lt;br /&gt;
==New Features==&lt;br /&gt;
&lt;br /&gt;
You may be interested in the list of [[Engine features|engine features]].&lt;br /&gt;
&lt;br /&gt;
* [[Navigation Meshes]]&lt;br /&gt;
&lt;br /&gt;
==Where to place your map files==&lt;br /&gt;
&lt;br /&gt;
The most convenient place across platforms is to place your .bsp files and any other assets in the &amp;lt;code&amp;gt;main/maps/&amp;lt;/code&amp;gt; subfolder of the [[Running_the_game#Data_locations|data location]] appropriate to your system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [http://ingar.satgnu.net/gtkradiant/ Ingar's NetRadiant builds]&lt;br /&gt;
* [http://www.custommapmakers.org/wiki/index.php/Main_Page Custom Map Maker's Wiki]&lt;/div&gt;</summary>
		<author><name>UniqPhoeniX</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=566</id>
		<title>Old/Mapping</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=566"/>
		<updated>2012-07-29T02:09:06Z</updated>

		<summary type="html">&lt;p&gt;UniqPhoeniX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Tutorials==&lt;br /&gt;
&lt;br /&gt;
[http://tremulous.net/forum/index.php?topic=14411.0 Useful mapping links thread on Tremulous forums]&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453200/Starting%20Tremulous%20Mapping Starting Tremulous Mapping]&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes Understanding Vis and Hint Brushes]&lt;br /&gt;
[http://q3map2.everyonelookbusy.net/shader_manual/ Shader Manual]&lt;br /&gt;
&lt;br /&gt;
==Basic Guidelines==&lt;br /&gt;
&lt;br /&gt;
Player sizes, in quake units (qu)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Dretch		||30^3&lt;br /&gt;
|-&lt;br /&gt;
|Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk	||36^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Basilisk	||42^3&lt;br /&gt;
|-&lt;br /&gt;
|Marauder	||46×46×36&lt;br /&gt;
|-&lt;br /&gt;
|Adv Marauder	||50×50×40&lt;br /&gt;
|-&lt;br /&gt;
|Dragoon	||52×52×55&lt;br /&gt;
|-&lt;br /&gt;
|Adv Dragoon	||58×58×66&lt;br /&gt;
|-&lt;br /&gt;
|Tyrant		||64×64×92&lt;br /&gt;
|-&lt;br /&gt;
|Human		||30×30×56&lt;br /&gt;
|-&lt;br /&gt;
|Crouching	||30×30×40&lt;br /&gt;
|-&lt;br /&gt;
|Battlesuit	||30×30×72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players will need an opening at least 1qu wider to fit through (possibly 2). In addition, player bounding boxes do not rotate, which means diagonal corridors would need to be wider (thus the majority should be axis aligned&lt;br /&gt;
&lt;br /&gt;
Map scale:&lt;br /&gt;
32qu = 1m&lt;br /&gt;
&lt;br /&gt;
Doorways should be a minimum of 3x3m, preferably around 4x4m. Corridors should be a minimum of 5m wide, although it is ''possible'' to use a mix of 4-5m (see Niveus for an example), and at most 8m wide. Do not create corridors more than 40m long without plenty of cover.&lt;br /&gt;
Currently large open areas and underwater areas are very human biased.&lt;br /&gt;
&lt;br /&gt;
Alien bases need cover to hide things behind, the entrances should be ~4x4m and should not be easily visible from outside other entrances.&lt;br /&gt;
&lt;br /&gt;
==New Features==&lt;br /&gt;
&lt;br /&gt;
You may be interested in the list of [[Engine features|engine features]].&lt;br /&gt;
&lt;br /&gt;
* [[Navigation Meshes]]&lt;br /&gt;
&lt;br /&gt;
==Where to place your map files==&lt;br /&gt;
&lt;br /&gt;
The most convenient place across platforms is to place your .bsp files and any other assets in the &amp;lt;code&amp;gt;main/maps/&amp;lt;/code&amp;gt; subfolder of the [[Running_the_game#Data_locations|data location]] appropriate to your system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [http://ingar.satgnu.net/gtkradiant/ Ingar's NetRadiant builds]&lt;br /&gt;
* [http://www.custommapmakers.org/wiki/index.php/Main_Page Custom Map Maker's Wiki]&lt;/div&gt;</summary>
		<author><name>UniqPhoeniX</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=565</id>
		<title>Old/Mapping</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=565"/>
		<updated>2012-07-29T02:05:57Z</updated>

		<summary type="html">&lt;p&gt;UniqPhoeniX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Tutorials==&lt;br /&gt;
&lt;br /&gt;
[http://tremulous.net/forum/index.php?topic=14411.0 Useful mapping links thread on Tremulous forums]&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453200/Starting%20Tremulous%20Mapping Starting Tremulous Mapping]&lt;br /&gt;
[http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes Understanding Vis and Hint Brushes]&lt;br /&gt;
[http://q3map2.everyonelookbusy.net/shader_manual/ Shader Manual]&lt;br /&gt;
&lt;br /&gt;
==Basic Guidelines==&lt;br /&gt;
&lt;br /&gt;
Player sizes, in quake units (qu)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Dretch		||30^3&lt;br /&gt;
|-&lt;br /&gt;
|Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Granger	||40^3&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk	||36^3&lt;br /&gt;
|-&lt;br /&gt;
|Adv Basilisk	||42^3&lt;br /&gt;
|-&lt;br /&gt;
|Marauder	||46x46x36&lt;br /&gt;
|-&lt;br /&gt;
|Adv Marauder	||50x50x40&lt;br /&gt;
|-&lt;br /&gt;
|Dragoon	||52x52x55&lt;br /&gt;
|-&lt;br /&gt;
|Adv Dragoon	||58x58x66&lt;br /&gt;
|-&lt;br /&gt;
|Tyrant		||64x64x92&lt;br /&gt;
|-&lt;br /&gt;
|Human		||30x30x56&lt;br /&gt;
|-&lt;br /&gt;
|Crouching	||30x30x40&lt;br /&gt;
|-&lt;br /&gt;
|Battlesuit	||30x30x72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players will need an opening at least 1qu wider to fit through (possibly 2).&lt;br /&gt;
&lt;br /&gt;
Map scale:&lt;br /&gt;
32qu = 1m&lt;br /&gt;
&lt;br /&gt;
Doorways should be a minimum of 3x3m, preferably around 4x4m. Corridors should be a minimum of 5m wide, although it is ''possible'' to use a mix of 4-5m (see Niveus for an example), and at most 8m wide. Do not create corridors more than 40m long without plenty of cover.&lt;br /&gt;
Currently large open areas and underwater areas are very human biased.&lt;br /&gt;
&lt;br /&gt;
Alien bases need cover to hide things behind, the entrances should be ~4x4m and should not be easily visible from outside other entrances.&lt;br /&gt;
&lt;br /&gt;
==New Features==&lt;br /&gt;
&lt;br /&gt;
You may be interested in the list of [[Engine features|engine features]].&lt;br /&gt;
&lt;br /&gt;
* [[Navigation Meshes]]&lt;br /&gt;
&lt;br /&gt;
==Where to place your map files==&lt;br /&gt;
&lt;br /&gt;
The most convenient place across platforms is to place your .bsp files and any other assets in the &amp;lt;code&amp;gt;main/maps/&amp;lt;/code&amp;gt; subfolder of the [[Running_the_game#Data_locations|data location]] appropriate to your system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [http://ingar.satgnu.net/gtkradiant/ Ingar's NetRadiant builds]&lt;br /&gt;
* [http://www.custommapmakers.org/wiki/index.php/Main_Page Custom Map Maker's Wiki]&lt;/div&gt;</summary>
		<author><name>UniqPhoeniX</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Formats/Audio&amp;diff=541</id>
		<title>Formats/Audio</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Formats/Audio&amp;diff=541"/>
		<updated>2012-07-19T08:08:43Z</updated>

		<summary type="html">&lt;p&gt;UniqPhoeniX: fixed a link, removed redundant text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
The following licenses are suitable for music and sounds:&lt;br /&gt;
&lt;br /&gt;
* [http://creativecommons.org/licenses/sampling+/1.0/ CC-Sampling Plus]&lt;br /&gt;
* [http://creativecommons.org/licenses/by-sa/2.0 CC-BY-SA] (v2.0 or newer)&lt;br /&gt;
&lt;br /&gt;
==Configuration files==&lt;br /&gt;
&lt;br /&gt;
===Buildables===&lt;br /&gt;
&lt;br /&gt;
There are 14 animations (animation types) per buildable (buildable type): ''construct1'', ''construct2'', ''idle1'', ''idle2'', ''idle3'', ''attack1'', ''attack2'', ''spawn1'', ''spawn2'', ''pain1'', ''pain2'', ''destroy1'', ''destroy2'', and ''destroyed''. Each buildable has a sound configuration file, located at ''sound/buildables/&amp;lt;var&amp;gt;&amp;lt;buildable&amp;gt;&amp;lt;/var&amp;gt;/sound.cfg'', that describes 2 properties for each buildable animation:&lt;br /&gt;
* whether a unique (buildable-specific) sound is associated with the given buildable animation, and&lt;br /&gt;
* whether the animation's sound is to be played in a loop.&lt;br /&gt;
Such a file should contain a &amp;lt;em&amp;gt;1&amp;lt;/em&amp;gt; for a &amp;lt;em&amp;gt;yes&amp;lt;/em&amp;gt; answer and a &amp;lt;em&amp;gt;0&amp;lt;/em&amp;gt; for a &amp;lt;em&amp;gt;no&amp;lt;/em&amp;gt; answer, for the above 2 questions, in the given order, for each buildable animation. Technically, this means that the file should contain 28 integers (2 per animation). However, by convention, 1 line is used for each animation, and comments are added for guidance about which animation a pair of numbers refers to.&lt;br /&gt;
&lt;br /&gt;
So each line in a buildable sound configuration file is formatted as follows:&lt;br /&gt;
 &amp;lt;var&amp;gt;&amp;lt;unique&amp;gt;&amp;lt;/var&amp;gt; &amp;lt;var&amp;gt;&amp;lt;loop&amp;gt;&amp;lt;/var&amp;gt; //&amp;lt;var&amp;gt;&amp;lt;filename&amp;gt;&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a full buildable sound configuration file is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 0 //construct1.wav&lt;br /&gt;
0 0 //construct2.wav&lt;br /&gt;
1 1 //idle1.wav&lt;br /&gt;
0 0 //idle2.wav&lt;br /&gt;
0 0 //idle3.wav&lt;br /&gt;
0 0 //attack1.wav&lt;br /&gt;
0 0 //attack2.wav&lt;br /&gt;
0 0 //spawn1.wav&lt;br /&gt;
0 0 //spawn2.wav&lt;br /&gt;
0 0 //pain1.wav&lt;br /&gt;
0 0 //pain2.wav&lt;br /&gt;
1 0 //destroy1.wav&lt;br /&gt;
1 0 //destroy2.wav&lt;br /&gt;
0 0 //destroyed.wav&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Again, the comments only help human readers, and are indifferent to the game (do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; reorder the lines!).&lt;br /&gt;
&lt;br /&gt;
If, for a particular buildable, a unique sound is associated with a particular animation, then the game will look for the buildable-specific ''sound/buildables/&amp;lt;var&amp;gt;&amp;lt;buildable&amp;gt;&amp;lt;/var&amp;gt;/&amp;lt;var&amp;gt;&amp;lt;animation&amp;gt;&amp;lt;/var&amp;gt;.wav'' audio file, and otherwise (and also if the buildable-specific audio file cannot be found) the game will use the default ''sound/buildables/&amp;lt;var&amp;gt;&amp;lt;team&amp;gt;&amp;lt;/var&amp;gt;/&amp;lt;var&amp;gt;&amp;lt;animation&amp;gt;&amp;lt;/var&amp;gt;.wav'' (based on the team of the buildable).&lt;br /&gt;
&lt;br /&gt;
==Sound filenames==&lt;br /&gt;
&lt;br /&gt;
The structure &amp;lt;code&amp;gt;cg_customSoundNames&amp;lt;/code&amp;gt; in [https://github.com/Unvanquished/Unvanquished/blob/master/src/gamelogic/gpp/src/cgame/cg_players.c src/gamelogic/gpp/src/cgame/cg_players.c] contains a list of some sounds.&lt;/div&gt;</summary>
		<author><name>UniqPhoeniX</name></author>
	</entry>
</feed>