In this section we look at animated textures. First of all move to an empty corner of your room. In this corner place a prefab model by clicking the right mouse button and selecting misc then misc_model. From the file/folder menu choose the storch folder and the tall_torch model. You may need to rotate the model so that it is facing into the room. You can do this by pressing N to bring up the entity info window (it may have already appeared). In the bottom left of this window is a small circle of buttons listed from 45 to 360, you can click on these buttons to rotate the model the appropriate number of degrees. Once the model is facing the right way and the base is resting on the ground press escape to deselect it.
Next place a light into the corner just above the top of the torch. Press K and change the light color to an orange or yellow color. Then compile the map and take a look at your flaming torch!


In this instance the model tall_torch automatically adds an animated texture to the top of the skull. The animation texture has been taken care of for us, however it is just as easy to add an animated graphic yourself. We have one corner of our room currently empty, so we are going to add some water to it.


First we need to build a pool to put our water into. So make sure you have nothing selected (press escape) and draw a new selection in the plan view (using the left mouse button). Try and make a
rectangular shape and then using the Z-Axis stretch it to about 3 units high and position it just above the floor. Now use the hollow tool to make walls out of our box. Press Escape to deselect the box and then re-select the walls and bottom of the box using shift and the left mouse button. Apply a nice texture to these brushes patch10rusty5 for example. Once this is done we need to deselect again (press escape) and then pick the top brush of the box. This brish will be the water so we need to shrink it slightly and move it down into the box a little. Do this by stretching the sides of the brush using the plan view and moving it in the Z-Axis view. When the top brush is in the right position load in the liquids texture set from the Textures dropdown menu. Then choose clear_calm1 from the texture window to apply it to the brush. You should see the water texture appear in the tub. It might be nice to add a bluish light somewhere above the pool so do this and then recompile the map and check it out in Quake.
You might have noticed that some of the textures in the texture window have white borders (like clear_calm1 did). This indicates that the texture is animated. Animated textures can be liquids but they can also be flames and even shimmering wall surfaces and computer terminals. You can easily apply animateed textures to walls floors and any brushes you like. Try replacing the water in the pool with lava or slime to see what happens.
Next we can look at how to make triggers for jumps and damage.
Next>>>