Difference between revisions of "Mapping:Create your first room"

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(Texturing your room)
(Texturing your room)
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Textures are applied to faces - not brushes. When texturing we need to select only the faces that will be seen by the player.
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Textures are applied to '''faces''' - not '''brushes'''. It is possible to texture an entire brush and sometimes you may need to do this but the general rule is to work with faces.
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When texturing we need to select only the faces that will be seen by the player.
  
 
In our example room we have 6 faces - 4 walls, the floor and the ceiling.
 
In our example room we have 6 faces - 4 walls, the floor and the ceiling.

Revision as of 09:46, 27 August 2011

Before you start

I'm assuming before this tutorial begins that you have a correctly configured radiant, it doesn't matter which, the principles are pretty similar in all versions. If it doesn't look slightly similar to this or If you've not yet configured radiant please see one of the sections about installing

If you're happy that your radiant shares similarities with the image above you may now close radiant, it's not required for the next 10 minutes, we have to prepare.

Before you begin any mapping project you should choose a name for the project and create an empty folder in your textures folder with that name. For the purpose of this tutorial our map is called myfirstmap, it's short and snappy and easy to remember.

Create a folder in your mapping/textures folder called myfirstmap

Find your shaderlist.txt file, normally this will be in the mapping/scripts folder. Open this with a text editor.

Somewhere in this file, add the single line

myfirstmap

Confirm that there is a line which reads

common

if not, add one. Save the file and close the editor.

Screenshot.png

Where to start

Right click on your 2d view - the entities that you can add to your map will be listed.

We will add an info_player_start, so select the info -> info_player_start

This will add a small (possibly red) rectangle to your map.

You should now be able to move this item around in the 2d view by dragging with the mouse.

You can change the view between XYZ views using Ctrl+Tab.

Move the info_player_start so it's where you'd like it to be.

Tut1.png

Create your first brush

Press Esc to deselect all objects, you should really get used to doing this. After every action, press ESC.

Set your grid size

Initially we'll work with a 8 unit grid. The grid settings are selectable from the main menu (grid -> 8). Initially there is no reason to use any other grid setting, later - when you become more used to mapping you'll choose other grid settings but for now work with 8 units.


Change the 2d view so that you're looking down on your world, you can tell when you're looking from the top down onto your map by the small indicator in the top right of the 2d plane. Y/Z is the top down view.

Working in the Y/Z plane drag out a rectangle to form a floor. For the first 20 minutes or so you'll struggle to find the brush you just created in the 3d view but persevere

You should aim to create a floor roughly the same size as the example. Because you're working with the 8 grid you should work with walls/floors/ceilings 2 blocks (16 units) thick.

Tut12.png

Work with caulk

When radiant first loads it uses (by default) a "texture" called no-draw. It is possible to change this.

When constructing your map it is generally better to work with caulk. Caulk is a common texture that is considered special. All non-visible areas of your map should use caulk. For this reason it's best to make all brushes using caulk and then, texture only what will be seen.

Select your first brush, the floor - Shift+Right Click will select a brush in either the 2d or 3d window.

With the brush selected click on the caulk texture (the pink one in the texture window). The entire brush will be textured with the pink caulk.

Confirm your floor is 16 units (2 blocks high) by changing your 2d view Ctrl+Tab

Check that your floor is just below the info_player_start and you've not embedded the entity inside the floor.

Tut13.png

Tut14.png


Add the walls

Unselect all items (Press Esc) - remember to do this before you start a new action.

With the 2d view in the Z/Y plane create a new brush (drag in 2d view) and align this new brush (your first wall) so that it's aligned with the floor brush we created earlier.

Remember the following for all brush work

  • Always work with caulk
  • Never overlap brushes
  • Work with 8 units for all brushwork until you are more advanced
  • Drag outside a brush to resize
  • Drag inside a brush to move it

With a brush selected you can clone it (make a copy) by pressing space. This will clone the original brush and move it 1 unit in the x/y planes away from the original. It will also be the selected item.

Drag this cloned wall brush to the opposite side of the room. Align the brush so it's not overlapping another brush as in the example.

In the same manner as you created the second wall, by cloning the first, continue to create the brushes for your walls.


Tut17.png Tut18.png

Tut15.png

Tut16.png

Add the roof

Clone the brush you created for the floor and move this up to form the ceiling

You should now have constructed an enclosed box - no brushes should overlap and all brushes are 2 squares (16 units) thick.

Review your work and confirm it matches the example image on the right.

For the next stage you will need to move inside the box you've created in the 3d view. Navigation in the 3d view is initially complicated, if you find it impossible - try inverting your mouse. This is a radiant option.

When you've managed to navigate inside the room we'll begin to texture our room.

Tut19.png


Texturing your room

Textures are applied to faces - not brushes. It is possible to texture an entire brush and sometimes you may need to do this but the general rule is to work with faces.

When texturing we need to select only the faces that will be seen by the player.

In our example room we have 6 faces - 4 walls, the floor and the ceiling.


Tut110.png