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

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(Create your first brush)
(Create your first brush)
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Press Esc to deselect all objects, you should really get used to doing this. After every action, press ESC.
 
Press Esc to deselect all objects, you should really get used to doing this. After every action, press ESC.
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'''Set your grid size'''
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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.
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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.
 
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.
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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
 
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
  
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You should aim to create a floor
 
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[[File:Tut12.png|500px]]
 
[[File:Tut12.png|500px]]
 
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Revision as of 07:53, 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

Tut12.png