Difference between revisions of "Mapping:Create your first room"
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For the purpose of this tutorial work in '''units of 8'''. Check that this is your current selection by the '''grid''' menu option or by pressing '''4''' | For the purpose of this tutorial work in '''units of 8'''. Check that this is your current selection by the '''grid''' menu option or by pressing '''4''' | ||
− | + | ==Create your first brush, the floor== | |
Brushes, the basic building blocks are created by dragging rectangular blocks. | Brushes, the basic building blocks are created by dragging rectangular blocks. | ||
Revision as of 17:17, 20 August 2011
This page is work in progress! |
Contents
Introduction
This tutorial aims to help you create your first room and, your first map. The tutorial isn't meant to be "the best way", it's been created to introduce you to good practice, neat brushwork and a consideration of a 10 year old engine (soon to be given a new lease of life).
Before we begin
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 you've not yet configured radiant please see one of the sections about installing
- links to installing
First steps
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
Save the file and close the editor
Textures / images
For the purpose of this tutorial you'll need a couple of images. Download these 2 files and save them to your mapping/textures/myfirstmap folder
Save these files as plaster.jpg and bricks.jpg -
Additionally download these files and save them to your mapping/textures folder
Save these as water.jpg and watercaulk.jpg
Create a shaders file
In your mapping/scripts folder create a new file called myfirstmap.shader and open it with a text editor.
Paste in the following lines, they're not important at this stage but will be needed in another tutorial later.
textures/myfirstmap/watercaulk { qer_nocarve qer_trans 0.40 qer_editorimage textures/watercaulk.tga surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm water } /////////////////////////////////////////////////////////////// textures/myfirstmap/ladder { qer_editorimage textures/ladder.jpg qer_trans .40 surfaceparm ladder surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm noimpact surfaceparm playerclip }
Save this file and close the text editor, the preparation work is complete it's now time to open radiant.
Open Radiant
Start radiant, after a few moments it will start and have a layout similar to this
It may look slightly different but all of the important windows will be visible.
- 2d view
- 3d view
- Textures
- Mesages
If not, you've seriously done something wrong and should leave now or read a topic about fixing radiant... needs one
Most work will take place in the 2d section. To switch beween 3d projections use the CTRL-Tab key. This will cycle between Y/X Z/X and Z/Y - basically top, side, other side
For the purpose of this tutorial work in units of 8. Check that this is your current selection by the grid menu option or by pressing 4
Create your first brush, the floor
Brushes, the basic building blocks are created by dragging rectangular blocks.
Working in the Y/X 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