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Introduction: This tutorial is for the very new mapper, someone that has a good experience with another editor will find this useful, but is not needed because you can figure out how to build a room by yourself. You should already know how to change the sky and add keys and values to any entity/brush as well as know everything in the tutorials before this one. Before starting you should know what a brush is, it is what makes up everything in a map like painting a picture. It is used to say how many entities and worldspawns there are in a map. When I say build a brush, I mean drag across the main grid to build a wall or floor that is a solid when in game. You must also know what a unit is in an editor. In Radiant, one unit is 64x64, from one major grid line to the next. Step 1: Build a 10x10 unit brush that will be the floor of our room, or however big or small you want it to be. We will now do a very important step that mappers should learn early.. look at the left side of Radiant, it is a front view of the brush selected, drag it down so the surface is set on 0 and the bottem a negative number. You might ask why, it's because it'll let walls end on a major grid line (mostly 128 pixels above the ground). Load and apply a texture of your choice then right click the brush and click 'make structural'. Step 2: Now for some walls, since the surface of the floor is on 0, we can build a brush that will also begin on 0 and end on 128 the second major grid line. Build a brush across and on the outside of the floor that is 2 units high, apply a texture of your choice. Now you can either 'make structural' and repeat on all four sides or copy and paste it to the four sides which I prefer. Make sure the texture lock is off by going to the 'Texture' menu and click the 'Move Texture Lock' so it is unchecked. Step 3: If you look up all you is gray and will make the map leak so it won't compile right. Copy and paste the floor two units above the floor where the bottem of the brush is on 128 so we can see the whole wall. Texture it with the 0sky texture in the common folder. If you have forgot how to change the sky, here is a key and value chart for a worldspawn brush.
right click and 'make structural'. Step 4: If we compile the map and try to play it, it will say it couldn't find a start location. Right click to drop the entity list and click 'Info' then 'Info_Player_Start'. This is where in single player games, the player spawns and the first start location in deathmatch maps. You should put these in multiplayer maps because how many times have you had to set deathmatch to 1 in console because it couldn't find a start location. Use 'Info' then 'Info_Player_Deathmatch' if you want this to be a deathmatch map. Use as many as you like, players will spawn at each one randomly. Position the start location wherever in the map you like, use the key and value chart below.
Step 5: Proceed to the next tutorials on how to add light and compile so you can play. Comments? Suggestions? email me at zirco@gamebox.net.
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