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hpl2:tutorials:level_editor:level_editor_101 [2013/05/28 03:58]
kiandra
hpl2:tutorials:level_editor:level_editor_101 [2013/09/17 20:48] (current)
kiandra
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 **If you're now in Narnia in the Level Editor** ​ **If you're now in Narnia in the Level Editor** ​
     * Go down to where **Grid Control** ​   is     * Go down to where **Grid Control** ​   is
-    * Type 0 in the box labelled ​Height+    * Type 0 in the box labeled ​Height
     * Press the **XZ **      Button     * Press the **XZ **      Button
     * Type 0 in the height box again     * Type 0 in the height box again
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-====== ​Part 2: Building a Basic Room ======+====== Building a Map ======
  
  
-{{http://​fc01.deviantart.net/​fs71/​f/​2013/​147/​f/​1/​perspective_mode_by_rueppells_fox-d66ui8q.jpg?​direct&​485x330 ​ }}For this tutorial, ​we're going to make the basic shell required for a mapThe final product will be similar in layout to TutorialMap_BareBones.map,​ which is available for download, along with the rest of the tutorial maps here (link will be available by June 9, 2013).+I'll try to keep this from turning in to a "do this task and then good luck" ​tutorial ​(unlike its previous unedited version). Insteadlet's think of what any map is going to needSince Amnesia ​is generally made from indoor environments ​(and outdoor environments are my downfall), let's pretend this is some sort of indoor room.
  
  
-So we're going to start by creating a new map. Once your level editor has been opened, it will automatically create a new map file for youBecause it's easier ​to work with, let's focus in on the Perspective screen by hovering your cursor over the bottom right quadrant (labeled Perspectiveand pressing **spacebar**. Your screen should now look like the image displayed on the left.+So first, ​we should ​start by figuring out how big our room will beI'm going to just make an 8×8 room (each wall piece has a length of 4 in the level editor).
  
  
-{{  http://fc06.deviantart.net/​fs70/​f/​2013/​147/​6/​7/​primitivesmenu_by_rueppells_fox-d66uipu.jpg?​direct&​}}+At this point, I would like to recommend that you start off making a small roomWhile large room can look very impressive, it is much more difficult to make them actually look interesting and not emptyWhat I consider '​small'​ is anything between 2x4 room (smallest possible room with a door) and 12x12.
  
  
-We're going to start by putting in a floor made from a plane. Start by pressing **9**     on your keyboard ​or clicking ​the **cylinder and cone **    button ​in the left side-bar. You should see the menu, displayed on the right, appear in the side-bar to the right. +To start building the room, press 6 or go to Static Objects (the lego brick in the left bar menu) and click the drop-down menu above the large white box. This will allow you to choose ​base to work with. PersonallyI find the mansion and castle bases easiest ​to work with because ​they have the largest variety ​of uses, but choose one that you would like to work with.
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-This is the Primitives Menu. Pretty simple, actually. Its components can be accessed after you've placed down your plane by clicking on it using the select tool (**1**) and choosing ​the Primitive or Planes tab (more on that later). Either way, this tab is use to build flat surfaces with [[http://​vinterfall.com/​wp-content/​uploads/​2010/​08/​seamless-tiled-floral-pattern-vector-background.gif|tiled patterns]]. Let's take a look at these buttons before we move on. +
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-**Type **     \\ This is a drop-down menu. The only available option is Plane, so there'​s no use messing around with it too much.    \\  \\ **Material** ​      \\ Ignore that blank white text box, it will display the file name of the material you choose to use on the plane   \\ **…** ​     button can be used to select from a pre-made texture ​   \\ **+**      button ​will allow you to create ​custom texture from scratch ​   \\  \\ **Tile Amount** ​      \\ The three text boxes are in the order X, Y, Z. This isn't of too much concern considering you can just undo any mistakes or fix them later, but it's nice to know. A larger number will create more tiles per grid space (the pattern gets smaller); a smaller number will create fewer tiles per grid space (the pattern gets bigger). For most materials, we will change the tile amounts to 0.5, 0, 0.5 (X, Y, Z).    \\  \\ **Tile Offset **     \\ Again, the boxes are labeled in the order X, Y, Z. These boxes change where the pattern is. Once we've placed in a plane, feel free to mess with these buttons a bit   ​\\ ​ \\ **Texture Angle** ​      \\ This will change the angle the pattern is at. For exampleif you want floor boards that are diagonal instead of horizontal, you can change ​the texture angle to 45.    \\  \\ **Align to World Coordinates** ​      \\ I'm not sure what the technical talk for this is, but it pretty much ensures that every plane you make will match up with every other plane you make seamlessly. This is useful for when you need multiple planes with the same pattern side-by-side. Instead of having to manually adjust the tile offset, the level editor will do it for you.    \\  \\ **Cast Shadows** ​      \\ This button'​s useless ​because ​planes never cast shadows. No matter how hard you try, it's not happening. There are ways to mitigate this, however, which we'll cover under the lighting section. ​   \\  \\ **Collides** ​      \\ If you want the player or anything to be able to stand on this plane, leave the box ticked. If you're using planes to make water, un-tick the box so the player doesn'​t [[http://​www.youtube.com/​watch?​v=FIlMOaPtePc|walk on water]](completely irrelevant link). +
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-{{http://​fc06.deviantart.net/​fs70/​f/​2013/​147/​3/​0/​materialmenu_by_rueppells_fox-d66ut12.jpg?​direct&​436x300 ​ }}So let's choose a material to use. Go ahead and click on the **…** ​    ​button. You should be seeing this menu. The **static_objects** ​     menu (second from the bottom in that screenshot) has the most textures available. Most of the tileable ones will be under the ceiling or floor menus for the bases (eg cellarbase, mansionbase,​ castlebase, dungeonbase). +
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-I'm going to make a mansion-based map, so I'll choose static_objects/​mansionbase/​floor/​mansionbase_floor_boards.mat +
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-{{  http://​fc01.deviantart.net/​fs70/​f/​2013/​147/​0/​4/​plane_by_rueppells_fox-d66uvvh.jpg?​direct&​147x100}}Take a second to decide what floor you want to put in, and click the **OK **     ​button when you're done. We're almost ready to put in the floor, but first, we need to change the tile amount. It's currently just a little bit too big (tiles will be too small). The most common change is to switch the two outer columns from 1, 1, 1 to 0.5, 1, 0.5 (note: changing y value does nothing unless you align to world coordinates). +
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-{{  http://​fc09.deviantart.net/​fs70/​f/​2013/​147/​1/​4/​completedplane_by_rueppells_fox-d66uwal.png?​direct&​147x100}}Alright,​ all that's left is to click and drag your cursor across the area you want your floor to take up. The area will be outlined by a white rectangle. Try not to make your floor too large. We can change the size later, but it's always easier when that's not necessary. You should have something that looks a bit like this. +
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-{{http://​fc02.deviantart.net/​fs70/​f/​2013/​147/​5/​e/​planeselection1menu_by_rueppells_fox-d66v2oc.jpg?​150x522 ​ }}We'​re going to adjust the size of this plane so it will make an 8×8 room. Press **1**     ​or ​choose ​the Selection Tool, then click on the floor. From here, you should see the menu illustrated on the left. +
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-If the numbers are not the same, that's not a big deal. While we're here, though, let's explain them a bit. I think the name one's pretty obvious so let's skip that+
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-**Position**  +
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-There are three coordinates here that tell you how far along any one axis the plane has been moved. **X**    is for the **red** ​   line, **Y**    is for the **green** ​   line, and **Z**    is for the **blue** ​   line. Unlike in some programs, **Y**    is **up/​down**. +
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-**Rotation**  +
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-Rotation is how much the plane (or object) has been rotated around any given axis. All of these should be set to **0**    on your map, like mine are. They will come in handy later. +
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-**Scale**  +
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-For a plane, this is the exact size of the plane. Since we're making an 8×8 plane (with no Y height change), we'll be changing the **X**    and **Z**    values both to **8**. +
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-The other two tabs that are slightly visible (labeled Primitive and Plane), will come into use later if we need to adjust tiling size, material, or texture angle. +
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-Awesome! We have a plane that's big enough to fit an 8×8 room on it. Let's move on to building some walls. +
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-Press **6 **  or click the** little red Lego button **  to bring up the static object menu. Yay, new menu to talk about! +
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-//My level editor crashed >:(//+
  
hpl2/tutorials/level_editor/level_editor_101.1369713534.txt.gz · Last modified: 2013/05/28 03:58 by kiandra