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There are more tutorials on making your first room than you can shake a stick at:
Bubba's
Claudec
Ricebug
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So you've gone through the basic tutorials on making a room and you understand the concepts, right? Good.
Now its time to let you in on a little secret. That's not the right way to make a room! Nope. Hate to break it
to you, but making a room properly requires a bit more work, but is very easy once you get familiar with the
editor. Most tuts are quick to have you use Hollow to make a room, that's not good, unless you know how to fix
what Hollow gives you. Here's a tutorial on making your second room: Second Room
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The Caulk texture (found under Texture->Common) is an all purpose texture that is used primarily on faces that
aren't visible to the player. For example, when you create a floor for a room, there are 5 of the 6 sides of
the brush that
aren't visible (left, right, front, back and bottom). If you put a texture on these faces, the vis process actually
spends time dealing with those 5 faces even though they are never seen by the player. For one room this is no big
deal, but look around your map and realize that every wall, every ceiling and every floor, has anywhere from 1 to 5
sides that you can't see and are actually processed during the vis process. That's a lot of wasted time! The solution
to this is the Caulk texture. The caulk texture is basically ignored by the vis process and makes your compile times
go much faster. The best thing to do is make your brushes out of caulk by default, then apply your texture to
each face individually. You can select a single brush face by using ctrl+shift+lclick, and you can select multiple
brush faces by pressing ctrl+shift+alt+lclick. This way you are texturing the minimal number of faces.
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To be added
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In the 2D window, right click the mouse and go to Props->props_flamebarrel. Once its in your map, press N
to read about the options you can set.
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You can make any basic brush (or multiple brushes) explode. Its amazingly easy. Simply highlight the brush (or brushes)
you want to blow up, then right-click and choose func->func_explosive. That's it. Now all you have to do is
set some options to make it behave the way you want. Select your func_explosive and hit "N" to read all the various
options. They are all pretty self-explanitory. The main one's you'll want to use are: Noise, Dmg, Health, Mass and Type.
The spawn flags (the check boxes) you'll be interested in are: Touchable, Explo and Dynomite. All of these options
are explained in the properties window.
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Well, honestly I don't know. There aren't very many resources out there on SP maps yet. Moreover, if you're a
newbie, I recommend you start with multi-player maps since they don't have the AI complexity that a SP map does.
Here is a tutorial that should help get you started though.
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Very simple. If you're asking this question you haven't played around with the editor enough! :)
All you have to do is right-click in the 2D window and choose misc->misc_mg42. It will only
dipslay a square box, the gun only shows up in the game. If you don't want the tripod to be visible (i.e. you
want to mount the gun on something yourself, use the "notripod" spawnflag in the properies window).
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Adding sound is simple. Just right-click in the 2D window and choose target->target_speaker. There are some
things about sound that are useful to know. First, use the "noise" key to define what sound to play (you
can see a list of sounds if you open your map0.pk3 file with winzip and browse through everything in the
sounds/ directory). Second, by default, the sound won't play. You either have to
activate it somehow (with a trigger usually) or you have to make it looped.
| If you want this... | use this... |
| Constantly looping sound as soon as the map loads | Use the "looped_on" flag |
| Constantly looping sound that is turned on/off by user | Use the "looped_off" flag, then target the target_speaker with a switch (or whatever) |
| Sound played once, triggered by user (or event) | Make sure NEITHER the "looped_on" or "looped_off" flags are set and target the speaker with a switch (or whatever) |
| Sound played everywhere on the map | Use the "global" flag |
Other sound tuts:
Bubba's
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Not all of the sky textures work. Only choose the ones that have the white box around them in the texture window.
Also, go here to see a picture of how each sky texture looks in game.
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Head over to the tutorial on this site done by Valkyrs.
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Ahhh Terrain. So many newbies want terrain in their maps, yet they have no idea how hard it is. Let me give you
a little insight. Terrain is hard. Terrain takes something that is hard (mapping) and makes it harder. I seriously
recommend that you get the fundementals of mapping down before you embark on learning terrain. If you feel you're ready
to tackle terrain, then read on.
There are basically two programs that are used to generate terrain, GenSurf, which is a plugin for gtkRadiant, and
EasyGen, which is a stand alone application that you use to create a .map file that acts as starting point for
your map. Of the two methods, I recommend using EasyGen. It makes the whole process much easier. Here is what I
feel is necessary to get a good understanding of terrain:
- Read the terrain manual that comes with radiant from front to back at least twice (its on the net here) (I'm dead serious, read it twice)
- Then, use PlanetPointy's tutorial on EasyGen
- Next, make sure you fully understand everything you just did (i.e. learn about the shader file in your scripts directory, understand the keys used for terrain brushes and make sure you understand the height map and alpha map that you use)
- Finally, read the terrain manual AGAIN. Again, I'm dead serious. Much of the terrain manual will make more sense once you've created some terrain
When working with terrain, there are a few things to know:
- NEVER, NEVER, NEVER, and I mean NEVER resize your terrain. It messes it up bad
- Try not to ever ungroup your terrain. If you do, make sure you document the keys
you are using for the terrain brush (select the terrain and press "N", write down
the keys there). Then, to regroup your terrain, select the terrain texture in the
texture window and then press Shift+A. With everything highlighted, right-click
and choose Func->Func_group and then re-enter the keys you copied earlier.
- To delete a single piece of terrain use ctrl+alt+left-click
- Make backups of your map before you start messing with terrain
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By default, dirt gets kicked up when you shoot terrain (I'm talking about true terrain, not brushes with various
terrain textures on them. Those will kick up the appropriate dirt or snow).
Purpledrillmonkey gets credit for figuring this out and hounding the right folks at Nerve.
- First, open your map's shader file. This file should be in your scripts directory and will have the same name as your map name but with a .script extension.
- Next, paste this in the file:
textures/common/snow_terrain
{
qer_editorimage textures/common/terrain.tga
surfaceparm snowsteps
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nolightmap
}
- Then, if you haven't already done this, open the shaderlist.txt file that
is in the scripts directory and make sure there is an entry at the bottom that matches your mapname.
This will allow radiant to find the shader file for your map.
-
Finally, load your map up with your existing terrain. Do a Texture->Find & Replace to replace all the existing
common/terrain with the newly added common/snow_terrain texture. (note: there will be two terrain texture icons
at this point. One is the normal texture and the other is the snow_terrain. Make sure you get the correct texture. You
can tell which is which by the name)
- Recompile the map and run it
Here
is the original thread in the planet wolfenstein forums that explained all this.
If you're fairly comfortable with radiant and want to make your own custom snow_terrain icon to be used
in radiant, here's all you do:
- Create the icon you want to use in radiant. (I just took the common/terrain.tga file and added the word "snow" to it)
- Save the new icon somewhere logical (I put it in my textures/mapname directory)
- Then, in the shader file for the map use "qer_editorimage textures/mapname/youriconname.tga" instead of what is currently there
That's it. The only thing to be careful of is the fact that if you have other textures in your map's texture
directory that you are loading, you will end up with two snow textures. One will be common/snow_terrain and the
other will be textures/mapname/snow_terrain.tga. You want to be sure to always use the common/snow_terrain texture.
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Shaders are basically effects applied to textures. They allow you to do things like make water move and
to make fog. Shaders are a bit more complex than this guide is intended to be. I'll just point your to a couple shader
tutorials and the shader manual:
Shader Bible
Claudec's
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Objectives are the "goals" of the game. They are mostly controlled by a script file. Your script file
is located in the maps directory and has the same name as your map but with a .script extension.
Some script Tutorials:
Planet Pointy
Rummie
Tram Design (see the "using spawnpoints" section)
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Any basic search using google should result in several resource.
Remember that RtCW is very similar to Quake 3 so search on something like "quake 3 custom textures".
That said, here is a good place to get started: Tram Design
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Any basic search using google should result in several resource.
Remember that RtCW is very similar to Quake 3 so search on something like "quake 3 custom textures".
That said, here is a good place to get started: Tram Design
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Simply right-click in the 2D window and choose misc->misc_model. Go here to see a list of models.
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Not all models have textures. We're stuck with that until they release the full SDK I guess. However, here is
a great site that has a picture of the models that do have skins.
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By default, models don't block players. You have to create whats called a clipping brush or clipping plane around the model.
Basically, just build up thin brushes around your model using the "clip weapon" texture.
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Just make the clipping plane for your model, select all the brushes and make that a func_explosive. Then, for the
key "model2" put in the model you want to explode. That simple.
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You can only rotate a model around the Z-axis. You do that by selecting the model and pressing "N". Then use
the angle buttons in the bottom-left corner to make the model face the direction you need.
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You make brushes move by using scripts. This site has two script tutorials,
a basic and advanced.
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There are basically three types of doors. There are doors that open to the touch, there are
doors that rotate open to the touch and the there are doors that open with a switch or button.
Normal door tutorials
Rotating Door tutorial
Button based door - This tut is for a draw-bridge but
the concept is the same, just turn the bridge 90 degrees.
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to be added
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To add a basic light entity or a light junior, just left-click in the 2D window and choose
which light to add. It will prompt you for the intesity, either change it or leave it at 300.
add ambient light
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to be added
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