Mackintosh's Map Tutorial

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Mackintosh's Map Tutorial

Post  Raddy on Fri Oct 30, 2009 5:08 pm

PART I

-----------------
Installation
-----------------

Step 1.
Download and install GTKRadiant.
http://zerowing.idsoftware.com/files...iant-1.5.0.msi

Step 2.
Download the GunZ Online plugin for GtkRadiant

Mirror1:http://rapidshare.com/files/60960809...tings.zip.html
Mirror2:http://www.megaupload.com/?d=3NQSOX0H

Extract the files in the zip to C:\Program Files\GtkRadiant 1.5.0\ (Overwrite)

Step 3.
Download the basic config files for your gunz map:

Mirror1:http://rapidshare.com/files/60970384...edata.zip.html
Mirror2:http://www.megaupload.com/?d=L66DNE98

Extract these files to C:\gunzmap\

Step 4.
http://sourceforge.net/projects/gzmap
Download Legions map compiler and extract the zip to
C:\Program Files\GtkRadiant 1.5.0\

Step 5.
Start GtkRadiant and select GunZ Online as your target game.

Set the Engine path to C:\gunzmap\

It should open a new window, once your in same immediantly. Call it the title of your map.


-----------------------
Configuring GtkRadiant
-----------------------

Before we get down to creating a new map, we need some textures to work with. I have a setup a download link for some basic GunZ textures that can be downloaded here:

http://files.filefront.com/datarar/;.../fileinfo.html



More textures by djpommes:
http://rapidshare.com/files/24751064...res.part01.rar
http://rapidshare.com/files/24751747...res.part02.rar
http://rapidshare.com/files/24751748...res.part03.rar
http://rapidshare.com/files/24752044...res.part04.rar
http://rapidshare.com/files/24752044...res.part05.rar
http://rapidshare.com/files/24752646...res.part06.rar
http://rapidshare.com/files/24752646...res.part07.rar
http://rapidshare.com/files/24752729...res.part08.rar

Extract the folder in the textures.rar to C:\gunzmap\
Were not finished yet, when you add new textures you have to define them in a special file called shaderlist.txt located in C:\gunzmap\data\scripts the file should contain the following

Code:
textures
gunzAlright lets get started, now that we've put in some custom textures we have to restart GtkRadiant so it can read the new textures. Open your map up and lets get started!

If you don't see this exactly, not to worry. Follow these steps to configure GTKRadiant to appear and operate like mine (which is, of course, superior to every other possible way). Go to edit, then preferences, and in the list, under Interface, click on layout. Set your layout as mine is... I prefer this to the other layouts for ease of use.

http://clankiller.com/games/quake/gt...nceslayout.jpg

PART II

-----------------------
Creating your first map
-----------------------

Alright guys time to get started! In here we're going to begin building the room. This tutorial will cover creating the walls, floor and ceiling, as well as some very basic texturing.

Some useful commands to know before getting started


Code:
F1 - Brings up the help menu
Insert/Delete - Zooms in/out of a window
Escape - Deselects any selected brushes/entities

Shift-leftclick - This selects or deselects the brush/entity you click on
Numpad keys - Changes the grid size
ctrl-c - Copy the selected entity/brush
ctrl-v - Paste the previously copied entity/brush
t - Brings up the texture-picker.
ctrl-shift-leftclick - Selects just the face of a brush (one at a time)
ctrl-shift-alt-leftclick - Selects/Deselects the faces of a brush (as many as you want)
d / c -Move the camera verticallyOkay lets begin!

Now for the floor. Click and hold the mouse button at the -256,256 mark (top left of the window) and drag down to 256,-256. This should create a large square as depicted in the following picture.

http://clankiller.com/games/quake/gt...ics/floor1.jpg
The Floor

Congratulations, you just created your first brush. What is a brush? A brush is a surface inside quake3 arena levels. Basically, everything we're going to do here will revolve around brushes or entities. We'll get into entities later, but just know that if I'm talking about a brush, I'm talking about THIS. Now that you know what a brush is, let's move it some.

Click and hold your mouse button in the center of the brush, in the bottom left window. This is a side view. You could also do it in the bottom right window, which is the front, as we're just going to drag the brush down a bit. Now, drag it so that the top of the brush is even with the 0 line. The following pic will illustrate what I mean.

http://clankiller.com/games/quake/gt...ics/floor2.jpg
Moving the floor down a step

Does it have to be at the 0 mark? No. However, we're putting it here for the purpose of demonstrating the movement of brushes (very important) as well as making it easier on ourselves later.

Okay before moving on lets set GunZ spawnpoints. It's important to set these locations otherwise your map will crash (duh) Before creating a spawnpoint we must de-select the current element (the floor) or else the spawnpoint will actually replace the floor, and we don't want that to happen. The below picture will give you an example how to add a spawnpoint:

https://redcdn.net/ihimizer/img229/6965/step1pz7.jpg
Inserting a spawnpoint

Take a good look at that pink rectangular object, thats how big your gunz character is relative to the map.

Okay obviously we can see that our floor is too small lets stretch it out a bit but first we must select the floor again. De-select the spawnpoint by hold shift and clicking it, then click the floor it should highlight pink. If you look below you should be able to see the three dimensional panels and your selection should highlight red on them. To stretch an object in the x, y direction click and hold your mouse in the top right panel just above the box which is highlighted red and drag it, it should start to grow.

https://redcdn.net/ihimizer/img64/7923/step3pz7.jpg
Stretching your floor

Okay lets texture it! just press "T" on your keyboard to bring up the textures menu and select any texture you want for your floor.

https://redcdn.net/ihimizer/img524/4981/step4hc2.jpg
Floor

Alright its almost time for us to compile and test our map ^^

Next we have to create a large box around our plateform make sure its air tight, otherwise the map will have errors. It's like accidentally opening something up to the vacuum of space, everything gets sucked out.... Anyway you get the point all levels must be surrounded by some sort of a barrier.
https://redcdn.net/ihimizer/img413/1787/step8nh3.jpg

It doesn't matter what the outer barrier of your map looks like were going to make it invisible later on in the tutorial.

So lets test it right now! goto the top and hit BUILD compile using NOLIGHT

Once its compiles check in C:\gunzmap\data\maps your looking for the zipped copy of gunzmap, your going to extract the following files and move them to C:\MRS\gunzmap


Code:
WinZIP:

gunz (folder)
gunzmap.RS.BSP
gunzmap.RS
gunzmap.RS.COL
gunzmap.RS.LM
gunzmap.RS.XML
spawn.xmlNow to get a visible sky working for your map we have to do a couple of manual editing. Your going to take your your Town.mrs file and decompress it and steal some sky animations :3

Code:
Town_obj_sky_daylight.elu.ani
Town_obj_sky_daylight.eluThen place them in C:\MRS\gunzmap

now we want to open up gunzmap.RS.XML and add the following lines:

Add in

Code:

55267160891140097000000000000000.00000 00 0.0000000 0.0000000
0.0000000 0.0000000 0.0000000
Underneath add

Code:



Okay so great! We now have a sky above, but... we surrounded our entire map with giant walls! Not to worry theres a little tag that lets us make them go away ^^ add the following lines in gunzmap.RS.XML


Code:


1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
gunz/Floor013.tga


1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
gunz/Box009.tga


1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
1.00000000 1.00000000 1.00000000
gunz/Sky003.tga


The UseOpacity tag lets our ceiling become almost invisible so we can see the sky animation ^^



Now to test your file! Compile gunzmap folder and put it in your maps directory.
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Re: Mackintosh's Map Tutorial

Post  [F]reez on Sun Nov 01, 2009 3:14 pm

Dam, that was a lot of reading
But I still can't get it...
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Re: Mackintosh's Map Tutorial

Post  Raddy on Wed Nov 04, 2009 12:21 pm

Its Complicated Stuff Isn't It Lol.
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Re: Mackintosh's Map Tutorial

Post  Akunji on Thu Nov 19, 2009 4:02 pm

[F]reez wrote:Dam, that was a lot of reading
But I still can't get it...

Maybe you should try to do the steps listed, and not only read them.

Maybe that makes more sense.

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