|
Making
your first room
If you have never used radiant before you would benefit a lot from
reading the Basic Construction
tutorial and Getting Started
but if you have done some editing and know the way to move about
you should be ok following this.
| 1. |
Load
up radiant, get your grid set up properly, im using grid size
16, I just press 5 to select that grid size, you can press that
or select it from the toolbar, or use the bracket keys [] but
its easier to use the number keys.
|
| 2. |
Lets
load up some textures so we dont see the "shader not found"
image when we create our brushes, (textures have shaders, shaders
are small text files that tell the game engine how to react
with the texture, if you dont load any textures you will see
a shader not found texture if you make something) select "textures"
from the toolbar, then select "assault" You may already
have a window dedicated to showing the textures I myself dont,
for setting up radiant check out the getting
started tutorial. If your like me then you need to get a
new window open which shows the textures, so press "T"
and select the texture named "awall_m05" or a texture
of your choice, for clarity your best of choosing the one I
say as not all textures work. Then you can turn off the texture
window (unless you have it always on) by pressing "T"
again.
|
| 3. |
Using
the top view (see the below icon) create a brush 320x320x16,
this is our floor. To do this look at the grid numbers and left
click and drag out a box 320x320 in top view. Then in a height
view window make it 16 high, which is one grid unit. Look below
for more information on how to make a brush a specific size.
| |
Top
view is the Y/X view, its the view of looking down on
your map and one of the most used windows in mapping.
It should have the letters and lines something like below:

|
| |
To
make a brush a certain size, if you look at the left and
top parts of a window there are numerical values, starting
from 0, they are multiples of 16 with our grid set to
16, which means each block is 16 pixels in size. As you
may see the values go from 0, 64, 128, it is giving the
values every 64 pixels. So if you want a 384x384 floor
then look at the grid and make your brush like below.

|
| |
To
automatically display the size of a brush, press "P"
or go to "edit" then select "preferences",
then in the "2d-display/rendering" section press
the button for "display size info" this will
now show the size of your brushes as you drag them out.
|
|
| 4. |
Now
we have a floor we need 4 walls, but before we make them, we
should place in a "info_player_start" to do this right
click a window and then the entity list will appear, chose "info"
then "info_player_start" and it will appear in the
window. Entities are items such as lights, doors, buttons etc,
there basically items that are already created, like lights,
or items that you can turn into entities, like doors.
|
| 5. |
Align
your info player start up generally with the floor, it doesnt
have to be accurate, with our current grid size it wont align
with the floor exactly, in game its best to be slightly above
the floor so that when the player spawns he wont get stuck in
the floor. We are putting in a info_player_start because this
is our player, we can keep things to scale better by looking
at its size, we dont want to be making doors the size of garages
and windows the size of mountains now do we :) He is basically
how big a player is.
|
| 6. |
Now
build the walls, Starting from the bottom of the floor ive went
up to 192 in my height window in Fig 1.0 and then in topview
in Fig 1.1 Below, ive only made one wall so far.
Fig 1.0 - Height view (z)

Fig 1.1 - Top view
| |
To
make it easier and quicker use "spacebar" to
copy items, when there selected, you can in this instance
select the first wall and copy it over to the other side. |
When you are making the other walls, dont overlap anything,
its never a good idea to overlap brushes in mapping, by this
I mean brushes going into other brushes, ours are overlapped
in a sense but since most buildings are seen from outside as
well as inside they need to be, if your room is only visible
from the inside you should align the walls differently like
in fig 1.1b, he we can see there's no overlapping of a sort.
{fig 1.1b)
|
| 7. |
Once
you have 4 walls and a floor, complete the room by adding a
ceiling, make it 16 high, which is one grid unit, the same size
and height of the floor. You should now have something which
resembles a hollow cube like in Fig 1.3
Fig 1.3 - Room, camera view.
|
| 8. |
Now
rather than just have everything boring and grey, we are going
to texture our room. Click "textures" on the toolbar
and then choose "xlab" and then "xlab_floor"
now in your room select the floor brush and then press "T"
chose "xfloor_c07" then turn off the window.
From the list a cream tiled floor should appear, it looks good,
so thats our floor done.
Now for the walls, click "textures" then select "xlab"
then "xlab wall". Then select either a whole
wall brush or the visible face of one, and press "T"
to bring up the texture window and then choose "xconcrete_c03",
this texture will now cover that wall, then you want to align
it a bit better, so press "S" to bring up the surface
inspector. I decided to press "Fit" and then change
the "horizontal stretch" values to something less
so it isnt as stretched, I changed it to the same value as in
"vertical stretch" in this case its 0.68750
so I just popped that in.
Now you need to have that texture on the other walls, hold "ctrl
and "shift" and then left click one of the walls faces,
then move the cursor in the camera over the wall we just textured
and press the middle mouse button. The texture and setting should
appear on the wall, you can do this for the rest of the walls
or you can keep "ctrl" and "shift" held
down and just move the cursor in the camera over the walls and
press the middle mouse button. You can have to do this, its
just quicker and better, you can texture each face using the
surface inspector if you wish.

We now have 4 walls and the floor textured, I then chose "textures"
then "xlab" then "xlab_wall",
I then selected the ceiling and applied the texture "xconcrete_c03"
(by pressing "T" to open up the texture window and
left clicking the ceiling in the camera view). The texturing
is now done.
| |
Lighting
can be a complex thing and getting it right often takes
a few attempts to get it how you want, you also should
place "lightjuniors" in on your maps to light
the models as they pass near the light |
| |
Some
textures in rtcw are lights, and they do also give off
light, sometimes this might mean you dont need a light
entity in or you only need one with a small value. |
|
| 9. |
We
also now need some light. You can do this 2 ways, the most common
way is to right click then select "light" from the
menu, then enter a value in the pop up window (or leave it at
300) lower values are darker, higher values are lighter (see
the image below, the red diamond is the light). You could then
move onto step 10 if you wanted, but your lighting would be
poor, its up to you, either place in that light, or follow what
I did so that the light looks decent and not so much like a
"tutorial room" :)

So if youve decided to follow this, what ive done is made 2
small rectangular brushes made up of the "textures"
"metal_misc" set and the "ametal_m07a"
texture,
First off in top view I made a rectangle 64x16, I then changed
the grid size to "grid 4", to get it to grid 4 you
can use the "[" or "]" keys or just press
"3". In the height view (z), I made it 1 unit thick
(4 in numerical grid terms as now each unit is "4"
pixels) then I chose the face that is facing down on the room
and textured it with the lights/light_xlight_2500 texture
like in Fig 1.4 below

Fig 1.4
I then had one light brush, so I selected it and pressed "space"
and it copied and pasted one, so I placed that over the other
side of the room like in Fig 1.5
Fig 1.5
These lights will actually give off light, because the light
texture we applied has special values in its "shader"
to give off some light. Its only a dim light but works well
in this small room. You can also right click and choose "light"
then enter a number in the pop up window, like I said before
(lower numbers are darker) and move the light where you want,
but for this room we made we dont need any.
This is the top down view of the room (see above), as you can
see the lights are the 2 small rectangles and the red square
is the info_player start we placed in earlier, it could almost
be a game of the old classic, Pong.
Please note that you must use an up to date version of q3map
as an earlier version of q3map has a mistake in it which cause
the game to crash if you have "light" textures in.
(this version works, by now there will be newer q3map versions
out, check the files page for newer
ones if you want to update))
| |
Bare
in mind that when lighting your maps you will mostly be
placing in the "light" entity as well as light
textured brushes.
|
| |
When
you select a light and press "n" to bring up
the entity list, you can choose to enter lots of values,
its a simple process of entering in the "key"
the name of the process, like "radius" and then
in the "value" writing in a number such as "128"
then pressing "enter" and that choice will be
on that light. |
Hold up, we are almost finished. Select any brush in the room
and then press "N" this will bring up the "Entities"
and it will have selected "worldspawn". Which is an
entity which contains information about the map, some general
settings so to speak. In the "key" field type in "ambient"
and in "value" put "3" then press enter.
This makes the shadows more realistic and less dark. Then type
in "_color" and press enter, then select it so it
is highlighted in blue with the yellow line around it and press
"k" a window should pop up,leave it as white and press
"ok" This is the colour of your ambient light.
|
| 10. |
To
compile it, for now do it the simple way, click on "bsp"
on the toolbar at the top, and then choose "BSP, -vis -light
-extra" and some windows will pop up and when theyve all
gone off ( Theres 3 I believe) your map is done.
| |
There
are a variety of ways to compile, using the in-house radiant
method isnt the quickest or most efficient, to learn about
compiling and the different methods and how to do them,
visit the compile page |
|
| 11. |
Load
up rtcw and bring down the console, normally by pressing the
"`" key which is just below the escape key. Then type
in /sv_pure 0 which turns off pure files as we have made
a custom one. You must type this is or it will say "bsp
not found" when you try to play your map, then type /devmap
mymapname and it will load up your map. If your making a
single player map type in /spdevmap mymapname if you
just use "map mymapname" the sounds in single player
dont come on and you cant use the cheats either.
|
| 12. |
So
we are all done, Marvel at your room in rtcw! and feel proud
of creating your first piece of map!!, from here on you will
find it a frustrating, annoying, rewarding, pleasing and exciting
journey as you make your maps on the road to becoming king mapper.
You should also give yourself a pat on the back! |
Important Notes
caulking, this is applying a texture called caulk (which is found
in the common texture folder) to any faces that you cannot see.
This means the game engine draws less which means higher fps and
lower rspeeds (rspeeds are the number of tris on screen etc, the
higher the worse) Some mappers make there maps out of caulk first
entirely and then put the texture they want to be seen on the faces.
Remember that if a brush is entirely made of caulk (on all its faces)
it will cause a leaky effect, it will seal the level but it will
be a see-through brush.
Leaks, you might not know what these are yet, when you create your
world in radiant you need to make sure it is sealed off some the
grey, think of it like the earth is sealed off from space, we need
to seal our map off from space,
things that cause leaks are entities, these cant seal the void,
and gaps where you havent sealed everything off. Radiant has a built
in leak finder,
try compiling in radiant, if theres
a leak it will stop and normally a red line comes on showing you
where the leak is at the end of the line if the line doesnt appear
and its saying there is a leak, you can also go to file and then
pointfile.
Problems, Comments, Queries > Forum
Next Tutorial > Compiling
Tutorial by eyeronik
|