2. Creating a room
After you learned the basics of map editing, i will now tell you
how to create a room.
First you should start quest of course, and then you have to select
a .wad file that contains the textures you need. If you don't already
have such a file, you can create them using the cwad2 tool. This
extracts all textures of bsp files in pak files and puts them into a
wad file. You can also download different .wad files from the Internet.
After this is done you should set up your viewports so that you can
work well. For me i use a big 2d viewport on the right half of
my screen, another 2d viewport in the top-left quarter of my screen
and a 3d textured view in the lower-left quarter of the screen.
The big 2d viewport views the map from the top, the smaller one from
its side. But you should find your own preferences for doing well.
You can rotate the 2d and 3d view by hitting alt+arrowkeys.
So now let's select a texture for our first brush. Press CTRL+T
and pick a texture you like. If you have done, you can click OK.
(Hint: it is always a good idea to remember texture names, so that
you don't need to search for them for a long time if you need them
again.)
Now get the focus on one of the 2d viewports and press ALT+C to
create a cubic brush. A new brush is always created in the center
of your selected viewport. Now you see that this brush has a lot
of focal points. More than you need, because i won't explain face
editing to you in this tutorial. So you can press CTRL+ALT+R to
get a menu, which lets you set what you want to see and what not.
Toggle "Face focals" off.
After a new brush is created, it is selected automatically. You can
deselect brushes by CTRL-clicking somewhere in empty space. You
can relesect it by CTRL-clicking on its focal point.
Now were going to make a room using this brush, there are actually
two ways. The difficult one and the easy one. I will explain the
difficult one first, so that you learn something about vertex
editing. The selected brush has dots on his corners, these are
vertices, you can select them by holding down shift and dragging
a selecting area around the vertices you want. By this way, also the
vertices that are "below" the top one are selected. If you would just
SHIFT-click on a vertex, only the clicked vertex would be selected,
not the ones that are below it. If you ever want to select all vertices
of a brush you can just click CTRL+A.
If you don't have a grid in your 2d view yet, press "g" to get one.
You can resize the grid by pressing + or -. For this tutorial,
use a 8 units grid.
Now, expecting that you are in the top-view, select the two
upper vertices by SHIFT-dragging a selecting box over them and
drag the vertices higher, so that he brush is about 256 units
long. Now deselect them by SHIFT-clicking in empty space, and
select the two right vertices (actually you are selecting 4 by
doing this, because there are also vertices below those you can see)
and resize the brush to a width of 8 units. (1 grid square).
Of course we need to adjust the brushes height also. Go to the
side-view viewport and select the two upper vertices and drag them
to a height of 256 units. This is our first wall :)
Now, for our luck, there is copy and paste. Select the formed brush
by CTRL-clicking its focal point. Press CTRL+C (copy) and CTRL+V
(paste) to duplicate the brush. Then drag the brush 256 units to the
right. Now we got a second wall :)
Now (top view) select the two walls, and duplicate them, so that
there are 4 walls now. Press CTRL+R to rotate the two walls,
rotate them by 90 degrees. Preventive you should always press
CTRL+N after a rotation to snap the rotated brushes to the grid.
Now (with the 2 new brushes still selected) move them around so
that there are not any holes between the walls, and so that they
do not overlap! (just move them one unit down in this case :> )
Now a floor and a roof is still missing. Go to the side-view and
select two walls. Duplicate and rotate them as you did it before,
so that the brushes close the room at the top and the bottom.
You can give each brush a different texture if you like, by selecting
it and pressing CTRL+T to apply a texture to one or more selected
brushes.
So now the room is finished :)
The easier way to create a room is to make a big brush of the room-size
you want, and press "R" when the brush is selected. Quest then makes
a room of that brush automatically.
But there is still light missing. So press ALT+E and select
"light". A light entity is created now, but you will probably
have to drag it so that it inside the created room. You can
press CTRL+E with the light selected to get the entity window.
You can set a value for the key "light" to set its intensity.
Default is 300, you also can set a number to the "style" key,
which makes the light flicker in different styles (0 is default,
non-flickering). You have to try around with lights a lot to make
them look good.
OK. Now, one thing to play that map is still missing! We don't
have a player start point yet. Press ALT+E and select
info_player_start. You have to drag it into the room again.
You may not place entities in walls, they will not spawn if they
are in a wall, it's better to place entities a bit higher, because
they are dropped to the floor anyways.
info_player_start is a single player start point, if you want
deathmatch maps, use info_player_deathmatch instead, but there
should always be an info_player_start in your map too, just in a
case that mods want to use it, or that somebody wants to check
out the map in single player.
Now that the map is finished, save it by pressing CTRL+S.
If you didn't give the map a filename before, you get a file
selection dialog. Call it rvbtut1.map or something.
Now you have to compile the map. This work is done by map compilers,
you need a specially-modified compiler version from Alexander Malmberg
to use the special map format, which is used by Quest. You can also
switch off the new map format, if you want to use another map
compiler that does not compile the new map format, but does things
like watervis and colored light for example. To compile the map
do:
qbsp rvbtut1 && light rvbtut1 && vis rvbtut1
You don't have to vis your map every time for testing, because vising
takes the longest time of the map compiling process. If you do not
vis the map it runs slower in quake, and walls are going to disappear
in the default quake software renderer. But it is still enough for testing.
If you just want to see if rooms are big enough for example "qbsp mapname"
is enough. You will get a fullbright map then, which is very ugly, but
enough for testing. If you release a map you should compile a map with:
qbsp rvbtut1 && light -extra rvbtut1 && vis -level 4 rvbtut1
to get best quality for lighting and vis data.
Now copy the generated rvbtut1.bsp file to your id1/maps/ directory,
start up quake and type "map rvbtut1" in the quake console. Now
you are in your room :)
GNU Free Document License (C) RvB <rvb@rvb.dyndns.org>, 2002
Edited by Alexander Malmberg
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