[Guide] How to Make Custom Maps

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[Guide] How to Make Custom Maps

Post by  on Mon Dec 31, 2007 3:47 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

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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:

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Extract these files to C:\gunzmap\

Step 4.
SourceForge.net: 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:

data.rar - FileFront.com

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
gunz


Alright 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.



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 vertically


Okay 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.


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.


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:


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.


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.


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.


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.xml


Now 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.elu


Then 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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