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188 lines
8.8 KiB
HTML
188 lines
8.8 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0041)https://www.iddevnet.com/doom3/editor.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [DOOMEdit]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : DOOMEdit</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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DOOMEdit is loosely based on Quake 3 radiant, but with some subtle differences.<br>
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Below is a quick "getting started" guide, which can be particularly useful for programmers
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who want to created test maps. Look to <a href="http://www.qeradiant.com/wikifaq/index.php?DOOM3%20Level%20Editing">qeradiant.com</a>
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for more advanced information on Radiant.
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</p><div class="subsection">Starting her up</div>
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The easiest way to start the editor is by typing <samp>editor</samp> in the console.
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If you open the editor a lot, you'll probably want to create a direct short cut to it.
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<p>
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1: Right-Click the Doom 3 short cut and select "Copy" then "Paste" it in the same place (so you get "Copy
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of Shortcut to Doom" or something similar).
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</p><p>
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2: Rename this shortcut to "DOOMEdit"
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</p><p>
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3: Right-click the new shortcut and select "Properties".
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Specify the following for "Target":<br>
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<samp>"C:\Doom3\Doom3.exe" +set r_fullscreen 0 +editor +set com_allowConsole 1</samp><br>
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(This of course assumes you have Doom 3 installed in C:\Doom3\)
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</p><p>
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The editor does not work with antialiasing turned on, so you may need to add:<br>
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<samp>+set r_multiSamples 0</samp>
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</p><p>
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The first time you open DOOMEdit, you will want to click <kbd>File->Project Settings</kbd> and
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change all the paths to point to wherever you have Doom 3 installed (by default they are set to
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where the level designers here at id have Doom 3 installed). There is a small bug in that dialog
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box, after you click <kbd>OK</kbd>, you will need to copy the "doom.qe4" into the "base" folder.
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</p><div class="subsection">Moving Brushes</div>
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DOOM level editing is all about placing convex polytopes, also known as 'brushes'. A brush is
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basically an arbitrary convex shape. Making a map with brushes is similar to making a structure
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with legos. You have a series of convex blocks that you fit together to create rooms and other
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objects.
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<p>
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To create a brush, just click and drag within the 2D view window. This should create a red rectangle
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which defines the size of your brush. If you continue to click and drag, you will only resize the
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selected brush. In order to create a new brush, you must first unselect the old brush by hitting
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<kbd>Escape</kbd>.
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</p><p>
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You can reselect a previously created brush by clicking it while holding <kbd>Shift</kbd>. If there
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are multiple brushes stacked on top of each other, you can cycle through them by clicking
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while holding <kbd>Alt+Shift</kbd>.
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</p><p>
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You can duplicate the selected brush by hitting <kbd>Space Bar</kbd>, and you can delete it by hitting <kbd>Backspace</kbd>.
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</p><div class="subsection">Making a simple room</div>
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A map in Doom 3 has to be completely sealed in. That means there cannot be any space
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between two brushes. A map that is not completely sealed will "leak" when you try to compile it.
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<p>
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The way to create a room is to create 6 brushes: 4 sides, a floor and a ceiling. Experienced level
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designers will drag out all 6 brushes manually, but if you're a programmer, or you're in a hurry,
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you can use the CSG subtract tool.
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</p><p>
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</p><ul>
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<li>Drag out a brush you want to be the external size of your room (you can adjust the height by using the "Z" window).
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</li><li>Hit <kbd>escape</kbd> and drag out a brush that is one grid unit smaller on all 6 sides (again, use the "Z" window to change the top and bottom).
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<p>
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You should now have one box inside another box, with the smaller box selected.
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</p><p>
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</p></li><li>Click <kbd>Selection->CSG->Subtract</kbd>.
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<p>
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You should now have 6 brushes, with all of them selected.
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</p><p>
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</p></li><li>Click the "Media" tab in the "Inspectors" window.<br>
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</li><li>Expand out Textures->textures->base_wall
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</li><li>Click on some textures and notice the textures change in the 3D camera window.<br>
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</li><li>Find a texture that you like and hit <kbd>Escape</kbd> to unselect the brush (leaving the texture applied to it).
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</li></ul>
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<p>
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We're almost ready to compile, but first we need to place a player start entity so the game will know where to put our player.
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Right-click in the 2D window and select <kbd>info->info_player_start</kbd>. A red square with a dot in it should have appeared under
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your cursor. You may want to move it down in the "Z" window so it is right above the floor.
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</p><p>
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Save the map in <samp>C:\Doom3\base\maps\mymap1.map</samp>.
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</p><p>
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Now it's time to compile the map! Click <kbd>Bsp->bsp</kbd>.
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</p><p>
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If everything went ok, then in the "Console" window you should see "no entities in map that use aas_cyberdemon" as the last line.
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If you see "******* leaked *******" then your map map leaked (see below).
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</p><p>
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The final step is to test the map. Hit <kbd>F2</kbd> to switch back to the game. Drop the console and type <samp>map mymap1</samp>. Your map
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will be pitch black because we didn't add any lights, but you can use your flashlight to look around.
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</p><p>
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Now that you know you can make a simple 6 sided room and load it up, you can start adding more advanced things. The first thing you'll
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probably want to add is a light. Right-click in the grid and select "light". A purple box should appear, indicating the size of the
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light (all lights in Doom 3 are square). You can also add weapons, monsters, physics objects, and other random crap by using the same
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right click method.
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</p><div class="subsection">Leaks!</div>
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<img src="images/leek.gif" align="right">
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Levels in Doom 3 (and Quake for that matter) have to be completely sealed in. This means there can't be any cracks from the "inside" of the
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level to the "outside" of the level (also known as the void). For a map to be completely sealed in, the brushes should form a complete volume
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with no gaps between them.
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<p>
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There are three common situations that cause leaks:
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</p><ul>
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<li>There is an entity outside the map. All entities must be completely inside the map. There cannot be any entities
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poking through a brush or hanging out in the void (unless they are marked as noflood).
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</li><li>There is a gap between two brushes. This is simple enough to imagine.
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</li><li>A "hull" brush has a non-solid texture applied to it. This is probably the hardest situation to figure out because
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it will look like there is no leak. The problem is even though there is a brush there, it may have a texture indicating
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that it is not solid (for example a trigger texture).
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</li></ul>
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<p>
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There is a tool to help track down leaks known as the "Pointfile" tool (in the "File" menu). This tool draws a line from
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the leaking entity to the location of the leak. If the leak was caused by the entity being halfway inside the map and
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halfway outside then nothing will be drawn (because the entity location and the leak location are the same). After
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loading the point file, you can press Ctrl+Shift+K and it will take you right to the leak.
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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