350 lines
23 KiB
HTML
350 lines
23 KiB
HTML
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<title>ÜberTools Game Development Kit</title>
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<body>
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<a name="top"></a>
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<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
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<tr>
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<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
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</tr>
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<tr>
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<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
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<tr>
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<td valign="top" class="menu">
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<!-- Keep all menus within masterdiv-->
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<div id="masterdiv">
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<img src="../images/navigation.jpg" width="158" height="27"><br>
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UberTools GDK
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<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
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<span class="submenu" id="sub0">
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<a href="../start.html">Introduction</a><br>
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<a href="../start.html#2">Utilities</a><br>
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<a href="../start.html#3">Source Files</a><br>
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</span>
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<br>Level Design<br>
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<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
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<span class="submenu" id="sub1">
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<a href="radiant_setup.html">That Scary Error Msg</a><br>
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<a href="radiant_setup.html#2">General Tab</a><br>
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<a href="radiant_setup.html#3">Display Tab</a><br>
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<a href="radiant_setup.html#4">User Interface Tab</a><br>
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<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
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<a href="radiant_setup.html#6">Colors Tab</a><br>
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<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
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<span class="submenu" id="sub2">
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<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
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<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
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<a href="radiant_firstroom.html#3">Building The Room</a><br>
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<a href="radiant_firstroom.html#4">Adding a Light</a><br>
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<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
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<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
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<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
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<span class="submenu" id="sub3">
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<a href="radiant_terrain.html">Setting up the Tools</a><br>
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<a href="radiant_terrain.html#2">Creating Terrain</a><br>
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<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
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<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
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<span class="submenu" id="sub4">
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<a href="ldesign_lighting.html">Lighting System</a><br>
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<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
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</span>
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<br>Scripting<br>
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<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
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<a href="scripting_syntax.html">Scripting Syntax</a><br>
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<a href="scripting_waves.html">Spawning Waves</a><br>
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<a href="scripting_flying.html">Creating Flying Creatures</a><br>
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<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
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<a href="scripting_globalscripts.html">Introduction</a><br>
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<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
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<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
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<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
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<span class="submenu" id="sub7">
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<a href="allclasses_g.html">Game Module</a><br>
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<a href="allclasses_cl.html">Client Module</a><br>
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<a href="allclasses_cg.html">Client Game Module</a><br>
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</span>
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<br>Older Documentation<br>
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<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
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<span class="submenu" id="sub8">
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<a href="fakk2_camera.html">Camera Documentation</a><br>
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<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
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<a href="fakk2_gui.html">GUI Documentation</a><br>
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<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
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<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
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<a href="fakk2_shadermanual.html">Shader Manual</a><br>
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<a href="fakk2_soundsystem.html">Sound System</a><br>
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<a href="fakk2_tiki.html">TIKI Model System</a><br>
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</span>
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<br>Other<br>
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<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
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<span class="submenu" id="sub9">
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<a href="other_links.html">Web Links</a><br>
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<a href="other_credits.html">Credits</a><br>
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</span>
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</div>
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</td>
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</tr>
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</table></td>
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<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
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<td valign="top" width="533"><p class="header"><br>
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building your first room</p>
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<p class="subheader"><a name="1"></a>1. Editor Interface Basics</p>
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<p align="center"><img src="../images/tut02_editor_layout01.jpg" width="512" height="384" /></p>
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<p>NOTE: Depending on how you setup your editor the above screenshot and
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directions below may be somewhat different for you but still useful.</p>
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<p>The ÜberRadiant interface may look very complex but thankfully
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you do not need to know very much before you can successfully build your
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levels. Noticing the orange text, you will see that I have labeled four
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different view ports and one bar of text field boxes with clickable arrows
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and buttons.</p>
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<p><strong><br>
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2D Views</strong></p>
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<p>Starting at the top, the <strong>Top View</strong> is the main view port
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window you are likely to be working from. It is also the default view
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the editor starts up with. You can see which view port you are currently
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using by looking in the exact same spot the drop down menu is covering
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in this screen shot, the upper left corner. In addition to the Top View
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window, you can press<strong> CTRL-TAB</strong> to switch between <strong>Front
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View</strong>, <strong>Side View</strong> and <strong>Top View</strong>.
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</p>
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<p>To the left of the main view port window is a slim view port that is
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the <strong>Height View</strong>. This view is helpful if you want to
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raise the side of a brush vertically or move any object in a vertical
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only direction. </p>
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<p><strong>To move within all 2D Views (Top, Front, Side or Height)</strong>:
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Right click and drag will move in all directions. In the Height View if
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you right-click and drag you will only move up or down.</p>
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<p><strong>To zoom within all 2D Views</strong>: You can use the mouse wheel
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or INSERT to zoom in and DELETE to zoom out. The Height View does not
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have any zooming capability.</p>
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<p><strong><br>
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3D View</strong></p>
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<p>On the right side of the editor you will find the <strong>3D View</strong>
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port. This view represents a camera that you can use to fly through your
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level. You control the camera with your mouse or arrow keys. </p>
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<p><strong>Move forward or backward</strong>: Right click anywhere in the
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view and drag your mouse forward or backward. Alternatively you can use
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your forward and back arrow keys.</p>
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<p><strong>Turn (pan) view left or right</strong>: Right click anywhere
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in the view and move your mouse left or right. Alternatively you can use
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your left and right arrow keys.</p>
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<p><strong>To move vertically</strong>: Hold CTRL-Right click and drag UP
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to move upward and drag DOWN to move downward. Alternatively you can press
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'd' to move up and 'c' to move down.</p>
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<p><strong>To look up or down</strong>: Hold SHIFT-Right click and drag
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UP to look upward and drag DOWN to look downward. Alternatively you can
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press 'a' to look up and 'z' to look down.</p>
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<p><br>
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<strong>Texture View</strong></p>
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<p>The Texture view is where you can view all the textures being used for
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your level or all the textures that are available to you. To view only
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the textures currently being used press <strong>'u'</strong>. To turn
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that of press 'u' again. When you are browsing through the Texture View
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window you can <strong>use the mouse wheel</strong> to scroll up or down
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as well as <strong>right-click dragging</strong> to scroll up or down.
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Holding down SHIFT will speed up the scroll.</p>
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<p><br>
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<strong>Texture Manipulation Bar</strong></p>
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<p>Finally, down at the bottom of UberRadiant you will find a bar of text
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fields and buttons that are used to manipulate the textures you have applied
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to a brush. Once you have a brush selected or faces of a brush selected
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you can change the textures position and size.</p>
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<p><strong>To alter the textures position</strong>: The Shift H: and V:
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boxes that have arrows poining up/down can only be used when the text
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box to the right has a number entered. This number relates to how many
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units the texture should move when you press the arrow buttons. 8 units
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is usually a good number to enter and then when you use the box to the
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left of it by pushing the arrow buttons you will see the numbers increment
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by 8 each time (0...8...16, etc). Alternatively, within the 3D view you
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can hold ALT right-click and drag to move the texture.</p>
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<p><strong>To alter the textures size</strong>: This works exactly as it
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does for altering a textures position. A number of units must be entered
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into the blank text box before the box with the arrow buttons can be used.</p>
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<p><strong>To alter the textures rotation</strong>: This works exactly as
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it does for altering a textures position and scale. A number of units
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must be entered into the blank text box before the box with the arrow
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buttons can be used. Alternatively, within the 3D view you can hold CTRL+ALT
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right-click and drag up/down to rotate the texture.</p>
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<p><strong>Fit, X Flip and Y Flip</strong>: These buttons allow you to fit
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a texture to a face or flip the texture on the X or Y axis. Alternatively,
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you can fit a texture to a brush or face by pressing CTRL+f.</p>
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<p>The rest of the buttons relate to patches which are entirely different
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beasts from brushes and are not covered in this tutorial. They are typically
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used for more advanced geometry.</p>
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<p class="subheader"><a name="2"></a>2. Choosing Your Textures</p>
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<p>To begin making your first room, you will need to choose a texture set
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to work with. For the purpose of this tutorial any one will do, select
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one by navigating to the Textures menu at the top menu bar.</p>
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<p>After choosing your texture set you may have to wait upwards to 15 seconds
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for all the textures to load. Regardless of how long it takes you should
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see that it's working by looking at the console msgs or the text in the
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3d view window.</p>
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<p class="subheader"><a name="3"></a>3. Building the Room</p>
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<p>Now that you have your texture set loaded you can begin building your
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level. First, press the number '4'. This will set your editor to use a
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grid size of 8 units. In the 2D Top View left click and drag from anywhere
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to anywhere. Your brush should be at least 256x256 units. You should see
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a box outlined in RED. This box is known as a brush and can be manipulated
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in many ways. To <strong>resize the brush</strong> left click outside
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of any side you want to change and drag in the desired direction. To <strong>move
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the brush</strong> left click anywhere inside of it and drag to your desired
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location.</p>
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<p>Once you have your first brush drawn out you can deselect it by hitting
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the escape (Esc) key. To toggle selection of a single brush you can SHIFT+Left-click
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on it in any of the views (2D or 3D).</p>
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<p>With the brush selected, left-click on any texture you find in the texture
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window that looks suitable for a floor texture.</p>
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<p align="center"><img src="../images/tut02_room01.jpg" width="512" height="384" /></p>
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<p> Next we are going to copy this floor brush and make it into the ceiling
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for our room. With the floor brush selected, tap quickly the space bar.
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If you hold down on the space bar you will end up with MANY copies of
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your floor brush. After the copy, you should see another brush selected
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in red above your old brush (which is now deselected). Move the new brush
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exactly on top of the old one and then in the Height View, left click
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inside of it to move it UP at least 128 units from the original brush.
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</p>
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<p align="center"><img src="../images/tut02_room02.jpg" width="512" height="384" /> </p>
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<p> Feel free to find another texture to apply to the ceiling so it looks
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different from the floor. Then, deselect the brush.</p>
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<p>Next, switch to the Front View by pressing CTRL-TAB once. Now drag out
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a new brush as you did for the floor. This time it will be used for one
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of the four walls. Make sure the brush touches the floor and ceiling in
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the Front View. </p>
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<p align="center"><img src="../images/tut02_room03.jpg" width="512" height="384" /></p>
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<p> Feel free to choose a new wall texture for it. Then, press spacebar
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to copy it and move it to the other side of the room in the Front View.
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</p>
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<p align="center"><img src="../images/tut02_room04.jpg" width="512" height="384" /></p>
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<p> Before we forget, lets save this room. Choose File > Save As... and
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give it a name, I chose room01. Hopefully, you set up your editor correctly
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and the default directory is 'maps' under the 'base' directory. You could
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create a sub-directory under maps if you choose to keep your maps seperate
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from other user made levels.</p>
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<p>Continuing with the task at hand, deselect the last brush you made for
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the wall and CTRL-TAB twice to the Top View. Now, drag out a brush for
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the north wall, shown below.</p>
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<p align="center"><img src="../images/tut02_room05.jpg" width="512" height="384" /></p>
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<p> To complete the room, press space bar to copy the north wall and move
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to into position for the south wall as shown below. </p>
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<p align="center"><img src="../images/tut02_room06.jpg" width="512" height="384" /></p>
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<p> Again, now would be a good idea to save your level. </p>
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<p class="subheader"><a name="4"></a>4. Adding a Light</p>
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<p>Now we should add a light to the room to make it interesting for the
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player (they can see what you built!). Lights have many different properties
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to play with to get the desired effect, however I will only discuss how
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to add a basic light to your level. </p>
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<p>Deselect all brushes and while in the Top View, <strong>right click</strong>
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in the center of your room to bring up the <strong>Entity list</strong>.
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Choose <strong>'light'</strong> from the list. Next, CTRL-TAB to another
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view and click inside the light entity to move it up towards the ceiling.</p>
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<p class="subheader"><a name="5"></a>5. Adding a Player Start Location</p>
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<p>The last thing we need for our level to work correctly is the player
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start location. Deselect the light entity. CTRL-TAB to the Top View and
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right-click anywhere inside the room. With your entity menu open, select
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<strong>Info > Player > Start</strong>. Using the 2D views (Top,
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Side, Front) position the player start where you want it. Make sure the
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player start entity or ANY entity at all is completely inside your level
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and not stuck inside a wall. Doing so may cause errors. The finished room
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should look similar to the one below, except for the textures which were
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totally up to you.</p>
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<p align="center"><img src="../images/tut02_room07.jpg" width="512" height="384" /></p>
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<p>Finally, save your map again.</p>
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<p class="subheader"><a name="6"></a>6. Compiling Your Level</p>
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<p>At the top menu bar, locate the <strong>Build Map menu</strong> and choose,
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<strong>'Full Compile'</strong>. You will see new dos prompt window appear
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with the status of your level compiling. Soon it should finish and you
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will now have a levelname.bsp file in the directory where you saved your
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levelname.map file. The .map file is what the editor builds and the compiler
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creates the .bsp file so that the game can display your level.</p>
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<p class="subheader"><a name="7"></a>7. Viewing the Level in the Game</p>
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<p>Run your game as you normally would. At the main menu screen, press the
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<strong>tilda key '~'</strong> to bring down the <strong>console</strong>.
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Within the console, type <strong>'devmap mapname'</strong>. Using 'devmap'
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allows you to enable cheats such as <strong>'noclip' or 'god'</strong>
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mode. Noclip allows you to fly through walls and god makes you unable
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to die.</p>
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<p>This wraps up the tutorial on building your first room.</p>
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<p> </p>
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</td>
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</tr>
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<tr>
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<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
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<img src="../images/hor_line.jpg" width="702" height="1"></td>
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</tr>
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<tr>
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<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
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<tr>
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<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
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Please do not email Ritual Entertainment with questions about the
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UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
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<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
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</tr>
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</table>
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<p align="center"> </p></td>
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