175 lines
7.7 KiB
Markdown
175 lines
7.7 KiB
Markdown
# Level Editing {#radiant}
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 **Nuclide** does not come with a built-in level editor, you're encouraged to use one of many variety of editors maintained by the id Technology enthusiast community.
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However, we have integrated gamepack building support for [GtkRadiant](http://www.icculus.org/gtkradiant/).
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If you are new to level design or want to brush up on your knowledge, [look no further than GtkRadiant's documentation page for level designers](https://icculus.org/gtkradiant/documentation.html).
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@note When we refer to *Radiant* we are usually referring to *GtkRadiant*, but it will usually also apply to other versions of Radiant such as **NetRadiant**, **NetRadiant-Custom**, **DarkRadiant** etc.
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If you have issues with **GtkRadiant** or any other editor, [please file bugs with said project](https://www.github.com/TTimo/GtkRadiant/issues) and **not** with **Nuclide**.
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## Building integrated Radiant
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 If your workstation has all the dependencies (`pacman -S git scons libxml2 gtk2 freeglut gtkglext subversion libjpeg-turbo`) installed, you can build the default version of **Radiant** like so:
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```
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make radiant
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```
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And then run it using the launcher at `./radiant`.
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@note NetRadiant-Custom is also available to build with Nuclide integration. Specify `netradiant-custom` as the target.
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You will probably want Nuclide's build system to generate a game pack for that installation of **Radiant**.
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This can be achieved by running:
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```
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make defs [GAME=base]
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```
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Where `GAME=base` is used to specify which game to build. That should match the name of your game directory.
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After that, you will be able to select your game from within **Radiant**.
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@note If you plan on using a legacy BSP format using WAD texture archives, the target `defs-wad` can be used instead of `defs`.
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
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## BSP Compiler
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The generated gamepack will attempt to build with `vmap`. You can change this of course, by setting up your own toolchain under **File > Project settings...**.
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
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## Building your level
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In the *menu-bar* you'll find the **Bsp** menu, under which a few choices will be visible:
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
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This is more or less what the default build options for your level will look like.
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Clicking any of them will result in your **map** file being compiled into a **bsp** file, which contains the final level geometry, entity data and lighting built into one blob file.
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@note Depending on your level size and complexity, this may take a while. You can see the progress in your Terminal if you've run *Radiant* in one.
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 The final **bsp** file output will be alongside your **map** file.
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Ensure it's within your `<gamedir>/maps` directory so you can test it.
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To run your level, execute this in the engine/game console (SHIFT+ESC):
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```
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devmap nameofyourlevel.bsp
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```
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And that's all there is to know about getting started building levels with Radiant and Nuclide.
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# Level Editing: Tips and Tricks
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## Lighting: Best Practices {#mappingtips_lighting}
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 Here we'll run down the practices of lighting your map using
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WorldSpawn and vmap.
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### Basic Rules {#mappingtips_lighting_rules}
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- Point lights are hard to maintain, use surface lights (either
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@ref vmap_surfaceLight or light_surface.
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- light_environment will do the bulk of
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the world lighting, it should even be used in afternoon and dark
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settings
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- Avoid ambient lighting, unless you know exactly what you want, or
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you're in a completely interior-only map
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### Global settings {#mappingtips_lighting_settings}
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The light_environment entity will do the bulk
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work. It emits light from any sky surface, such as `common/skyportal`.
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The amount of samples specify how many **passes** are done. This will be
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*evened* out to match the desired **intensity**, so increasing samples
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does **not** make the map brighter.
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Using more than 1 sample is useful if you want less harsh-shadows. Even
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a value of 4 with a `sunspreadangle` of e.g. 5-10 degrees is sensible
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for day-time maps. It makes them look less artifacting too. The theory
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is, the cloudier the world is, the softer the shadows are - so we need
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more **samples** and a `sunspreadangle` that's wider to accommodate
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that.
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The `sunspreadangle` will determine how far apart the different samples
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will be spread. E.g. if you set it to `0` it will do nothing. Every
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light_environment sample will take place on the exact same spot, from
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the same angle. However if you set it to 360 (the maximum amount), each
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sample will spread out to get a full 360 coverage of the map. Resulting
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in a lightmap without any real contrasting shadows.
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### Which light_environment color to use? {#mappingtips_lighting_color}
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99% of the time it's going to be white. Let `_ambient` inside your
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light_environment tint the shadows the color of the sky, let radiosity
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do its job. Radiosity can't do its job if the sun color is non-white.
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**The effects of radiosity will be barely visible using a non-white
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light_environment color.**
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**Case in point**: The overwhelming tint of orange/brown in id Software's game Quake II.
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### Ambient color? {#mappingtips_lighting_ambient}
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Set `_ambient` in your light_environment to whatever the color of the
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sky is set to. This determines the color of the shadows cast by the
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light_environment. **This does not create a minimum ambient intensity in
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the process**
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### Minimum light intensity {#mappingtips_lighting_minlight}
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In your worldspawn entity keys, you can add a `_minlight` intensity value, as well as a `_minlight_color` value to an entity.
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Then, any lightmap based lighting will ensure to be at least that level of brightness.
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This is not something you want to use for anything meant to look natural.
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### What about the worldspawn '_ambient' key? {#mappingtips_lighting_worldspawn}
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The absolute lighting level of the map is raised. This has the tendency
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to flatten the difference between light and shadow. The dynamic range of the light is
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affected negatively as a result.
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It raises the lighting level-wise, but keeps the light values of each
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entity/sky/shader intact.
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@note You will never achieve truly black areas in your map after this. Be
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aware of that.
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Only use this as a last resort in case you want to make sure there are no black/dark areas in your level.
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### What about the worldspawn '_floodlight' key? {#mappingtips_lighting_flood}
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With floodlight, light becomes darker in closed spaces and brighter in
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wide open spaces.
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The worldspawn key for that is `_floodlight`, with you specifying **5 whitespace separated values** for the key:
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```
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<red color> <blue color> <green color> <travel distance> <intensity>
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```
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The side effect is that it'll obviously act as a contrasting knob. It
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**does not fix spaces where light wasn't present to begin with**!
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@note There are very few artistic use cases for this. However, if your map is
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looking very dull/flat, it could help a lot.
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## Should I use radiosity? And if yes, how many bounces? {#should_i_use_radiosity_how_many_bounces}
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**Yes, you should use radiosity. It fixes most problems with lighting your level!**
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Valve's BSP compiler used for *Half-Life 2* cast light rays with a maximum of 8 bounces, which is sensible. You
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can even set it to **100** and it'll stop once photons lose their energy.
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The alternative to *radiosity* is *direct lighting*, which is what is used in the original *Quake*.
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The difference between direct lighting and radiosity is that *when the latter light hits a wall, it reflects and bounces around the room*, although it loses some of its energy.
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It will also absorb some of the color of the surface it bounces against.
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The end result is you can illuminate environments more evenly.
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