Tutorial to make better maps, part 1 BSP.
The man who learns only what others know is as ignorant a if he learns
nothing. The treasures of knowledge are the most rare, and guarded most
harshly.
- chronicle of the first age (Thief 2, the metal age)
General
- Pardon my grammar mistakes. I'm not English so it's not my main language, hope you still understand what I mean despite of it. :) (I did a spelling check though)
- When I talk about "look above room x, or look below room y, I always talk about the TOP viewport. So if I say look above the blablabla room, look in the top view to find it and not in any other view. Only if I mention something else.
- I placed zoneinfo actors in the map that light the map for now. You'll need to delete them (or turn their light off) once you begin adding your own lighting. They are just so everything gets illuminated when I test the map out.
- Let's keep this round to BSP. Don't add static meshes yet (or not too much) We'll do that later on in a later assignment. Right now I like you to learn a bit more about BSP, just so you know what you can do with it. And maybe if you know what to do with BSP you get a better idea of how you want to make you're static meshes in a 3d app and how you will implement that in your map. Also don't use lighting at this time, we will do that later.
- For your convenience I grouped the map. So if you don't know what room is where in this tutorial look at the name the assignment is in in this document and look in the group browser in UED to find out which one it is. Also when working in one room it might be useful to turn off the others so your 2d view won't be cluttered up with the rest of the map. This increase your workflow quite a bit. If you add new stuff and rebuild it might disappear, just open the group browser and select the newly created group "none". If you can group them back to the right group.
Quick tutorial: Select the actors you want to add to a group and press the create new group button, give up a name and you'll have a new group with the selected actors. To remove actors: select the actors you want to remove from a group in the map and highlight the group they have to be removed from, then press remove selected from group. The same with add selected to group, just the other way around. Highlight a group and press select all in group to select all actors inside a group. Marquee selecting can be done by going into camera movement mode. (icon on side)
- If you want to do more than the assignments ask of you, feel free. But please first make the assignments and then go crazy how much you like. Unless the assignment says you can do what you want off course.
- True, no-one will stop you by copy and pasting my pieces of geometry, but who do you fool with that ? Me or yourself ? So just don't copy and paste, you'll learn nothing with it. :)
- With all assignments keep in the back of your head that you will add some static meshes later on. So don't clutter all up with BSP. The only exceptions might be the first two rooms, they are already full of BSP and I like you to continue with that. Try to think about this especially with the low square room and round room. Those are almost completely empty and with a little forward thinking you can really plan out the room and make a nice mix of some BSP and static meshes. Although as a "real" mapper you would prefer to have as much static meshes as possible we will not keep strict to that guideline and we will feel free to ignore it. As far as the top right room is concerned, its already very cluttered up with BSP so it might be wise to completely ignore adding static meshes there. (except maybe some pipe works and small static meshes)
- If you have any questions about the assignments or about the editor use the 3dbuzz forums for your questions and also use the irc channel. (server : irc.3dbuzz.com, channel : #ued) Try to answer each other questions first before asking me, I think you'll learn more if you help each other out. Unless it's a question about things you don't understand about the assignments or if I made mistakes with them, then turn them directly to me. You can always mail me via : marvinraymakers@hotmail.com. I'll hang out on IRC when I can and I'll keep an eye out on the forums. I live in the Netherlands which is GMT +1 and I'm online at the evenings.
Quick vertex edit tutorial
The picture to the left holds your ticket to vertex edit wonder land. Great tool you're going to love. Select the brush you wish to edit (or the builder brush) and click on a vertex to select the vertex that you click and the one that is underneath it. You can also marquee select vertexes by holding the alt & control keys and then dragging the mouse. Move selected vertexes by holding control and dragging the mouse in the direction you want them to go. If you want to edit one vertex select two of them, move them a little away and from another viewport select one of the two. Edit it and pull back the other vertex to the original position. When vertexes move too fast to get them in the right position, lower the mouse speed in ued. You an do that by pressing the "Change camera speed" icon on the sidebar. Practice a bit to get to know how it works. It's not hard but you've got to be careful with it. Let me tell something you will want to avoid and things you'll want to do. If you just start vertex editing, ALWAYS edit two vertexes at a time that are next to each other. Why ? I'll explain in a minute. Never ever pull back two vertexes on the opposite site or pull back one and push forward the one that is next to it. You will also find that if you are trying to create a complex object that consist of multiple additives and is heavily vertex edited (or even mildly) will generate holes all over your object.
I got an example in the editor. So look above the room you 're supposed to edit now. There are two small substractions with two cubes in it that have one face vertex edited. The one to the left (Either picture below) is something you will want to avoid. I pulled back both vertexes that are opposite to each other. Look at the cube from the side the face is disappearing. Do NOT do this. This can be avoided for the most part by always editing two vertexes at one time. But it doesn't guaranty safety though, so for complex shaped it's way better to use a 3d app. Only vertex edit one vertex when you know what you're doing. Always try to keep the faces, and I believe the right word is convex (not sure though). But what I mean is that the face is always straight and never bended. Look at the second cube (to the right) It's also vertex edited but the face is still straight. That's a lot better.
Something to keep in mind, be careful when vertex editing , the unreal engine is not a 3d app so it has it's limits.
The Long room. (top-left room)
First let's explain a bit about what I have done and what you want to do or avoid. If you look at the long room I've made some geometry in the ceiling, by default fake backdrop view is off so you might not see what they are for. select the 3d view and press the "k" key. This will turn on fake backdrop view and you'll see the skybox through fake backdrops. If you hang under the ceiling in that room and look up now you see I have created some nice window type structure. I used two different approaches, maybe you'll see it yourself. Take a minute to look around the two different sections and turn fake backdrop on and off to inspect them. As you see I used fake backdrop on one side (left side in picture) directly on the substraction which you would be able to touch if you could fly in game. That's why I placed some beams to make sure a player could not reach the fake backdrop and be blocked by it. Imagine how that would look in game, being blocked by nothing. That's no good. With the second structure I created a glass dome, and personly i like this method better. I substracted a large piece that has the fake backdrop and then added the dome structure. That approach is a little different. Cause know you could actually walk on the top of the building. (which I prevented cause I don't want that to be accessible) I could have created the dome shape pretty much the same way as the other structure, but now it has volume. But the real reason i like that method better is because of what i explain below.
In the above picture i like the right method better, why ? I can add things to the substraction on top, so that when a player looks up he can actually see some stuff outside the play area. That will make the room look much more interesting and it will fake the impression that something is outside the map. You could for example place some trees on the roof or some type of machinery. Imagine what would look better, look outside and only see the sky or look outside and actually see that the play area is not the only thing that's there. That there's life outside the map so to speak. Also note that I placed a blocking volume (the gray-ish square) under the dome, this is because for the glass of the dome I used sheets and sheets don't have collision. So I have to use blocking volumes to fake the collision with the dome. If I would have done it right I would have matched the collision around the dome itself, but for now this is enough. Just to show you that you want to use the collision volume, else you would be able to fly through the glass.
A map that uses this in a great way to is DM-Hardcore by Guilhem 'Gui' Bedos.
One more important thing to not do with textures that you can see through. (glass, grating, etc) You can cause some anomalies with it, and you wouldn't be the first to make that mistake. To show what I mean look above the long room, I created another room there. You'll notice three solid blocks with that dirty texture on it. There are also three windows sticking inside the blocks. The first one (left) is wrong, the second and third are ok. Why ? Take a close look in the 3d view at the first one. You'll see that you can look through the window and inside the block. Very very wrong. This will look like crap in game so do not do that. Instead use the second or third method. The second window is floating above the block. Look very closely in the 2d view at it, you'll notice that it's floating one unit above the block. This prevents you from looking inside the block so this is good. And the one unit floating will not be seen in game, it's too close to being noticed. The third example is a sheet that's sticking inside the block. This will cause no problems simply because the sheet has no volume, so you won't be able to look inside the block. Remember to use a blocking volume for the collision of the sheet window though. And remember that a sheet will look bad if you can look from the side of it.
Finally the ranting is over. :)
- Texture the whole level in any way you want. I just used a couple of different textures in the map to get a little contrast. If you like the concrete type textures use those else use the textures you like, use the packages you like, but only use the packages that came with either the game or one of the bonus packs. Feel free to rotate, scale, and pan the textures as you see fit. If you want to add your own textures, go right ahead, but it's totally not necessary.
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On to the first assignment in this room, Make sure you read this part and the next too, they both have some useful info before you begin editing. Make some sort of window or dome on the ceiling. You can either use the one of those I made already (or maybe a mix) or delete those and make you're own. Add and substract what you want, how much you want. You can make one big window or multiple smaller ones, use support beams or whatever you like. Make it flat or curved. Anything you like. There's an skybox in the map so the only thing you have to do is make the dome and set the proper textures to fake backdrop. Look at the side here, to get this screen right click a surface and go to the flags tab. Then you can set textures to fake backdrop and they will show the skybox in game. To see it in the editor press the "k" shortcut on your keyboard.
Notice that I used a blue texture with sky on it on the fake backdrop faces. Get used to apply that texture to sky faces yourself during mapping, it makes it much easier to identify what faces are sky and which aren't. It's in the wm_textures package in the editor group.
- Expand the room a bit or much. Depends on how fast you work, how much time you got or how much effort you like to put in. Add some beams for instance. Maybe some grating on the floor ? Or some cool support beams against the ceiling or wall ? Cause come on ! A room so big can't do without some decent structure that supports it. Either use and expand on the once I made in the room, or delete my support beams and make your own. (Group browser: Long Room SlackAdditions)
- Make some sort of connection from this room to the one underneath it (the semi-round one). You can decide for yourself how you do it. Let's keep it relatively simple and limit ourselves with a max of say two corridors and one room. I'm not saying three substractions mind you, use as many substractions and additives as you like. You can either plan to have a elevator there, maybe you want stairs ? Static mesh stairs ? BSP stairs ? A ramp maybe. Have an elevator come out from the center of the room ? Your choice.
The Square shaped high room (top right room)
- Mirror the parts I made already. use the builder brush and build all the individual brushes with vertex editing and adding them into place. Only a couple of substractions here although they are hidden by the same shaped additive. Which makes sure you can texture it as a beam. Vertex editing isn't too hard, but be careful with it, if you make funky shapes it's likely to cause holes. Try to vertex edit always the two vertexes next to each other, that will be the most effective to prevent funky shapes.
One good way to do it is to vertex edit the builder brush around one additive I already made and then use the mirror tools to make it right. Put it into the right place and add.
*note* I will add some 2d shape editor files (if I don't forget). I don't use the 2d shape editor a lot but it's still handy from time to time. The shapes are used for the girders in this room. to match a girder in a corner and one to match one girder against another.
- if you feel like adding more, go right ahead. The top is excellent to add some more fake backdrop.
- Make a door to the stairway by substracting a piece out of the wall. Try not to make it square shaped. At the other end of the hallway will be a complex quarto door, we'll worry about that on the next phase. But what we will do is make a door that consists out of four parts that will slide open one after another, like an elevator door. Only this one will have four parts.
The square shaped low room (bottom right room)
- Make your builder brush h*w*b = 256 * 512 * 512 by right clicking the cube icon and filling in the numbers. Open the builder brush properties and place it at location : x*y*z = 768 * 768 * 128. (look under movement -> location) Just fill in the numbers and it's ok. make a mental note of the additive, substractive and sheet that are floating in solid space over there (look in the 3dview or the 2d views).
To make it more interesting before substracting the cube narrow the top vertexes down to half the size. (so the bottom vertexes are 512 * 512, while the upper ones are 256 * 256, like a pyramid where the top was cut off) Then above this substraction substract a piece which has a width and depth of 256 * 256 and a height of 1024.
- Remember the geometry you had to remind, it won't show properly no matter how many rebuilds. That's because of the order in which it was added and substracted. The editor sees a additive, substractive and a sheet (the ones I added) and then a substraction (the one you made), so it substracts the sheet and additive. To change it select the additive, substractive and sheet that where already there. Right click and choose order -> To last (in this case it also works if you select your substractive and choose order -> to first). This will move them to the end of the stack. Resulting in the editor seeing your substraction and then the additive, substraction and sheet. Thus after a rebuild you'll have a thing inside the tunnel that is going to be a grate. So select the sheet and put the texture humanoidarchitecture.grates.grt01HA_AlphaTwoSided on it. And you have a nice grate on it that we'll do something with in a later assignment.
- For the rest of the room I'll give you complete freedom. You can leave it for now and do something with it in the next round if you like. Then you can place static meshes while you create the room.
The "round" room (bottom left room)
If you got time left, go wild with the next room, so keep reading.
- Let's do a little forward thinking with the next room, I'll give you heaps of questions you should and can ask yourself while in development.
- Try to keep in mind what you would like to do with the room. Think about how you can make the room interesting. Think about that you will want too change BSP and you'll want static meshes in it. Also think about lighting; a very crucial step. Beams ? Girders ? Walkways ? Floor grating ? What sort of static meshes are you going to use ? How is this room going to fit the theme of your map ? What sort of light will be in this room ? If you would make real life maps ask yourself what would be this room's use ? In real life every room has a function, does this room has one ? If it's not for a real life map you can ignore the function of a room and concentrate on making it cool. Will you want sunlight falling into the room ? Or are you going to use large lights hanging from the ceiling ? Small lights from the wall and ceiling ? Bright ? Dark ? Do the lights hang from the ceiling along with a complicated girder system over there ? Remember that sunlight will have a whole other look than using lights. Then if you got a good idea, begin but start with the BSP. If it's easier for you by adding static meshes while you expand BSP go right ahead. It might be easier for you if you see what you are doing and if you can see what's it becoming. Especially if you haven't drawn anything like now.
If you're stuck with no inspiration, open another map and take a look around. See how they did things and if you like it recreate it in your own map. Looking at other maps and trying to recreate it is great to understand why people did things like they done. See how other people make their rooms interesting. What is inside it ? Is it just one block or is it more complicated ? Lot's of questions you need to ask yourself. Try to answer "Why is this room interesting ?" That should help out.
Cheers and good luck (too late you finished the assignments by the time you reach this line ;) ), I really hope you'll learn some new stuff with this.
This document is written and copyrighted by Marvin Raymakers 2003