Building your First Level with UnrealEd 3.0 Expanding your Room and Aligning Textures, Part II
So, your first room should look similar to the picture below: As mentioned in the last tutorial, it's pretty basic and featureless, and all in all, it's a pretty boring level. In the immortal words of Martha and the Vandellas, Nowhere to run to, no where to hide. Let's do a few things to expand this level and add a little more room to run around in. 1. Place your Red Builder Brush in a position like in the picture to the left in theTop viewport. If your grid size is set at 16 as suggested in the previous tutorial, your Builder Brush should be two major gridlines apart (the darker lines on the grid). Important Note: Since we're going to be doing a lot of moving of brushes, make sure you have your Vertex Snap Toggle turned on. It's located at the bottom of the screen in UnrealEd, just under the Perspective view. This will ensure that every brush you move lines up perfectly with the grid. Leaving this off could result in errors later. 2. The Red Builder Brush should still be at the dimensions set in the previous tutorials. If it's not, right-click on the Cube button in the standard primitives to call up the Cube Builder dialog. Enter in the dimensions of 256 Height x 512 Width x 512 Breadth and click on Build.
4. Go to the Alignment tab and align all the textures using the Face option in the selection box. Once you click on Align, your new added room should look like the picture below. Now that we have two rooms in our level, we need a hallway to connect the rooms, otherwise they're not of much use. Hallways are created in much the same manner outlined above when we created the rooms. There is one point worth mentioning here, however. Whenever you connect the Red Builder brush to a subtracted cube and press the Subtract button, where the cubes meet, that space will be subtracted as well. Let's create the hallway to better show what this means.
Again, your hallway needs to be textured, but instead of opening up the Texture Browser as we did before, let's take a shortcut.
When you resized the textures in your hallway, you may have noticed a little problem with the texturing. It appears too small, and the walls are all facing the wrong way. This is because the Face option in the texture alignment options simply resizes the texture to match the face of the brush you created. So, let's fix it. The steps listed below are assuming you chose the textures exactly as I did from the HumanoidArchitecture package as the texture for your walls. Other textures may have similar problems and might require a few more steps to correct. If you'd like to change your textures to match those in the picture, the textures I chose are as follows: Walls: wal01bHA; Floors: flr04HA; and Ceiling: cel03HA.
The walls, on the other hand, are going to take a little closer manipulation. For this, we need to adjust the U and V directly by entering in the numbers for each dimension. There are a couple terms you should be familiar with before we continue. UVW in 3D art refers to the placement of a texture or material on a plane. UVW is not an acronym for anything, rather it is only used to avoid confusion with XYZ, which indicates length, width, and height in the geometry. For the purposes of UnrealEd, U refers to a texture's position on the U axis (X axis), and V refers to the position on V axis (Y axis). Moving on:
It's a good habit to get into to check your texturing very closely so you can catch little problems that might destroy some of the realism of your game world. In order to test if your texturing is lined up correctly, look for repeating patterns on the texture itself. For instance, take a close look at the two pictures below.
I've circled the problem indicators. In the first picture, there's a repeat in the texture pattern that indicates the texture is flipped in the wrong direction. Notice how the three areas I circled are the reverse of one another. In the second picture, there's a visible seam between the textures that will also show up in the game. Both of these texture problems destroy the quality of your level and serve to remind the player that she's only playing a game.
Now, the texture should line up perfectly on that side of the hallway. But, if you move to the other problem with the texture seam noted in the second picture above, the seam is still visible. To fix this, we're going to leave the hallway texture alone and pan the texture in the second room we created. We're also going to use a new tool in the toolset, the Texture Pan tool. The Texture Pan tool is a handy way to quickly pan your textures into place. This tool, and it's partner, the Texture Rotate tool work in much the same way as the others. With this tool, using [CTRL] + LMB moves the texture along the U axis (left and right), and using [CTRL] + RMB moves the texture along the V axis (up and down).
If you zoom out with the camera, your wall should be perfectly matched. But, don't forget we still have one last wall in the hallway to fix. However, this is easily done by simply highlighting it and checking to ensure the numbers you entered into the scaling box—.49 for U and .25 for V—are still ready. Then click Apply. The wall should look fine, though you may wish to move the texture so it's centered a little better, though it's not necessary. Now, add a light to your second room and click Build All. If you want, go ahead and test your level in the game to see how it looks. Also use this in-game test to double-check your texturing to catch any problems before we move on.
Again, don't forget to save your level. It's a good idea to get into the habit of saving your level at various stages throughout its creation, and to save it under different file names. For instance, in the last tutorial, we named our map tutorial_map, so for this version, let's save it as tutorial_map2. Saving your map with different file names at various times could save you a lot of heartache. If something unforseeable should happen, such as your save file corrupting or some other unspeakable glitch, all you have to do is revert to your last saved version and begin your rebuild from there. Moving Forward Originally I'd planned to add more to this part of the tutorial, but considering the amount of information covered, it's probably best to leave it here and give you a moment to digest the information. In the next tutorial, we'll discuss expanding your level further to include Z-axis, stairs, and adding static meshes. |