Building your First Level with UnrealEd 3.0 Expanding your Level, Part III
So, now we have a very basic level with a couple of rooms. It's not much, but it's a start. In this tutorial, we're going to cover adding Z-axis—not a lot, but enough so you'll get a taste—stairs, and static meshes.
We're going to start by adding a couple more hallways to the rooms you already created. These will provide access to a much larger room we're going to create later in this tutorial.
(Hint: The floor will need to be sized to .5, and the walls you can align with the Face command. For the ceiling, click on Planar and click align. The textures should line up evenly, so not much tweaking is required, but double check just to make sure. Doing so now will save you a lot of time later.)
For the texturing in the new room, I chose flr03HA for the floor and cel01HA for the ceiling from the HumanoidArchitecture package. For the walls, I chose wal18midbackHA from the HumanoidArchitecture2 package. These are pretty generic textures, which aren't going to matter much when the level is completed as only the floor and the ceiling will show the most. To align the textures, simply highlight all the faces using the [Shift] + B option, and use Planar from the Surface Properties window. Now we have a huge room, but no way to reach the floor of the large room in our level other than jumping down. Even so, there is still no way to get back up. So, let's add a stairway that will solve this little problem. Note: With the current build of UnrealEd and the game, it's adviseable that in making your own levels in the future that you use static meshes to create stairs. However, because this is a basic function of the editor—and, more imporantly, because this will introduce you to some key optimization concepts—it's definitely worth including.
Once the stairs are in place, look at how they fit in the Perspective view. You'll notice a little problem. About 8 units, or half of the top step, overreach the walkway, but if we were to rebuild our stairs with only 8 stairs, they wouldn't fully reach the walkway, and they would reveal some of the non-solid, invisible portion of the filler mesh. So, to fix it, we need to cut away a portion of the stairs. UnrealEd provides us with a handy tool that allows us to quickly and cleanly remove portions of the red builder brush before turning it into a solid. Intersect and Deintersect —both buttons found in the CSG toolset—allow you to reshape the red builder brush. Intersect will cause the red builder brush to take on the shape of any solid BSP geometry inside it. Deintersect will do just the opposite; solid geometry will cause that portion of the red builder brush to disappear. These two functions are very important when working with BSP-based geometry as they serve to optimize the geometry and cut down on the number of potential errors. So, going back to our staircase: 4. With the grid size set at 8, move the stairwell down one unit so that 1/2 of the bottom step is outside the space in the large subtracted room as shown in the example below. 5. Click on the Deintersect button. The portion of the bottom step that is outside the subtracted room will disappear, leaving you with only 1/2 of the bottom step. 6. Before we add the stairs to our level, we're going to first choose a texture to save us the step of having to add it later. Open the Texture Browser and open up the HumanoidArchitecture package if it isn't open already. Go to the Bases subgroup—we want a simple texture that will work well with the multiple polys on the staircase, so highlight the bas10HA texture so that it is the active texture, noted by the gray box surrounding it. 7. Click on Add and move the red builder brush out of the way. The added brush will show as a blue brush. 8. We also need to fix the texturing, which is easily done by highlighting the entire brush with [Shift] + B, then aligning the texture using the Planar option. There is still one last problem with our stairwell that needs attention. If you click on the side of the stairwell, you'll notice that the texturing is segmented even though it appears as one solid texture in the Perspective viewport . Or, to use 3D modeling terms, the stairwell is divided into a total of 37 different polygons, which can tax the resources of a player's computer. Re-highlight all the textures on the stair brush with [Shift] + B and look at the Surface Properties window. In the title bar of that window, you'll see where it notes how many surfaces are highlighted. We're going to take an important step to fix this problem.
Now, highlight all the textures on the stair brush and see how many surfaces are selected: 21 instead of 37, and the multi-polygon side you clicked on before will now highlight as one singly polygon. There are still quite a few polys on this one brush, which makes a case for the use of static meshes, but the number is a lot better than before. Doing this with all the BSP brushes that add or subtract as segmented polygons on a single face will greatly enhance framerates during gameplay. Lastly, and perhaps the most important step of all, save your level! Use the filename tutorial_map3. Forging Ahead Feel free to pause here if you like. We covered a lot of ground in this tutorial, so you might want to take a break, grab a cocktail and a sandwich, then come back in a bit. Also, while you're sipping your cocktail, feel free to give your level a little whirl to double check the alignment of your textures and how the stairs look in the game. Don't forget to Build All before you enter the game.
Til the next tutorial... |