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hpl2:tutorials:level_editor:level_editor_101 [2013/05/28 02:15]
hpl2:tutorials:level_editor:level_editor_101 [2013/09/17 20:48] (current)
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 \\  \\ 
 **If you're now in Narnia in the Level Editor** ​ **If you're now in Narnia in the Level Editor** ​
-    * Go down to where **Grid Control** ​     is +    * Go down to where **Grid Control** ​   is 
-    * Type 0 in the box labelled ​Height +    * Type 0 in the box labeled ​Height 
-    * Press the **XZ **     ​Button+    * Press the **XZ **      Button
     * Type 0 in the height box again     * Type 0 in the height box again
     * Press the **XY**button (same as the XZ button)     * Press the **XY**button (same as the XZ button)
     * Type 0 in the height box     * Type 0 in the height box
-    * Press **YZ** ​     button (same as the XY and XZ button) to return the grid to normal+    * Press **YZ** ​   button (same as the XY and XZ button) to return the grid to normal
-====== ​Part 2: Building a Basic Room ======+====== Building a Map ======
-For this tutorial, ​we're going to make the basic shell required for a mapThe final product will be similar in layout to,​ which is available for download, along with the rest of the tutorial maps here (link will be available by June 9, 2013).+I'll try to keep this from turning in to a "do this task and then good luck" ​tutorial ​(unlike its previous unedited version). Insteadlet's think of what any map is going to needSince Amnesia ​is generally made from indoor environments ​(and outdoor environments are my downfall), let's pretend this is some sort of indoor room.
-So we're going to start by creating a new map. Once your level editor has been opened, it will automatically create a new map file for youBecause it's easier ​to work with, let's focus in on the Perspective screen by hovering your cursor over the bottom right quadrant (labeled Perspectiveand pressing **spacebar**Your screen should now look like this:+So first, ​we should ​start by figuring out how big our room will beI'm going to just make an 8×8 room (each wall piece has a length of 4 in the level editor).
-{{​fs71/​f/​2013/​147/​f/​1/​perspective_mode_by_rueppells_fox-d66ui8q.jpg?​direct&​485x330 ​ }}+At this point, I would like to recommend that you start off making a small roomWhile large room can look very impressive, it is much more difficult to make them actually look interesting and not emptyWhat I consider '​small'​ is anything between 2x4 room (smallest possible room with a door) and 12x12.
-{{  http://​​fs70/​f/​2013/​147/​6/​7/​primitivesmenu_by_rueppells_fox-d66uipu.jpg}} +To start building the room, press or go to Static Objects (the lego brick in the left bar menu) and click the drop-down menu above the large white box. This will allow you to choose ​base to work withPersonallyI find the mansion and castle bases easiest ​to work with because they have the largest variety ​of uses, but choose one that you would like to work with.
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-We're going to start by putting in a floor made from a plane. Start by pressing **9**    on your keyboard or clicking ​the **cylinder and cone **   ​button ​in the left side-bar. You should see the menu, displayed on the right, appear in the side-bar to the right. +
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-This is the Primitives Menu. Pretty simple, actually. Its components can be accessed after you've placed down your plane by clicking on it using the select tool (**1**) and choosing ​the Primitive or Planes tab (more on that later). Either way, this tab is use to build flat surfaces with [[http://​​wp-content/​uploads/​2010/​08/​seamless-tiled-floral-pattern-vector-background.gif|tiled patterns]]. Let's take a look at these buttons before we move on. +
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-**Type **   \\ This is a drop-down menu. The only available option is Plane, so there'​s no use messing around with it too much.   ​\\ ​ \\ **Material** ​   \\ Ignore that blank white text box, it will display the file name of the material you choose to use on the plane  \\ **…** ​ button can be used to select from a pre-made texture ​  \\ **+**  button ​will allow you to create ​custom texture from scratch ​  ​\\ ​ \\ **Tile Amount** ​   \\ The three text boxes are in the order X, Y, Z. This isn't of too much concern considering you can just undo any mistakes or fix them later, but it's nice to knowA larger number will create more tiles per grid space (the pattern gets smaller); a smaller number will create fewer tiles per grid space (the pattern gets bigger). For most materialswe will change ​the tile amounts ​to 0.5, 0, 0.5 (X, Y, Z).   ​\\ ​ \\ **Tile Offset **   \\ Again, the boxes are labeled in the order X, Y, Z. These boxes change where the pattern is. Once we've placed in a plane, feel free to mess with these buttons a bit.   ​\\ ​ \\ **Texture Angle** ​   \\ This will change ​the angle the pattern is at. For example, if you want floor boards that are diagonal instead ​of horizontal, you can change the texture angle to 45.   ​\\ ​ \\ **Align to World Coordinates** ​   \\ I'm not sure what the technical talk for this is, but it pretty much ensures ​that every plane you make will match up with every other plane you make seamlesslyThis is useful for when you need multiple planes with the same pattern side-by-side. Instead of having to manually adjust the tile offset, the level editor will do it for you.   ​\\ ​ \\ **Cast Shadows** ​   \\ This button'​s useless because planes never cast shadows. No matter how hard you try, it's not happening. There are ways to mitigate this, however, which we'll cover under the lighting section. ​  ​\\ ​ \\ **Collides** ​   \\ If you want the player or anything to be able to stand on this plane, leave the box ticked. If you're using planes to make water, un-tick the box so the player doesn'​t [[http://​​watch?​v=FIlMOaPtePc|walk on water]](completely irrelevant link). +
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-//Current Update In Progress :)//+
hpl2/tutorials/level_editor/level_editor_101.1369707327.txt.gz · Last modified: 2013/05/28 02:15 by kiandra