From: Freddy Date: Fri, 1 Jun 2018 18:56:21 +0000 (+0200) Subject: Mapping: Screenshots and minor clarification X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a55d4536fa91f419b8091727d1e207b69324e87c;p=xonotic%2Fxonotic.wiki.git Mapping: Screenshots and minor clarification --- diff --git a/Mapping-FirstMap.md b/Mapping-FirstMap.md index 720ecb6..16cce59 100644 --- a/Mapping-FirstMap.md +++ b/Mapping-FirstMap.md @@ -37,18 +37,23 @@ Brushes are defined by a number of faces. Brushes are used to create the layout of your map. To create a new brush, make sure that you don't have any object selected (`Esc`) and simply Click+Drag in any 2D pane. +![Create a brush](assets/images/radiant-create-brush.gif) To move a brush (or even multiple brushes), select it and drag it around in either a 2D or 3D view. If you initially click outside of any selected brush, dragging will resize these brushes. +![Move and resize a brush](assets/images/radiant-move-resize-brush.gif) ### Patch meshes Patch meshes (or curves) are one-sided surfaces. They are defined by two types of points (use `V` to activate vertex selection): - Green points: describe points that are on the surface - Pink points: Control points that describe how the surface curves between the green points +![Simple patch mesh](assets/images/radiant-patch-example.png) + The detail/smoothness of patch meshes is controlled by the ingame settings. ### Entities Entities are used for everything that needs special handling ingame. This includes spawn points, game models, doors/moving brushes, control logic and more. +Entities can be placed from the rightclick menu in 2D panes. First room ---------- @@ -58,6 +63,7 @@ First of all you should select a big grid size (Grid64 by pressing `7`). Leftcli and use the `Make Room` tool. The selected grid size will determine the wall thickness. Only make thin walls if absolutely needed! If your NetRadiant build is too old to have the `Make Room` tool, you can use the `Make Hollow` tool and move all the resulting walls out a bit so that they no longer overlap. +![First Room](assets/images/radiant-first-room.png) Next, the room needs to be textured. For this, with your brushes selected, open the Texture browser (`T`) and select a Texture. Note that for optimized maps only faces that are visible should be textured, all non-visible faces should use the `caulk` shader. @@ -74,7 +80,7 @@ Before a map can be tested ingame, it first needs to be compiled to a `.bsp` fil `Single: -bsp` is a good choice. It will also not add any lighting information, making it possible to test the map without placing lights or light emiting shaders. The `Final` presets take much longer to compile and should only be used once you're confident in your layout and lighting. -Once the build is finished without errors, you can start Xonotic. To test your map, type `chmap _` in the ingame console (`Shift+Esc`). +Once the build is finished without errors, you can start Xonotic. To test your map, type `chmap _` in the ingame console (`Shift+Esc`). **TIP**: You can use `Tab` to autocomplete commands and mapnames. The engine will automatically generate a `_.mapinfo` file in your userdata folder under `data/maps/autogenerated/`, @@ -89,9 +95,11 @@ With the Clipper tool, you can define a plane that will cut the selected brushes You can also move these points by dragging them around. Once you have at least two points defined NetRadiant will preview the cutted brush. The infinitely long line (red in 2D panes, white in the 3D view) show the cutting plane's normal. By pressing `Enter` the selected brushes will be cut, removing all the parts on the side of the normal. If you want to keep both sides, you can press `Shift+Enter` instead. +![Using the clipper tool](assets/images/radiant-second-room-clipper.png) -Create new brushes to create a hallway connecting the two rooms. You can also use `Ctrl+C` and `Ctrl+V` to copy&paste brushes. Make sure that the map is -completely enclosed and brushes are not overlapping, otherwise textures might flicker (so called *Z-fights*). +Create new brushes to create a hallway connecting the two rooms. You can also use `Ctrl+C` and `Ctrl+V` to copy&paste brushes. The toolbar also has +buttons to flip and rotate objects around the three major axes. Make sure that the map is completely enclosed and brushes are not overlapping, +otherwise textures might flicker (so called *Z-fights*). \<\< [NetRadiant](mapping-NetRadiant) | [Packaging](mapping-packaging) \>\> diff --git a/assets/images/radiant-create-brush.gif b/assets/images/radiant-create-brush.gif new file mode 100644 index 0000000..d8ca242 Binary files /dev/null and b/assets/images/radiant-create-brush.gif differ diff --git a/assets/images/radiant-first-room.png b/assets/images/radiant-first-room.png new file mode 100644 index 0000000..080a5c3 Binary files /dev/null and b/assets/images/radiant-first-room.png differ diff --git a/assets/images/radiant-move-resize-brush.gif b/assets/images/radiant-move-resize-brush.gif new file mode 100644 index 0000000..0023f69 Binary files /dev/null and b/assets/images/radiant-move-resize-brush.gif differ diff --git a/assets/images/radiant-patch-example.png b/assets/images/radiant-patch-example.png new file mode 100644 index 0000000..9f2410a Binary files /dev/null and b/assets/images/radiant-patch-example.png differ diff --git a/assets/images/radiant-second-room-clipper.png b/assets/images/radiant-second-room-clipper.png new file mode 100644 index 0000000..b804cd2 Binary files /dev/null and b/assets/images/radiant-second-room-clipper.png differ