City 14 City 14
September 10, 2010, 12:34:32 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Advertise us! If you bring in members you get good karma!
 
  Home City 14   Forum   Help Calendar Login Register Episodes Comic  

Recent

UserInfo

Members
Stats
  • Total Posts: 4497
  • Total Topics: 356
  • Online Today: 4
  • Online Ever: 148
  • (August 26, 2009, 03:51:09 pm)
Users Online
  • Users: 0
  • Guests: 2
  • Total: 2

Permanent?
* *

Pages: [1]   Go Down
  Print  
Author Topic: Your first map  (Read 446 times)
God


Benefactor

*
Super Combine

Karma: +9009/-4
Posts: 9,760


View Profile WWW Array
« on: February 26, 2010, 10:13:20 pm »

This tutorial will help you create your first map!

It's like you are a kakuna, and want to be a beedril. Well, to evolve to a beedril you need to be level 10. Well, this tutorial will take you to level 2. If you keep following the tutorials, you will eventually have enough experience to be a beedril.

Ya dig?

Well, it actually will teach you the basics of source mapping, these tutorials will introduce you to half-life 2 deathmatch's tools.
I hope that you know how to start source sdk up. If you don't... Go to tools then launch "source sdk" or in the new UI, library->tools then "source sdk".

Step 1: Set your configuration to the game of your choosing. For these tutorials I use Engine: Half-life 2: Episode 1, and the game version: Half-Life 2 Deathmatch.



Step 2: Start Hammer, by double clicking the title "Hammer Editor"



Step 3: The window that appears is the hammer editor main window, you can close the "messages" window at the bottom if you want.



Step 4: Open a new map file with File -> New



Step 5: You should now see a series of four separated views.
  • Upper Left = Camera View.
  • Upper Right = Top View (x/y), You see the x and y axis.
  • Bottom Left = Front View (y/z), you see the y and z axis.
  • Bottom Right = Side View (x/z), you see the x and z axis.



Step 6: Find the 2d view marked "top(x/y)".



Step 7: Select the block tool or press Shift+B. Make sure that the drop down menu on the right of the screen says "block".
Then while holding your left mouse button drag out  a 1024x1024 cube within the "top" grid.



Step 8: Press enter to create the cube. This cube is now considered a brush.



Step 9: To view your cube, you need to make a new camera, so click the camera tool on the right side of the screen,

then in the "top" view click, to create a camera. It should look like the following.



Step 10: Now, you can click into the "camera" view in the upper left box. To move the camera use WASD and click to move the view angle.

You can move back until you see a big floating block, Move until you see something similar to this. Most likely it will be wireframe though. So click the camera text and choose "3D Textured Shaded Polygons". And you should now have textures showing on your brush.



Step 11: Now, press the select tool button and then select the square in the front(y/z) view. Then click with the left mouse button and drag it down until the top of the cube matches with the blue line.



Now we will start to create the walls of your first map.
Step 12: Select the block tool . Then click with the left mouse button and drag out a 64x1024 cube in the top view, at the left edge of your original cube.



Then in the front view select the dashed cube and then drag its height to 128 units. It should look like this. Then you can press enter to make that cube a brush.



Step 13: Repeat this process, changing dimensions of the walls, making sure they don't overlap, until you have 4 walls, like so. Make sure that the walls, or floor, do not overlap. That is kakuna work, and you want to be a beedril.



Step 13: Select the browse button next to the texture editor.



The browser should appear, it looks like this. This is the texture browser, it allows you to look for different types of textures to use in your maps.



Step 14: In the filter type: "tools/toolsskybox" This will find the skybox texture. Double click it and the browser should close.



Step 15: Draw out a cube that is 1024x1024 in the top view, and 64x1024 in the side or front view. Make it above the existing walls. It should then look like so. Press enter to make it a brush.



The skybox texture makes it so that when you compile your map, the sky shows. Without the skybox you would have no sky in game. And the skybox also helps to prevent leaks. Leaks are when your map looks into the "void". The void is all of the black area around your map. When you have a leak, the compiler will output that you have a leak. If your map compiles strangely or does not run in game when completed look towards the top of your compiler output and you should see something similar to this.

**** leaked ****
Entity info_player_dea thmatch (-207.43 317.29 65.00) leaked!

OK, on to the next part.

Step 16: Move to the inside of your room.



Step 17: Press the entity tool or press Shift+E. Then Select "light" from the drop down menu in the entity browser.



Step 18: Click the wall in the "camera" view to make a light appear. You can alternately click one of the 2d views and then choose where you want the entity to be by hand.



Step 19: Select info_player_dea thmatch in the entity tool .



Step 20: Click the floor to place the info_player_dea thmatch. A player spawn is vital to your map compiling correctly.



Step 21: Run the map with file -> Run Map. If you haven't saved the map, save the map. MAKE SURE YOU DON'T HAVE SPACES IN THE NAME! Choose the compile options of, normal, normal, normal. And uncheck hdr if it is checked.



Compile window looks like so.



Step 22: Check yo map out!




If it all worked then you have made your first map. If it didn't then post your problem in the thread!

Sometimes in hl2 dm the map closes, and there is a message displayed that says "Client Timed Out". You can just start a new server with your map chosen. Or if you have the console enabled, type "map yourmapname"
« Last Edit: February 27, 2010, 05:58:33 pm by God » Logged

Arvas


Mutual Friend

*
Scientist

Karma: +1018/-4
Posts: 834


View Profile Array
« Reply #1 on: February 27, 2010, 04:08:16 am »

Very confusing... You might want to explain stuff in more detail.  Pretend we're morons when it comes to mapping.  Because I am, and I struggled through most of it, and can't even get the map to run at the end.
Logged


"(a+b)/a = a/b = φ ≈ 1.61803"
God


Benefactor

*
Super Combine

Karma: +9009/-4
Posts: 9,760


View Profile WWW Array
« Reply #2 on: February 27, 2010, 11:40:54 am »

Hmm, well, can you tell me where you struggled the most? What parts seem the most confusing? I was pretty sick last night so I'm sure there are parts which made sense to me at the time but are now incredibly confusing...
Logged

ZamShadow


*
Marine

Karma: +1/-0
Posts: 45


View Profile WWW Array
« Reply #3 on: February 28, 2010, 04:42:00 pm »

what is the difference between Source SDK and Source SDK Base?
Logged


M"In the year 2008 a man in a long black coat walked up to me and tapped me on the shoulder and said 'Young man, someday you will be happy' you want to know what I said?"
R"Yeah"
M"Get the f*&% away from me old man!
God


Benefactor

*
Super Combine

Karma: +9009/-4
Posts: 9,760


View Profile WWW Array
« Reply #4 on: February 28, 2010, 05:53:54 pm »

Source sdk base is all of the stored data that allows source sdk to run. The hammer editor, model viewer, and a client that can run to do a FPS test. So the source sdk bases are for content, source sdk is the actual tool.
Logged

Dartht33bagger


*
Metro Cop

Karma: +1001/-0
Posts: 205


View Profile WWW Array
« Reply #5 on: September 01, 2010, 02:25:03 am »

Just built me a room like this in half life 2.  I tried it in TF2 but it kept doing a weird spawning glitch.
Logged

God


Benefactor

*
Super Combine

Karma: +9009/-4
Posts: 9,760


View Profile WWW Array
« Reply #6 on: September 01, 2010, 08:17:12 am »

Did you place the player spawn into the tf2 room?

I believe it's something like: info_player_blu e or red something along those lines.

I don't do as much tf2 mapping as I would like...
Logged

Dartht33bagger


*
Metro Cop

Karma: +1001/-0
Posts: 205


View Profile WWW Array
« Reply #7 on: September 01, 2010, 02:57:04 pm »

There was info_player_sta rt and info_player_tea m_start or something like that.  Both of them didn't help. Whenever I spawned if I looked forward or towards the ground everything was black.  If I looked up I could see the tops of the walls and the sky box.  I was not able to move and if I shot below me there was no floor, it just went down forever.
Logged

God


Benefactor

*
Super Combine

Karma: +9009/-4
Posts: 9,760


View Profile WWW Array
« Reply #8 on: September 01, 2010, 10:02:42 pm »

Oh, did you properly seal your map? Did you make sure there were no leaks?

Does it seem that things are copied every frame to the screen, so it's this domino effect of the screen showing forever?

Post a screen shot if you can so I can figure out if it was an error on my part or not, or maybe just do it again for tf2, just to see.
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

 

TinyPortal v1.0.5 beta 1© Bloc

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!