X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=Mapping-FirstMap.md;h=7365356967202d16b02bd68f0b7a7c414e315b1a;hb=d7f24a5a3585e4eb4d98492a97e0231030ee569f;hp=b857ce43452252584bd9e4db808b1cbae342c9df;hpb=72da7774a3307d3ab0608e713e0432f1fb5117ae;p=xonotic%2Fxonotic.wiki.git diff --git a/Mapping-FirstMap.md b/Mapping-FirstMap.md index b857ce4..7365356 100644 --- a/Mapping-FirstMap.md +++ b/Mapping-FirstMap.md @@ -37,18 +37,26 @@ 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 ---------- @@ -59,6 +67,8 @@ and use the `Make Room` tool. The selected grid size will determine the wall thi 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. For more information, see [Optimizations](mapping-Optimizing). @@ -70,11 +80,11 @@ If the spawnpoint is not inside the room, move it just like you move a brush. Compiling and Testing --------------------- -Before a map can be tested ingame, it first needs to be compiled. There are several presets in the `Build` menu. To simply test the layout, +Before a map can be tested ingame, it first needs to be compiled to a `.bsp` file. There are several presets in the `Build` menu. To simply test the layout, `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/`, @@ -90,11 +100,14 @@ You can also move these points by dragging them around. Once you have at least t 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. -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*). +![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. 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) 2 [Packaging](mapping-packaging) \>\> +\<\< [NetRadiant](mapping-NetRadiant) | [Map picture](mapping-MapPicture) \>\> … [Creating_Maps](Creating-Maps) …