SWAT 4 Map Editor Tutorial [5-9], Własna mapa w SWAT4
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Deadmanۻs Idiots Guide To Mapping: A SWAT 4 Tutorial ...
DeadmanÓs Idiots Guide To Mapping: A SWAT 4 Tutorial.
VII: Adding a New Room
Well so far we have a good looking room all meshed out and we are ready to start working on creating a new room. Below is
what my level looks like so far. As you can see I made some changes and even added a few other things included another
table, a TV, dart board, and a punching bag. Also a few security cameras for those of you who act up in my place. I ended
up changing the bar I didn't want my place looking like an old country bar we are going all out in this map. Anyways its time
to add a new room so we will be adding two bathrooms a male and female bathroom at the wall where the TV is.
So now let's start building that first bathroom. First in order to connect this room to a bathroom we will have to make a small
corridor for our doors. We won't worry about the doors just yet lets wait till we mesh out both bathrooms than we can worry
about doors. Since with doors comes hard work getting path nodes and Stack/Clear points set up for both sides. Ok so back
to the red brush builder we set aside earlier we will need it. Now for my doors I will right click on my Cube Primitive and set
the perimeters for my corridor.
Now for our corridors for doors I always set the perimeters at 158X82X16 or in this case since its going in the back wall
with our TV ill make it 158x16x82. You can't rotate the red brush builder like you can the meshes so you'll have to change
the breadth and width around to which either way you'll be facing the door. You have to set it up in the perimeters. So make
your corridor and connect it to your first room like so. Making sure that it's even with the ground and the wall.
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Deadmanۻs Idiots Guide To Mapping: A SWAT 4 Tutorial ...
Once you have done so click on the Subtract button
to subtract it to our world. Now if you look in your dynamic
viewport you will see that a small door size chunk has been cut into our wall and now that it's done we can start making the
room for our bathroom. Also make sure to either texture the corridor with the same wallpaper you used in the first room or
do it along with the second room or you don't even have to but just the floor if you plan on using a door frame which we are
but you'll notice I went ahead and texture/Aligned the small corridor except the far wall since that's going to disappear when
we add our bathroom there. Let's move the red brush builder to the other side of the room and do that side as well for our
other bathroom. Go ahead once you get it lined up and click on the subtract. Now you should have two textured corridors in
which will be the doorway into the bathroom like below. Once you're done you can move the red brush builder out of the
way for easier texturing.
Now let's go back to the red brush builder again. Right click your Cube primitive and let's think of a size for our bathrooms.
We want a big enough bathroom for a breach and clear and big enough that we can mesh it out with stalls, urinals, sinks and
possibly put hostages or suspects in it. So what I did was set my perimeters to 256X800X800 for my first bathroom. Once
you've done that and lined it up with the back wall of your corridor and the floor using your side and top views than we can
do the same for the other side. Once you have both sides subtracted we should look like this now. Or something similar.
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Now we have added both rooms and we are ready to start meshing it out and adding textures and everything just like we did
previously with the last room. Congrats now you know how to join two rooms together and you are on your way to being
able to finish it. Next we will cover the hard parts. How to set up a door for both of these rooms and how to rearrange stack
up/clear points for co-op, and path nodes. Have fun meshing!!!
VIII: Adding Doors
Here's where the real fun begins but and I will explain this part to a T hopefully for you so that you understand exactly how
to create a door and than rearrange your stack and clear points so that you will be able to move on and finish your level by
adding Path nodes and than the suspects and Hostages. So let's look at our map shall we. I've shown you how to create your
first room add static meshes and textures. We've also covered lighting and how to pace them also we have covered how to
add a new room to your first one. So now I have a Pool Hall/Bar/Arcade and two bathrooms connecting to it. And here what
mine looks like so far. As you can see I've done gone ahead and meshed the bathrooms added lights and I'm ready to create
my two doors to the bathrooms now. So let's go ahead and start this. Make sure to follow this correctly because adding a
door can be hard work and very frustrating to deal with if you screw up or miss something very important. Ill be sure to
clarify the important parts.
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Before we add a door lets add a door frame shall we. For my bathroom doors ill be using a static mesh from the Doors_sm
file. So go into that file and find the door frame labeled door_door01_frame. This will be the frame for both of my doors. I'm
going to go ahead and line this up to the door so that it fits snuggly into my little corridor. Should look like something below.
Don't worry if the frame is hanging a little below the map its no real biggy and its hard to get the perimeters exactly right on
the corridor itself to fit with it but it doesn't matter the door will still fit and swing open you wont even be able to tell.
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Now on to adding a door, we need to open up the class browser . It will bring up a box like it did with your other
browsers. This one will have an object>Actor tree.
Here is where we will find your actor objects to add into our map. So lets open the class browser and select
object>actor>navigational point>door>swat door>Single door.
It will look something like this.
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