Name:
My First Room Description:
This tutorial shows in easy steps how to make a single room Update: December 3,
2000 Download the tutorial here
as *.zip file
1. Your first brush
First of all go to your XY-screen and make a brush by clicking on
one point and then dragging the mouse around till the brush has the
right size. Now go to the Z-screen and choose the height for the brush.
In the example the brush has the size 256 / 256 / 160.
XY-screen
Z-screen
2. Making a room out of the brush
So your first brush in form of a rectangle is ready but in order to
put some entities in it you need it hollow and not solid. To hollow
the brush go to the icon list in upper part of your window and click
this icon to make
the brush hollow. After doing this your brush will become a room with
four walls, one floor and one ceiling. All walls will be as thick
as the distance between your grid is. If you have chosen grid '4'
means 8 units distance between to lines of the grid all walls will
be 8 units thick.
Now deselect all walls by pressing 'Esc' and then select a single
wall and bring up the Entity Inspector with 'N'. There should be worldspwan
selected in the list of entities and now only enter: key:wad value:d:\games\half-life\valve\halflife.wad (or however
your wad path look like)
in order to tell the compiling program where to find the textures.
3. Choosing some textures for the walls
If you move your camera in the new room you will see that all walls
look same. So select some of them or all and bring up the textures
with 'T' and choose some nice ones.
4. The first entities
The first entity we need is a light, so click on your XY-screen to
bring up the entitylist and choose light. Now move the selected entity
near the ceiling (important: never put an entity
outside a room!! your compiler will give the error leak and break
down!!) and
bring up the Entity Inspector with 'N'. There enter following keys: key:_light value:000000
000 200
This key sets the color and the value of the light (R
G B Value) key:angle value:-2 This key sets the angle the light should shine (-2 here is down).
The second entity is a info_player_start which set the start position
of the player. Put it so that there is enough space between the entity
and the walls.
After all this steps your room should look like this:
As you can see I put the start entity so that it touches the ground
and has enough space to the near walls. The light entity so that it
touches the ceiling and also has a position in the center of the room.
In order to get an example map just download the tutorial.