The Method
Okay, let's pick up the pace a little. We're going to make two rooms
joined by a hallway. This may get tough, as we're going to be resizing
multiple parts of rooms. This is how most things are built for Quake,
so if you can do this, you can do just about anything. While we could
do this a bit easier by carving, we want to avoid carving whenever we
can (carving is bad, got it!?). Let's start by making one of the rooms
and the hallway and joining them together. We'll do this in 3 steps and
add the second room in the fourth not-so-basic step.
1 - Create the room and the hallway, hollowed
out and unconnected.
2 - Open the wall of the room to connect the hallway.
3 - Ungroup the hallway and delete the connecting wall.
4 - Adding the second room.
Step
1
Make the first room about 6 x 11 x 9 (X,Y,Z or height, width, depth)
squares - each one being 64 units. Then create a smaller room (the hallway)
off to the right side of the room about 3 x 12 x 3. Keep it one square
away from the room for now.
Hollow both of them out.
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3D textured view
Ungroup
Copy
Paste
Anything
you hollow will automatically be made a "group". You can group:
or ungroup:
any type or number of items using the shown buttons. Using groups
makes moving and keeping track of related items easier. There's more
on "groups" in the advanced editing techniques section.
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Step
2
Next, you want to make the opening in the wall of the room that is
going to connect to the hallway. That opening is going to be, the same
size as our hallway, so we'll use it as a guide. Lets put a camera in
the room, facing the wall that the hallway will connect to .
Switch to 3D textured view.
Now, we need to select the wall of the room where the hallway is going
to connect. When we hollowed out the room Worldcraft automatically grouped
the 6 walls of the room as one item. We need to ungroup is so that we
can select the individual brushes that make up the room (floor, ceiling,
walls, etc.).
Select the room and then hit the ungroup button. We can now select
the individual brushes of the room.
Select the wall where the hallway is going to connect, and make sure it
is the only thing selected. In the "side view, hold the mouse cursor over
the middle right selection box until the cursor changes to a double ended
arrow , this will
allow you to resize the wall .
Now we'll left-click-hold-drag those arrows to resize that wall until
it is even with the outside of our hallway. .
Next, with that piece still selected, we'll copy it, press the [Copy]
button. Now press the [Paste] button to paste a copy of that wall into
your map .
It will be in the wrong spot, so lets move it into position on the other
side of the hallway, you'll probably have to switch your grid to 32 to
get it exactly into position .
We still have to fill the space over the doorway, so [Paste] another copy
of that wall into your map. This piece we'll have to move into position,
and then resize it down to fit the space over the doorway just right .
We're done this part, now the next step is opening up the hallway.
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Ungroup
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Step
3
First thing here is to select and then move the hallway flush with
the wall we've made the hole in ,
again, using the 32 grid may be necessary. Now we'll open the end of the
hallway so that we can get into it. Select the hallway, and click the
ungroup button. Now we can select the end of the hallway box
by itself, click on the end of the hallway in the 3D window .
Press [Delete] to remove that hallway end .
Almost there, all that's left is to resize the hallway walls and ceiling
until they line up with our room. Select them one at a time and then resize
them .
Excellent, if you've made it this far, the next step shouldn't be too
hard .
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Group
Copy
Paste |
Step
4
Lets connect another room at the other end of our hall. This room we're
simply going to make a copy of the first room.
We're going to have to select all the walls of the first room, and make
it a group again, this can be tricky at first, so don't give up, and pay
close attention. Make
sure the camera is in the same position it was in for the previous steps,
and that you can see the floor and side walls as well .
In the 3D window, switch to select mode and click on the floor of the
room to select it .
Here's where it can get tough. Hold [Ctrl] and continue to hold it.
With [Ctrl] held, start clicking on the other pieces of the room in
the 3D view until they are all selected, do not select any of the hallway
.
We still have to select one more wall, but it's behind the camera. Lets
group the walls we have selected so that we don't have to select them
all again if we lose them. Release [Ctrl] and click the Group button
. Switch to camera mode, and press [C] to move the camera back
until you move through the wall behind you and can see the whole room
in the 3D view .
Switch back to the select tool and Press and hold [Ctrl] again, now
click on the one remaining wall, the whole room should be selected now,
and at the bottom of the Worldcraft views, it should say "2 objects
selected" .
Click Group now to make the room all one group now.
Next, with that room still selected, we'll click Copy and then
Paste and we'll have a copy of the first room in your map,
except, it's in the wrong spot, and facing the wrong way .
No problem.
We'll flip the room first, use the menu [Tools => Flip Objects =>
Horizontally]. Blam, it's facing the right way. We just have to move
it into position at the other end of the hallway. Line it up so it's
just touching the other end of the hallway, and make sure it's lined
up in all of the 2D views .
Two more steps and we're there. Move the camera so that it's in the
new room, facing the opening where our hallway is .
Select the end of the hallway and delete it, just like you did earlier
at the other end of the hallway. And just like you did before, resize
the hallway walls and ceiling until they line up in the new room .
All you need is an info_player_start entity, and you're ready to check
out your rooms in Quake. If everything went right, you won't have any
leaks, and the walls will all be lined up nicely, if not, you can fix
any misaligned walls which will likely solve any leaks you may have.
Congratulations,
if you mastered this step then you can now build just about anything
you're willing to attempt. |