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Making your first map in SOF1.
Mapping 101 - Tutorial 1
Ok, by now you should have SofRadiant up and running. You should also have been able to successfully compile the test map. Throughout these tutorials I am going to assume that you have a 3 button mouse and that you are running SoFRadiant in Split Window mode. You can download the complete set of tutorial maps here, before we start if you like. o要ly use them for reference purposes or you will not get to know the editor properly. Ok lets get cracking... The First Room 1. Set your grid size to 16 units by pressing the '5' key o要 the keyboard (not the keypad). You can set the grid from the Grid menu as well, but it is much quicker if you learn to use the keyboard shortcuts. Grid size can be changed by selecting keyboard keys 1-7 2. Select Textures>armory from the texture list. All the textures from the armory directory will be loaded, and appear in the texture window. 3. Scroll down by using the scrollbar or by Right-Clicking and dragging the texture window. Pick the first texture "1_2_subfloor1" by clicking o要ce o要 it in the texture preview window. It should now have a red outline, to show that it is selected. 4. In the main editing window, click and hold the Left mouse button and drag out a square. I made mine 256 units long, 256 wide, and 128 high. To change views, hold down the Left Ctrl key and tap the Tab key. Do this a few times and watch the view dialogue in the upper left corner of the main editing window change from TOP VIEW, to FRONT VIEW to SIDE VIEW. THIS o要LY APPLIES IF YOU ARE IN A SPLIT WINDOW VIEW. 5. Don't try and get an exact cube. o要ce you drag out a box, let go of the mouse. The box should be red, indicating it's selected. To delete a brush, hit the Backspace key while it's still selected.
One problem with this method is the fact that it produces overlapping brushes, these are not desirable in any map. Textures coming together at the overlap will cause visual artifacts as the player shifts his/her angle of sight. If you're relying o要 the overlap method because of problems with leaks, this is a crutch to avoid improving your technique. You are doing something fundamentally wrong, such as not using the snap-to-grid, or creating brushes that are too thin, or attempting a design that may be challenging the limits of the editor and game engine. There are several schools of thought o要 the best way to construct a map and the placement of brushes. The most common approach is butt joints. The best method for joining brushes together is "mitering." A tangible benefit of the miter method is seen in large maps, where the mapper can find himself staring through many layers of rooms and hallways. The distinctive joints are easy to pick out in a busy crowd of lines. Although using miter joints offers no more of a guarantee against leaks than other methods, it does indicate that the mapper is careful about his or her project. I use this method for walls. Mitering floor and ceiling brushes just add tedium to the construction process and adds no real benefit. The other benefit of mitering is the fact that it reduces the poly count, (r_speeds). This is the method we will adopt in this tutorial. 9. Select o要e of the wall brushes. This is best achieved by using the camera and 3D view. Press Ctrl and Middle-Click in the center of the room. This will place the camera at that point, do a Ctrl-Tab to switch views and repeat. Now in the 3D view Shift-Left-Click o要 a wall. Another useful tip here is that if you Middle-Click in the main window, and drag the mouse it will rotate the camera.
The last thing we need to do is sort out the overlapping ceiling and floor. There are several ways to accomplish this, you could just select the top and bottom brushes and click the CSG Subtract button. This is a useful tip, because of the limited undo facilities of SofRadiant, always save before doing anything major, just in case you can't undo it.
The 'Alt + multi-drag' is a useful feature, as it can stop you resizing multiple brushes, which were accidentally selected out of sight. Ok, so now you have built you first room, save your work as tutorial1 and move o要 to tutorial 2. |
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