Your First Eternal Silence Level: Difference between revisions

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{{Back|Eternal Silence Level Creation}}
{{Back|Eternal Silence Level Creation}}
{{TODO|Please add or edit this to make it easier to understand.}}
[[Your First Eternal Silence Level/Old|The Old Tutorial]]


{| class="wikitable" border="1"
= Part 1: The Skybox and Spacebox =
! Image
'''[http://www.youtube.com/watch?v=iJvH_ibLLbw Watch on Youtube]'''
! width="100%"|Description
|-
| [[Image:Es1.jpg|thumb|left]]
| Place a reference model so you can align your hangar bay door. The proper models will have a _scaled or _infantry at the end of the model name.
This destroyer model is ''models/capships/gm_destroyer_test_infantry.mdl''
|-
| [[Image:Es2.jpg|thumb|left]]
| Build a approximate hangar inside the model. Be sure to align it to the grid. The hangar pictured here is 2048*1024*896 hollowed outward 32 units.
|-
| [[Image:Es3.jpg|thumb|left]]
| Keeping the reference on the grid, align it so the edge doesn't enter the model.
|-
| [[Image:Es4.jpg|thumb|left]]
| Make a front wall, so the edge of the bay ends inside the wall.
|-
| [[Image:Es5.jpg|thumb|left]]
| Use the clipping tool to cut out the door of the hangar. Ensure to clip past the model, so there are no gaps.
|-
| [[Image:Es6.jpg|thumb|left]]
| Select the model, and place it in a visgroup called reference.
|-
| [[Image:Es7.jpg|thumb|left]]
| Texture the outside and center of the wall with ''esmod/genericblacktexture''.
Make the wall a ''func_detail'', so it will not mess up visibility.
|-
| [[Image:Es8.jpg|thumb|left]]
| Hide the reference, and build a skybox around the hangar entrance.
Make sure there is plenty of room for a gunship to clear the hangar in every direction.
|-
| [[Image:Es9.jpg|thumb|left]]
| Hide func_details, and cut a hole in the skybox wall around the hangar. Make sure there are no leaks.
|-
| [[Image:Es10.jpg|thumb|left]]
| Create a brush the size of the opening ''tools/toolsnodraw''.
Tie it to the entity ''func_spaceteleport''
Align it in the center of the bay door, as shown.


''Note: The teleport brush should only be large enough to clear the collision model of the reference.''
|-
| [[Image:Es11.jpg|thumb|left]]
| Texture the inside wall with ''esmod/ngm_hangarshield'' or ''esmod/utf_hangarshield''.
Change the texture scale to 1.
|-
| [[Image:Es12.jpg|thumb|left]]
| Place a ''space_camera'' entity near the teleport.
|-
| [[Image:Es13.jpg|thumb|left]]
| Place a ''info_vehicle_spawn'' in the hangar. (This will help test the transition)
Change the ship class to ''utf_interceptor'', as it is the most maneuverable.
|-
| [[Image:Es14.jpg|thumb|left]]
| Create a trigger brush, and tie it to the entity ''func_subsystem''. Call it ''ngm_sub''; set it's initial team to NGM, and it's parent capship to ''ngm''.
Place a ''info_es_spawn'' near it. Set it's parent subsystem to ''ngm_sub''


Repeat this for the UTF.
= Part 2: Hangar and Transition Box =
|-
'''[http://www.youtube.com/watch?v=R4_jLHjvjIg Watch on Youtube]'''
| [[Image:Es15.jpg|thumb|left]]
| The spacebox and skybox are placed near the origin. Move the map over to make room for it.
|-
| [[Image:Es16.jpg|thumb|left]]
| Place two ''space_capships'' near the origin. Make the ships the same orientation as the reference.
Call them ''ngm'' and ''utf'', and set their appropriate initial teams and models.
|-
| [[Image:Es17.jpg|thumb|left]]
| Create a box around the ships, and a smaller one near it. These will be the spacebox and skybox respectively.
Place a ''sky_camera'' in the skybox, with it's scale set to 1000.


''Note: The 3d skybox must extend past the infantry sections. If you notice a hall of mirrors effect, make the 3d skybox boundaries larger, or increase the scale.''
[[Category:Level Design]]
|-
[[Category:Tutorials]]
| [[Image:Es18.jpg|thumb|left]]
| Going back to the ''space_camera'', name it ''ngm_cam1_in''.
Change it's pitch yaw roll to point out into space.
 
Set it's partner cam to ''ngm_cam1_out''
 
Set it's partner capship to ''ngm''.
|-
| [[Image:Es19.jpg|thumb|left]]
| Change the ''func_spaceteleport'''s name to ''ngm_tele1_in''
 
Change it's angle of normal to the ''space_camera'''s angles.
 
Set it's space_camera to ''ngm_cam1_in''.
 
Set it to end touch based.
|-
| [[Image:Es22.jpg|thumb|left]]
| Enable the reference, and turn on scaling texture lock. Select the reference, the teleport, and the camera. Group these objects
Duplicate them, and scale them by .025.
|-
| [[Image:Es23.jpg|thumb|left]]
| Change the copy's reference prop to the scaled down version.
|-
| [[Image:Es24.jpg|thumb|left]]
| Turn off grid alignment, and in the 2d views align the group as best as you can.
Delete the scaled reference prop. '''or''' Delete the ''space_capship'', and change the ''prop_static'' reference prop to the ''space_capship'' for perfect alignment.
|-
| [[Image:Es26.jpg|thumb|left]]
| Rename this ''space_camera'' to ''ngm_cam1_out''.
Change it's partner cam to ''ngm_cam1_in''
 
Change it's scale to space.
 
Clear the capship value.
|-
| [[Image:Es27.jpg|thumb|left]]
| Rename the ''func_spaceteleport'' to ''ngm_tele1_out''
Change it's camera to ''ngm_cam1_out''
 
Set end touch based to no.
|-
| [[Image:Es28.jpg|thumb|left]]
| Fill the transition box with a playerclip. This stops players from exiting the ships outside the bay doors.
|-
| [[Image:Es29.jpg|thumb|left]]
| Hollow out a trigger, and tie it to ''func_desertion''. This turns players around before they crash into the boundaries.
|-
| [[Image:Es30.jpg|thumb|left]]
| Change the 2d skybox to something interesting.
|-
| [[Image:Es32.jpg|thumb|left]]
| Done! Be sure to compile vis to get the spacebox to work properly
|}
 
[[Category:Level Design Tutorials]]
[[Category:Eternal Silence]]
[[Category:Eternal Silence]]
[[Category:Sbrown Tutorials]]
[[Category:Sbrown Tutorials]]

Latest revision as of 02:43, 12 June 2022

Eternal Silence Level Creation

The Old Tutorial

Part 1: The Skybox and Spacebox

Watch on Youtube


Part 2: Hangar and Transition Box

Watch on Youtube