User:Brandished/Sandbox 1: Difference between revisions

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For this tutorial we will be making a simple 2 level campaign that never ends.  Sounds fun, right?  Well, maybe not, but the purpose really isn't to have a full campaign, but to explain the basics of level construction in L4D.
Thumbnails and image scaling.


First, lets cover what our L4D campaign will need to work right:
== Pixel scaling, no thumb tags, no align ==
* A director
[[File:nav_edit.jpg|200px|Before split]]
* A starting point
[[File:nav_split.jpg|200px|After split]]
* 2 safe house doors
[[File:nav_mark.jpg|200px|Marked first area]]
* Some weapons, ammo, and health
{{clr}}
* A rescue closet
== Thumb tags, default align ==
* A change-level
[[File:nav_edit.jpg|200px|thumb|Before split]]
* A fog controller
[[File:nav_split.jpg|200px|thumb|After split]]
[[File:nav_mark.jpg|200px|thumb|Marked first area]]
{{clr}}
== Thumb tags, left align ==
[[File:nav_jump.jpg|200px|thumb|left|'''Jump areas''' (marked with green X's) tell bots that they must jump to reach the higher connected area, and that this area is not usable as a hiding/sniping spot.]]
[[File:nav_crouch.jpg|200px|thumb|left|'''Crouch areas''' (marked with a blue diagonal slash) force bots to crouch when moving through this area.]]
[[File:nav_end_area.jpg|200px|thumb|left|Area created]]
{{clr}}
== Thumb tags, right align ==
[[File:nav_begin_area.jpg|200px|thumb|right|Start dragging area at first corner]]
[[File:nav_drag_area.jpg|200px|thumb|right|Drag area extent]]
[[File:nav_end_area.jpg|200px|thumb|right|Area created]]
{{clr}}
== Thumb tags, center align ==
[[File:nav_edit.jpg|200px|thumb|center|Before split]]
[[File:nav_split.jpg|200px|thumb|center|After split]]
[[File:nav_mark.jpg|200px|thumb|center|Marked first area]]
{{clr}}
== Thumb tags, left, center, right align ==
[[File:nav_edit.jpg|200px|thumb|left|Before split]]
[[File:nav_split.jpg|200px|thumb|center|After split]]
[[File:nav_mark.jpg|200px|thumb|right|Marked first area]]
{{clr}}
== Gallery tags ==
<gallery>
Image:nav_edit.jpg|Before split
Image:nav_split.jpg|After split
Image:nav_mark.jpg|Marked first area
</gallery>
{{clr}}
== Table enclosure ==
=== Model Description ===


Here we have our sample map layout.
'''Skins'''
 
{|
Well make the room on the far left the starting point by adding an <code>info_player_start</code> entity to there.  Next, let's add an info_director and a env_fog_controller, make sure the fog_controller's "Fog Enable" property is set to "Yes".
| [[File:Doormain01 handle1 skin1.jpg|none|thumb|50px|Skin 1]]
 
| [[File:Doormain01 handle1 skin2.jpg|none|thumb|50px|Skin 2]]
For a supplies area will create a small brush to act as a table and add:
| [[File:Doormain01 handle1 skin3.jpg|none|thumb|50px|Skin 3]]
* health kits, 4 <code>weapon_first_aid_kit_spawn</code> entities
| [[File:Doormain01 handle1 skin4.jpg|none|thumb|50px|Skin 4]]
* 2 weapons; <code>weapon_smg_spawn</code> and <code>weapon_pumpshotgun_spawn</code>.
|}
* an ammunition resupply, <code>weapon_ammo_spawn</code>
 
Now for an exit add a "prop_door_rotating_checkpoint" entity. For it's properties, name it "checkpoint_exit", set its "body" property to "1", the "Spawn Position" to "Closed" (spawnpos keyvalue 0), the "world model" to "models/props_doors/checkpoint_door_01.mdl", and the make sure the "Starts Open" flag is unchecked.
 
That should finish the starting point, but before we move on, lets add a info_landmark to the room as well, name it landmark_1. Well go more into detail on this later.
 
== Rescue closets ==
Next well need a place for dead players to respawn referred to as rescue closets. Rescue closets are fairly basic and only consist a room containing three <code>info_survivor_rescue</code> entities with a <code>prop_door_rotating</code> to enter or exit by.
 
== The safe house and changing levels ==
Each campaign is divided into several chapters marked off by safe rooms, which are checkpoints where players can heal, re-arm, and dead players can return if they weren't already rescued.
 
To start with, well add another "prop_door_rotating_checkpoint" entity for the safe houses entrance.  This one is set up a bit different then the last one.  Open its properties and set the name to "checkpoint_entrance", the "body" property to "0", the "Spawn Position" to "Open Forward" (spawnpos keyvalue 1), the "world model" to "models/props_doors/checkpoint_door_02.mdl", and the make sure the "Starts Open" flag is checked.
 
Lastly, well set up the transition from one map to the next using another <code>info_landmark</code> and a <code>trigger_changelevel</code>. 
 
First add the <code>info_landmark</code>, the open it's properties and name it "landmark_2".  Now create a large brush to cover the floorspace inside the safehouse and tie it to the <code>trigger_changelevel</code> entity, make sure the brush comes in contact with the floorspace inside the room (doesn't necessarily have to overlap the floor space, but it does have to at least touch it). Open the changelevel's properties and set the landmark name to the one we just created, "landmark_2" and for the "next map" property, enter "map_02".
 
== Building a navigation mesh ==
For survivor bots and infected to be able to move, you will need to create a navigation mesh ("mapname.nav" file) for your map. To build a basic mesh you need to have the map already compile and loaded, then open up the console in game and type the following:
: <code>sv_cheats 1</code>
: <code>nav_edit 1</code>
: <code>nav_mark_walkable</code>
: <code>nav_generate</code>
 
The map will be reloaded after you type nav_generate and if all goes well we should no longer have the nav error message on the screen when the map loads.  With "nav_edit 1" still set, lets take a look at what nav_generate did.  Well do this using the "select_with_attribute A" command.  What this console command does is select all nav areas marked with the attribute "A". For instance, by using "select_with_attribute CHECKPOINT", all the nav areas that have been marked with the "CHECKPOINT" attribute would be highlighted.  
 
Open the console and type:
: select_with_attribute DOOR
Notice the 4 nav squares that were highlighted, this tells the bot AI there is a door in this location.
 
: select_with_attribute CHECKPOINT
: select_with_attribute RESCUE_CLOSET
: select_with_attribute ESCAPE_ROUTE

Latest revision as of 02:38, 7 January 2024

Thumbnails and image scaling.

Pixel scaling, no thumb tags, no align

Before split After split Marked first area

Thumb tags, default align

Before split
After split
Marked first area

Thumb tags, left align

Jump areas (marked with green X's) tell bots that they must jump to reach the higher connected area, and that this area is not usable as a hiding/sniping spot.
Crouch areas (marked with a blue diagonal slash) force bots to crouch when moving through this area.
Area created

Thumb tags, right align

Start dragging area at first corner
Drag area extent
Area created

Thumb tags, center align

Before split
After split
Marked first area

Thumb tags, left, center, right align

Before split
After split
Marked first area

Gallery tags

Table enclosure

Model Description

Skins

Skin 1
Skin 2
Skin 3
Skin 4