Level Design Overview: Difference between revisions

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You say you want more in your game world than inanimate solids? Well then, what you want are entities. Where brushes are "world objects" used to form the basic inanimate structure of your level, entities are the objects that move, have sound, or are interactive. An entity is anything that performs some type of operation or task within your level. Models are a type of entity.
You say you want more in your game world than inanimate solids? Well then, what you want are entities. Where brushes are "world objects" used to form the basic inanimate structure of your level, entities are the objects that move, have sound, or are interactive. An entity is anything that performs some type of operation or task within your level. Models are a type of entity.
[[Category:Japanese]][[Category:Level Design:jp]]
マップエディット?イントロダクション
original English version: [[Introduction to Editing]]
==ブラシ:3Dレベルデザイン?基盤==
ブロック?????形?円柱?????も?。?れら???り??ん?風???????も?れ????Hammer?創造???る????構造物?基本的?根幹を??も???。Hammer?????れらをカーブ???切り??る????????。?実的?も?????イメージ???るよ???能?形?整形???る??れら?立体(ブラシ?も呼?れる)を組????る????????。?れ??構造的立体幾何学(CGS)???知られ??るも???り?Hammer?使用???る編集スタイル?も?り??。ブラシを作??るやり方??[[Creating Brushes:jp|ブラシ作?]]?セクション?書?れ????。
一度?ブラシを作???ら?[[material:jp|マテリアル]]を指定???。マテリアル??ブラシを?実?(も?????何?空想的?)世界?存在?るよ??も???る????作??れ?????用??れ??るビットマップイメージ?ら??????。例???煉瓦や?岩?表??水????テクス?ャー??。
==エンティティ==
マップを動作???立体?集?り以上??も???よりゲーム?世界的?も????????????ょ?。??????????必????エンティティ??。ブラシ?レベル?動作???基本構造?ら?る「ワールドオブジェクト(world objects)???。エンティティ??動???音を出??も?????インタラクティブ性??るオブジェクト??。エンティティ??レベル??動??やタスク?一種を機能??るも???。モデル??エンティティ?一種??。
==エンティティタイプ==
エンティティ??イント主体(point-based)?ブラシ主体(brush-based)?2種類?存在???。
''?イント主体(Point-based)''エンティティ??確実?正確??イント???存在???。例?????ライトやモンスター?プレイヤー???れ??。(モンスター??エリアを???る????????。?????れ?ゲーム?コード?よ??定義?れ??れ??ら??マップ自身?ら?修正?????ん) ???????イントエンティティ?複数??イント?ら?り??。例???env_beam エンティティ(ビームエフェクトをコントロール?る)??ターゲット???2???イントエンティティを使用???。2???イントを?置?る??ビーム???れら?間を走り??。
''ブラシ主体(Brush-based)''エンティティ??ドアやプラットフォームや他?移動?るオブジェクト?よ????実?存在???るブラシ??存?るエンティティ??。[[trigger:jp|トリガー]]?ブラシ主体エンティティ?別?一種??。??エンティティ???トリガー?動作をコントロール??る????エリア?活性化?るフィールドを指定?る???必???。モデルエンティティ??エンジン?よ??レンダリング??るディスク上?モデルファイルを指定?るエンティティ??。
?イント主体?ブラシ主体エンティティ?両方?作???????[[Creating Entities:jp|エンティティ作?]]?セクション?記述?れ????。
==???を一緒??る==
??れら?簡??コン?ー?ントを使?????レベル?視覚的??制????多様性を作??る????????。何?も??部屋や????広?????複雑?世界??れ?構造を作り出?????立体?テクス?ャーを使???ょ???????創造?生命を??込む????モデル?ライト?モンスター?ボタン?動??プラットフォーム?????ん?他?エンティティを加???ょ?。
???を?置??ら?File Menu ?ら?[[Run Map:jp|Run Map]]を?択???レベルをコンパイル?る必???り??。?れ??立体やエンティティをソースエンジン上?動????????る?プレイ?能?レベル??ューン?るプロセス??。レベル?????????考??時?コンパイル?プロセス?始?るも?????コンパイル?何?行?れ??る???????る程度知?????????多???頭痛?種??るトラブルを回??る??????る??ょ?。


==Putting it All Together==
==Putting it All Together==

Revision as of 06:58, 5 September 2005

Brushes: the Foundation of 3D Level Design

Blocks. Wedges. Cylinders. Spikes. They may not sound like much, but these are the basic building blocks of all architecture created in Hammer. You can carve 'em, clip 'em, and manipulate 'em. You can combine these solids (also called brushes) to make any shape possible, real or imagined. This is known as constructive solid geometry (CSG) and this is the editing style Hammer uses. Creating brush solids is described in the section Creating Brushes.

Once you create a brush, you'll assign to it a material, which is a pre-existing bitmap image created to make the brush resemble something in the real (or some imagined) world. Examples of textures include bricks, rock faces, and water.

Entities

You say you want more in your game world than inanimate solids? Well then, what you want are entities. Where brushes are "world objects" used to form the basic inanimate structure of your level, entities are the objects that move, have sound, or are interactive. An entity is anything that performs some type of operation or task within your level. Models are a type of entity.

Putting it All Together

Using these simple components, you can create a virtually limitless variety of levels. Whether its a barren room or a vast, complex world, you'll do it by using solids and textures to create your architecture, then adding models, lights, monsters, buttons, moving platforms and a host of other entities to bring your creation to life.

Once everything is in place, you will need to compile your level by choosing Run Map from the File Menu. This is the process that turns your collection of solids and entities into a playable level that you can run in the Source Engine. Although the compiling process happens when you think you've finished your level, knowing something about this process ahead of time can save you many headaches.