Zh/L4D Level Design/Your First L4D Level

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(译者:ljj)

笔刷是使用Hammer的“固体工具”创建的简单3D造型。笔刷用于在地图里创建大多数大型表面,例如天花板和地板。现在我们将使用笔刷来创建一个简单的房间。

创建一个地板笔刷

绘画一个笔刷。
  1. 在左侧工具栏选择“固体工具”。
  2. 现在,在2D俯视图里左键点击并拖动至右下方(如下图所示)。
  3. 当你拖动时你应该看到一个长方形或正方形的虚线框。
  4. 创建一个512x512个单位的正方形并放开鼠标左键。
  5. 在你的键盘上按 Enter以创建你刚才画的笔刷。

要返回选择模式,在工具栏里点击“选择”图标或者按Esc键。

在选择了笔刷的选择模式下,你可以通过左键点击出现在笔刷的边界上的任何框,并将它们拖出或拖进来改变笔刷的大小。

让我们将笔刷的厚度由默认的64个单位减少至16个单位(我们将作为一个地板来使用)。要做到这个,我们需要改变网格的大小。

网格

网格被显示在所有2D视图里面。默认情况下,所有对象都会对齐到网格。尽管你可以关闭它,但是保留它却被认为是很好的行为习惯,因为它防止在你的地图上出现泄漏或者其它错误。

默认网格大小为64个单位,这意味着每个网格线相隔64个单位。当前网格的大小显示在Hammer窗口的底部的状态栏上。

  • 点击缩小网格图标Hammer SmallerGrid.png将使网格调整为一半大小。你也可以按[键来缩小网格大小。
  • 点击增大网格图标Hammer LargerGrid.png将使网格调整为两倍大小。你也可以按]键来增大网格大小。

要使网格大小降至16个单位,按[键两次。看下Hammer窗口右下角的状态栏并确认那里显示Grid: 16。如果没有显示的话,按[]直到显示为止。

调整地板

在侧视图中降低笔刷高度。

现在网格应该足够小了。

切换到右下方的视图。当你的鼠标在它上方时他应该标记为侧面。拖动笔刷的顶部边框并向下使它有16个单位厚。

移动笔刷

在任何2D视图里点击并拖动以移动笔刷。

一旦笔刷被创建你可以移动它们。选择Selection tool Hammer select.png并且鼠标在一个2d视图里的笔刷之上,保持清晰的处理。指针将变成四个箭头指向所有四个方向 FourArrows.png,表明移动对象的选项。 选择工具和鼠标的刷在一个2 d视图,保持清晰的处理。

单击并拖动移动笔刷以便在任何2d视图里移动笔刷。释放后,笔刷将移动到那个位置。

在Hammer里配置选项。

你也可以用箭头(光标)键移动对象。要做到这一点,我们需要在Hammer设置里更改一项设置以便能允许使用方向键:

  1. 工具菜单并点击选项以打开配置Hammer对话框。
  2. 点击2D视图选项卡。
  3. 这里有其他设置,不过现在,我们只需要标记复选框Arrow keys nudge selected object/vertex
  4. OK确认更改并关闭选项。

现在让我们通过放置鼠标光标到侧面视图并按下一次下箭头以移动地面笔刷16个单位。

在侧视图里移动一个笔刷。
Note.png注意:你需要将你的地平面放在原点行的同一水平以便包含导航文件在内的东西能够工作。

在2D视图里导航

  • 您可以使用滚动条来获得视图。
  • 更快的方法,按住空格键然后左键点击并拖动以获得。
  • 使用鼠标滑轮来放大或缩小。

Texturing

To see textures in the 3D Camera viewport, right-click on the camera text in the 3D Camera viewport and select 3D Textured.

Selecting the 3D Textured mode in the Camera viewport.

Navigating in the 3D Camera viewport

Moving around in 3D is a bit different from the 2D viewports:

  • Hold down the Spacebar and left-click and drag to rotate the camera.
  • Hold down the Spacebar and right-click and drag to move up/down and left/right.
  • Hold down the Spacebar and both right and left-click and drag to move forward and backward.
  • You can also use W, A, S, and D to move forward, backward, strafe left and strafe right respectively.
  • The Z key toggles on and off "mouse look" mode. Move your mouse cursor over the 3D Camera viewport and press the Z key. You can now move your mouse around as if mouse look was on in the game.
Note.png注意:The W A S D keys can be used in combination with the Spacebar navigation

Move up in the 3D Camera viewport and look downward at the floor that you've just created.

The Browse button on the Texture bar.

You'll notice there's a default texture on your floor. You'll probably want to change it. To change the current texture, click on the Browse button on the Texture Box.

This will bring up the Texture Browser window.

The generic gray developer texture.

In the Filter field at the bottom of the browse, you can filter the textures shown based on name. For this tutorial, type in the word "dev_measure" (with the underscore) into the field. This will bring up a listing of "developer" textures that will make it easier to create something quickly.

Now, find the texture called dev/dev_measuregeneric01b and double-click on it.


Applying the current texture to the selected brush.

This should bring back the 4 viewports of the editor and place the generic developer texture as the current one in the Texture bar.

Select the floor brush, if it isn't already selected, by clicking on it in the Camera viewport. It should turn red.

After the brush is selected, click on the Hammer ApplyCurrentTexture.png Apply current texture icon on the Tool bar to apply the current texture to the selection. The gray developer texture should appear on the floor as shown.

Creating the walls and ceiling

Now let's go over how to create the walls and ceiling of the room. The easiest way to do this is to duplicate the floor brush.

Duplicating

You can also select an existing brush and duplicate it to create them.

Note.png注意:To duplicate, you will need to have the Arrow keys nudge selected object/vertex option set if you didn't do this earlier in the tutorial. You can find it under Tools > Options > 2D Tab.
Duplicating brushes to make a room.

To duplicate:

  1. Select the floor brush that you've created.
  2. Move your cursor over the Side viewport.
  3. Hold the Shift key down and press the Up_arrow key to create a duplicate and move it up 1 grid unit.

This will create a brush exactly like the floor on top of the existing floor.

You can now change the size and dimensions of this new brush to create a wall grabbing the corner handles on the brush and dragging it to the size you wish. Let's make the wall 128 units tall and 16 units thick.

Tip.png提示:To move the brush you created, using the arrow keys or simply click and drag inside the center of the brush to drag it to another location.

Now duplicate the wall 3 more times to outline the floor.

Duplicating the floor to create a ceiling.

Duplicate the floor brush 1 more time and raise it to become the ceiling.

Tip.png提示:Keeping your level clean will become very important when you start to run it in the game. It's a good idea not to have overlapping brushes (brushes that intersect one another). This can cause "z-fighting" in the game, which is where multiple faces fight to get drawn over one another.

Deleting brushes

To delete a brush, select it with the Selection tool Hammer select.png and press the Delete key.

Multiple selection

Applying the generic orange developer texture to the walls.

You'll notice that in the Camera viewport, if you navigate inside the room, it's hard to tell what's going on because all of the walls, floor and ceiling are the same texture. Next we'll change the walls to a different texture.

You can select all of the walls by holding down the Ctrl key and clicking on them one at a time in the Camera viewport. You will have to use the Spacebar camera controls (or turn on mouse look with Z) to rotate the camera around so you can select each wall.

After you have all of the walls selected, click on the Browse button in the Texture bar. This time, select the orange texture next to the current one, labeled dev/dev_measuregeneric01. Double-click it to select it and close the browser window.

Use the Hammer ApplyCurrentTexture.png tool on the Tool Bar to apply the orange texture to the walls.

Saving the file

To save a level, you can use Ctrl+S or Save from the File menu.

You will need to give the map a file a name and choose the directory to place it in.

For this tutorial, name the map "tutorial01" and save it into the mapsrc directory, located by default at:

C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\

Your directory may be slightly different, depending upon where you have installed Steam.

Included sample maps

When you went to save your map, you may have noticed other directories underneath the mapsrc path. The Left 4 Dead Authoring Tools come with some example maps to help you.

Directory Contents
mapsrc\No Mercy Apartments Contains an example map from the "No Mercy" campaign that ships with Left 4 Dead.
mapsrc\standards Examples maps that contain many of the standard pieces for co-op and Versus mode maps.
mapsrc\Your_First_L4D_Level_Tutorial Contains completed versions of all the sections of this tutorial.
mapsrc\zoo "Style guide" maps for rural and urban types of Left 4 Dead maps.

At times, this tutorial will refer you to different maps in these directories.

Tip.png提示:Of these, the "Your_First_L4D_Level_Tutorial" is probably the most immediately useful. If you have a hard time completing one of the sections of this tutorial, you can refer to the files in the this directory to give you an idea of what the finished map for that section should look like.

Placing entities

Selecting the entity.
Placing an info_survivor_position.

Next we'll place an entity in our level:

  1. Select the Entity tool Mt-entities.png on the Tool Bar.
  2. Once the Entity tool Mt-entities.png is enabled, the Entity selection list on the Object bar becomes active.
  3. Keep the Categories entry as Entities.
  4. Click the arrow on the Objects drop down list and select info_survivor_position.
  5. Now, navigate in the Camera viewport to the middle of the inside of the room.
  6. left-click on the floor to place the entity.

This will place an info_survivor_position entity in the middle of the room.

The model for an info_survivor_position is Francis. He's the tallest character in Left 4 Dead, so this is a good entity to drop down to check your scale.

Placing a light

Now we'll place a source of illumination in the map:

  1. Select the Entity Tool again
  2. Select light from the Objects drop down list on the Object bar.
  3. This time, place the light on the ceiling (above Francis' head).
  4. Go back into selection mode by clicking on the Selection tool Hammer select.png in the Tool Bar or by pressing the Esc key.
The Object Properties for a light.

Next we'll change some settings on the light. Bring up the light's properties by double-clicking it in the Camera viewport or by selecting it (left-clicking on it) and then pressing the Alt+ Enter keys. This will bring up the Object Properties dialog box.

From the Object Properties, you can change various properties of the entity. For example, you can change the Brightness of this light. Click on the Brightness row under Keyvalues and you will see a set of numbers on the drop down menu on the right side. The default setting for the brightness of a light is 255 255 255 200. The first three numbers represent the RGB values (color) and the last number represents the intensity of the light.

You can click on the Pick Color button to select a color rather than input values for it.

Picking a color for a light.

Simply click on the color you want the light to be and click OK.

This will bring you back to the Object Properties dialog box for the light. You should see any changes you made to the brightness on the Brightness row and the drop down field on the right side if the Brightness row is selected.

Click the Apply button to set your changes to the entity and close the dialog box by clicking on the "X" at the upper right side of the window.

Placing a prop_static

The Object Properties for a prop_static entity.

Entities also consist of props like furniture, decoration, and complex parts of architecture. There are a variety of different kinds of props. Prop_static entities are props that are static – they don't move, animate, turn on or turn off. There are also prop_dynamic entities that can move, animate, be enabled and disabled. There are also prop_physics entities which the player can interact with and behave physically as they would in the real world.

To place a prop:

  1. Select on the Entity tool Mt-entities.png again.
  2. Go to the Object bar and change the Objects field to prop_static.
  3. Point to the floor in front of the model of Francis and left-click to place a prop_static. You will see a red cube that represents the prop_static before a model is attached to it.
  4. Go back into selection mode by clicking on the Selection tool Hammer select.png in the Tool Bar or by pressing the Esc key.
  5. Double-click on the red cube to open the properties.
  6. Double-click on the World Model field to open the Model Browser.
Warning.png警告:The first time that the Model Browser window loads, it can take a while to load in all of the models. It might not immediately look like the image you see below. If you cannot find the model you're looking for, give it a minute to finishing loading.

Selecting the model

Selecting the table model in the Model Browser.
  1. In the Filter field at the bottom of the dialog box, type in "table". This will show all the models that have the word "table" in their name.
  2. Scroll down to the one named:
    "props_furniture\it_mkt_table2.mdl".
    It should look like the image shown.
  3. Click OK to select it and close the browser and return to the Object Properties dialog box. You should see the name of the model now in the World Model row.
  4. Click the Apply button to set your changes to the entity.
  5. Close the Properties box.

You will see the table that you just placed in the room in any of the viewports in the editor.

Moving entities

Placing the table in the corner of the room.

You can move entities like our table the same way you can move brushes. Click and drag inside the bounding box of the selected entity to move it around with your mouse or put your mouse over any of the viewports and use the arrow keys on your keyboard to move them around.

Move the table to a corner of our room and set it so that it sits on the floor.

Rotating entities

Selecting the shotgun from the Objects list.

Next we'll try placing a pump shotgun on the table in our room and rotating it so that it looks like it's in a natural position.

Click on the Entity tool Mt-entities.png in the Tool bar.

Select weapon_pumpshotgun_spawn from the drop down menu under Objects.

Placing the weapon_pumpshotgun_spawn.

Click on the floor underneath the table prop to place the shotgun entity.

Note.png注意:In the Camera viewport, entities can only be placed on brush surfaces.
Circles at corners indicate that the object is ready to be rotated.
Click & drag a circle in any 2D view to rotate the object.

To rotate an object , you simply select the object you wish to rotate using the Selection tool Hammer select.png, then click once on the object. You should see the object surrounded at the corners with circles. Mouse over a circle in any 2D view, then click and drag to rotate the object.

Rotating the shotgun in the Front viewport

Use your mouse wheel to zoom into the Front viewport and click once inside the bounding box of the pump shotgun model to make its four corners highlight with circles around each one.

Left-click and drag in a counter-clockwise motion to rotate the pump shotgun so that it's lying on its side.

Decreasing the grid spacing.

Zoom into the Side viewport and press the [ key 4 times to decrease the grid spacing. Click and drag inside the bounding box of the shotgun to move it to sit on top of the table. You don't have to place it exactly as long it is above the table and not inside it.

Rotating the shotgun in the Top viewport.

In the Top viewport, click inside the bounding box of the shotgun until it's in the rotate mode again. Left-click and drag one of the corners counter-clockwise until the shotgun sits almost parallel to the table.

Now you will have a shotgun that you can pick up from the table.

Adding to your room

Creating the hallway and second room.

Using the duplication, scaling and moving of the brushes you currently have in your room, you can now build a hallway and another room identical to the first.

Make sure to create openings into both rooms from the hallway.

You can also duplicate the light in the first room and move it to the middle of the second room.

Tip.png提示:Remember you can duplicate any object in your level by holding the Shift key and then moving the object by dragging it or using the arrow keys. It's much faster than always creating objects from scratch. You can even have multiple objects selected and clone them together. This is a much safer strategy for creating passageways than using the Carve tool.

After you've finished making your second room and hallway, save the level as "tutorial01.vmf" if you haven't already.

Add a player start

One last thing we'll want to do is add a player start entity to test out the map. This will be where the player will spawn in a simple level.

Placing an info_player_start.
  1. Select the Entity tool Mt-entities.png on the Tool Bar.
  2. Pick info_player_start from the Objects drop down list.
  3. Now, navigate in the Camera viewport to the center of the room next to the model of Francis.
  4. Left-click on the floor to place the player_start.

The exact position isn't critical. Just make sure it's in this general location. You can even rotate it another direction if you wish and the player will be facing that way when they spawn.

Running your level in the game

Change the Run Map parameters to match these settings, then click OK.

You have saved your map, but you will also need to compile it before it can be played in the game engine.

When a map is compiled, it is converted from the raw .VMF file that you just saved, into the .BSP format used by the game engine. The geometry is processed and the proper lighting and shadows are pre-calculated with several compile programs.

  • Open the File menu, and choose Run Map... or press the F9 key.
  • The Run Map dialog will open.
  • This dialog is used to set some basic compile parameters.
    1. Make sure that Normal is set under the Run BSP, Run VIS, and Run RAD settings.
    2. Under Additional game parameters:, make sure these settings are present, and type them in if not:
      -toconsole -dev -console +sv_lan 1
    3. Now click the OK button to start the map compile process.

The Compile Process Window will show the progress of the compile. When the compilation is done, the game you are mapping for will automatically launch, and load your map in the engine.

Note.png注意:If you wish to compile with High Dynamic Range lighting, simply check the box that says HDR. The time to compile the map will be twice as long, but that is completely normal.
Click Continue on this dialog.

Your level in the game should load up after compiling. It may take a minute or two.

  • When the game launches, the "Map is unplayable!" dialog will immediately appear. This is OK because we haven't created a navigation file for our level yet. You'll learn about navigation files later in the tutorial.
  • Press the Continue button.
Running the level in the game.

A screen shot of the running map. Note that without a navigation file, the Survivor bots won't respond fully.

Tip.png提示:Your .vmf source map is automatically saved to disk when you compile and run it with the Run Map command. However, it's a good idea to save every once in a while so you don't lose any work.

The Developer console

Making levels for Left 4 Dead sometimes involves using commands typed into the Developer Console window. The console can also be used to do things like spawn Infected zombies to test your level.

Enabling the developer console.

If you haven't already, make sure the console is enabled in the game:

  1. Press the Esc key in the game.
  2. Click on Options, then Keyboard/Mouse.
  3. Click on the Allow Developer Console and select "Enabled".
  4. Click on the Done Button.
  5. Click on Return to Game.

Using the developer console:

  1. Bring down your developer console ` (tilde).
  2. Type any console command and press the Enter key.
  3. Hide the console again with `.

Noclip mode

One console command you'll find constantly useful is noclip mode. This is a mode that let's you fly around the level without being stopped ("clipped") by anything in the level. It's useful to get around large levels quickly.

To enter noclip mode:

  • Press ` to enter the console.
  • Type noclip in the console and press Enter.
  • Fly around the level.
  • Type noclip again to leave noclip and walk around the level normally.

Some useful console commands

There are lots of console commands available. Here is a sampling.

sv_cheats 1
Turns on cheats. Necessary for many console commands.
director_stop
Stops the AI Director (no spawning for common Infected or Specials).
director_start
Starts the AI Director (spawning resumes).
nb_delete_all
Deletes all existing NPCs (Infected and Survivors).
map <name of map>
Loads a map or reloads the level you're in.
changelevel <name of map>
Loads a map while continuing the session.
god 1
Turns on god mode for all Survivors. The Survivors are invulnerable.
noclip
Allows you to fly through the world.
z_spawn
Spawn a common Infected zombie where the cursor is.
z_spawn smoker
Spawn a Smoker.
z_spawn hunter
Spawn a Hunter.
z_spawn boomer
Spawn a Boomer.
z_spawn tank
Spawn a Tank.
z_spawn witch
Spawn a Witch.
nb_blind 1
Make the infected blind to the player.
Note.png注意:nb_blind 1 isn't fool proof. If you bump into an infected, they will attack. If a mob is spawned, they will come after you.
sb_stop 1
Stop the survivor bot AI -- the Survivors will stop moving.
director_force_panic_event
Start a panic event (Infected mob).