Zh/L4D Level Design/Ladders
接下来我们将返回Hammer来添加一个梯子到我们的地图。
创建tutorial02.vmf
我们要做的第一件事是我们为在上一节中使用的地图创建一个新版本的地图。
在Hammer里,打开你先前创建的地图文件tutorial01.vmf
(如果你还没有打开)。默认情况下,它应位于mapsrc文件夹中:
C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\
现在我们将建立一个新版本来工作并完成它:
- 转到文件File,然后选择Save As...。
- 更改名字为
tutorial02.vmf
。
建造房间
首先,选择在第一个房间教程中创建的第二个房间的天花板。
将笔刷向上移动128个单位。
在第二个房间中选择墙壁笔刷并复制它们使新的墙壁搁置在旧的墙上。
你修改的房间应该看起来像这样:
你现在将看到一个我们包含的房间和走廊之外的黑色的洞。如果有一个洞或“leak”到地图的外部,地图将无法正确编译或正确运行。我们来修复它。
选择墙的上面部分到洞的一侧。
通过拖动拐角手柄来扩大其大小以覆盖开口。
Creating a ledge
Now select the lower portion of the back wall in the second room by clicking on it in the 3D view.
Using theTop viewport, widen the wall into the room so that it is 128 units wide, forming a ledge.
Deselect the brush by pressing the Esc key.
Texturing a brush face
Just to illustrate how to change the texture of a brush face, let's make all of our floors and ceilings the dev/dev_measuregeneric01b
texture.
To edit individual faces of brushes, click on the Texture application mode button on the Tool bar.
You will see the Face Edit Sheet dialog box appear.
You can browse for the texture just like when you used the Texture bar's Browse to find a texture, or you can lift it from an existing face.
To lift it from an existing face, simply left-click on the floor where you see the gray developer texture.
You'll notice that this will replace the thumbnail with the measuregeneric
texture on the Face Edit panel.
To apply it to another face, simply right-click on the face you want to receive the texture.
Right-click on the top of the ledge you created to give it the same gray texture as the floor.
Placing a Ladder Model
Switch to the Entity Tool and select "
prop_static
" from the Objects drop-down menu on the Entity bar if it isn't already set as this.
Place a prop_static by clicking on the back wall that you just widened.
Deselect the prop_static by pressing the Esc key then double-click on it to bring up its properties.
Click on the World Model row.
Click on the Browse on the right of the Object Properties dialog box.
Type "ladder
" into the Filter field.
Select "props_c17/metalladder002.mdl
and then click OK.
Click Apply on the Object Properties dialog.
You should now have the ladder where you placed your prop_static.
Switch back to the Selection tool and rotate and move your ladder so that it is in the middle of this back wall and the bottom touches the floor.
Creating a func_ladder
Now that you have the model that shows where your ladder is, you will need to place the actual entity that allows players and and other characters to climb it.
Click on the Browse button on the Texture bar.
Type "nodraw
" into the filter.
Double-click on the texture "tools/toolsnodraw
" to select it and close the browser.

Decrease your grid size to 2 units in order to fit the ladder better by pressing the [ key twice.
Click Block Tool and then create a brush in the Top viewport in front of the ladder.
The brush should be approximately 32 units wide, 128 units tall, and 2 units thick. If necessary, resize the brush by dragging the corner handles and drag into place in front of the ladder model as shown in the image.
Now, you will need to make one face of the brush (the face that points out from the ladder) a ladder tool texture. To edit individual faces of brushes, click the Texture application mode button.
You will see the Face Edit Sheet dialog box appear again.
With this dialog box still appearing, select the face pointing away from the ladder in the Camera viewport by clicking it with the left mouse button.
Click on the Browse button in the Face Edit Sheet dialog box and you will see the Texture browser window appear again.
Type "ladder
" into the Filter field.
Double-click the texture "tools/toolsinvisibleladder
".

You should see the LADDER
texture now occupying the thumbnail in the Face Edit Sheet.
Now click the Apply Button and your selected face should change to the LADDER
texture.
Exit the Texture application mode by closing the Face Edit Sheet dialog box.
Select the brush with the LADDER
texture on the one face.
Go to the Tools menu and pick Tie to Entity.
This will make the brush a brush entity. This changes the solid block of geometry we had before into a special brush that can have properties that can be changed to affect the game.
The default brush entity is a func_detail
which we will talk about a little later.
We want to make this brush entity a func_ladder
. Pull down the drop-down menu choices and select "func_ladder
".
Then click on the Apply button to confirm the change and close the Object Properties dialog box.
Compile the level
Now compile the level by pressing the F9 key and then clicking on the OK Button.

Your ladder look something like this in-game.
You should be able to move up to your ladder and move up it to climb up onto the ledge. If you can't, it's possible it was not created correctly. Try going back to Hammer, deleting your ladder and creating it again.