L4D Level Design/Ladders:ru

From Valve Developer Community
< L4D Level Design
Revision as of 11:03, 29 June 2009 by Jkorvin (talk | contribs) (Создайте tutorial02.vmf)

Jump to: navigation, search

Сначала вернитесь в Hammer, чтобы добавить в нашу карту лестницу.

Создайте tutorial02.vmf

В первую очередь нам нужно создать новую версию карты, что мы использовали в предыдущем разделе.

Откройте файл карты tutorial01.vmf который вы создали ранее в Hammer (если он еще не открыт). Он расположен в папке mapsrc, по умолчанию:

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

Итак мы сделаем новую рабочую версию и скомпилируем ее:

  • Для этого проходим в меню File и выбираем Save As...
  • Меняем имя на tutorial02.vmf.

Создание комнаты

Сначала, выберите потолок второй комнаты, созданной в прошлом уроке.

Передвинте браш на 128 юнитов выше текущего положения.

Выделите браши стены во второй комнате и продублируйте их таким образом, чтобы новый набор стен располагался точно над сделанными ранее.

Note:Дублируя стены и располагая их выше на уровень или несколько, вы создаете себе больше простора для текстурирования стен.

Теперь, модифицированная вами комната должна выглядеть так:

Дублирование стен для увеличения комнаты.

Вы увидите темную дыру ведущую вне наших комнат и коридора. Карта скомпилируются неправильно и не запустится при наличии таких дыр или "щелей" выходящих за границы созданного уровня. Поправим это.

Убедитесь, что запечатали уровень должным образом.

Веберите верхную часть стен со стороны дырки.

Увеличьте размер "заплатки" перемещая мышкой метку на углу.

Creating a ledge

Making one of the bottom walls 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 File:Hammer toggletextureapplicationicon.jpg Texture application mode button on the Tool bar.

The Face Edit Sheet dialog box.

You will see the Face Edit Sheet dialog box appear.

Lifting a texture from an existing face.

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.

Applying a texture to a face.

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 File:Hammer entitytoolicon.jpg 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.

Selecting a ladder from the Model Browser.

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.

Placing the ladder.

You should now have the ladder where you placed your prop_static.

Moving the ladder into position.

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.

Making the tools/toolsnodraw texture the current texture.

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.

Tip:Nodraw is a special "tools" texture that has special properties in the game. In this case, it a creates a solid object that does not render ("draw") when the level is played in-game. Essentially an invisible, but solid object.

Decrease your grid size to 2 units in order to fit the ladder better by pressing the [ key twice.

Drawing a brush over the front of the ladder model.

Click Hammer block.png 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.

The Face Edit Sheet dialog box with the nodraw texture on it.

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 File:Hammer toggletextureapplicationicon.jpg Texture application mode button.

You will see the Face Edit Sheet dialog box appear again.

The tools/toolsinvisibleladder texture.

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".

Tip:This is another of those special "tools" textures. This one marks the brush face as one that can be climbed in-game.
The ladder texture in the Face Edit Sheet.

You should see the LADDER texture now occupying the thumbnail in the Face Edit Sheet.

Applying the current texture to the selected face.

Now click the Apply Button and your selected face should change to the LADDER texture.

Selecting Tie to Entity from the Tools menu.

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.

Changing the func_detail to a func_ladder.

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

The ladder in the game.

Now compile the level by pressing the F9 key and then clicking on the OK Button.

Note:When the game launches, dismiss the "Map is unplayable!" dialog by pressing the Continue button. This is expected because we haven't created a navigation file for our level yet.

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.

L4D Level Design Basics Tutorial:ru
:L4D Level Design/Your First L4D Level:ru
L4D Level Design/Visibility:ru