Level Design Overview:fr

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Les Blocs : La fondation de la conception 3D

Blocs. Angles. Cylindres. Pointes. Ça peut ne pas vous dire grand chose, mais ce sont les blocs de construction basique de toute architecture créée dans Hammer. Vous pouvez les placer, les manipuler, et dans certains cas, les tailler. Vous pouvez combiner ces "blocs" pour créer toutes les formes possibles et imaginables. (La géométrie complexe peut cependant être plus apropriée pour des modèles.) c'est connu comme de la géométrie solide et constructive (CSG) et c'est le style d'édition utilisé par Hammer. créer des blocs solides est décrite sur la page Création de blocs.

Once you create a brush, you'll want to assign a material to it.

Entities and Entity Types

You say you want more in your game world than inanimate solids? Well then, what you want are entities. While brushes are "world objects" used to form the backbone of your level, entities are the objects that move, make sounds, and/or be interacted with. An entity is anything that performs some type of operation or task within your level.

There are two main types of entities: point and brush.

Point entities exist at an exact point in the world. Examples include lights, monsters and players. (Monsters and players do have an area, but this is defined by the game code and is not modifiable from within the map.) Some point entities are just that: points. For example, the env_beam entity, which controls beam effects, uses two point entities as targets; you place the two points and the beam of light runs between them.

Brush entities depend on a brush created in Hammer for their physical presence. They are less common but can include doors, platforms, and other large, moving objects. Some are "triggers", which are invisible and untouchable but fire events when certain conditions are met (e.g. the player walking inside one).

The creation of both point and brush-based entities is described in Entity Creation.

Putting it All Together

Using these simple components you can create a virtually limitless variety of levels. Whether 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 (shortcut: F9). 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.