The Method
Okay, let's pick up the pace a little. We're going to
make two rooms joined by a hallway. This may get tough,
as we're going to be resizing multiple parts of rooms.
This is how most things are built for Quake, so if you
can do this, you can do just about anything. While we
could do this a bit easier by carving, we want to avoid
carving whenever we can (carving is bad, got it!?). Let's
start by making one of the rooms and the hallway and
joining them together. We'll do this in 3 steps and add
the second room in the fourth not-so-basic step.1 - Create the room and the hallway,
hollowed out and unconnected.
2 - Open the wall of the room to connect the hallway.
3 - Ungroup the hallway and delete the connecting wall.
4 - Adding the second room.
Step 1
Make the first room about 6 x 11 x 9 (X,Y,Z or
height, width, depth) squares - each one being 64 units.
Then create a smaller room (the hallway) off to the right
side of the room about 3 x 12 x 3. Keep it one square
away from the room for now. Hollow both of
them out.
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3D textured view
Ungroup
Copy
Paste
Anything you hollow
will automatically be made a "group". You can
group: or ungroup: any type or
number of items using the shown buttons. Using groups
makes moving and keeping track of related items easier.
There's more on "groups" in the advanced
editing techniques section.
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Step 2
Next, you want to make the opening in the wall of the
room that is going to connect to the hallway. That
opening is going to be, the same size as our hallway, so
we'll use it as a guide. Lets put a camera in the room,
facing the wall that the hallway will connect to .
Switch to 3D textured view.
Now, we need to select the wall of the room where the
hallway is going to connect. When we hollowed out the
room Worldcraft automatically grouped the 6 walls of the
room as one item. We need to ungroup is so that we can
select the individual brushes that make up the room
(floor, ceiling, walls, etc.).
Select the room and then hit the ungroup button.
We can now select the individual brushes of the room.
Select the wall where the hallway is going to connect,
and make sure it is the only thing selected. In the
"side view, hold the mouse cursor over the middle
right selection box until the cursor changes to a double
ended arrow , this will allow you to resize the wall . Now we'll
left-click-hold-drag those arrows to resize that wall
until it is even with the outside of our hallway. . Next, with that
piece still selected, we'll copy it, press the [Copy]
button. Now press the [Paste] button to paste a copy of
that wall into your map . It
will be in the wrong spot, so lets move it into position
on the other side of the hallway, you'll probably have to
switch your grid to 32 to get it exactly into position . We still have to
fill the space over the doorway, so [Paste] another copy
of that wall into your map. This piece we'll have to move
into position, and then resize it down to fit the space
over the doorway just right .
We're done this part, now the next step is opening up the
hallway.
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Ungroup
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Step 3
First thing here is to select and then move the
hallway flush with the wall we've made the hole in , again, using the
32 grid may be necessary. Now we'll open the end of the
hallway so that we can get into it. Select the hallway,
and click the ungroup button. Now we can select
the end of the hallway box by itself, click on the end of
the hallway in the 3D window . Press [Delete] to
remove that hallway end . Almost there, all
that's left is to resize the hallway walls and ceiling
until they line up with our room. Select them one at a
time and then resize them . Excellent, if
you've made it this far, the next step shouldn't be too
hard .
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Group
Copy
Paste |
Step 4
Lets connect another room at the other end of our hall.
This room we're simply going to make a copy of the first
room.
We're going to have to select all the walls of the first
room, and make it a group again, this can be tricky at
first, so don't give up, and pay close attention.Make sure the camera is in the same position it
was in for the previous steps, and that you can see the
floor and side walls as well . In the 3D window,
switch to select mode and click on the floor of the room
to select it . Here's
where it can get tough. Hold [Ctrl] and continue to hold
it. With [Ctrl] held, start clicking on the other pieces
of the room in the 3D view until they are all selected,
do not select any of the hallway . We still have to
select one more wall, but it's behind the camera. Lets
group the walls we have selected so that we don't have to
select them all again if we lose them. Release [Ctrl] and
click the Group button . Switch to camera mode,
and press [C] to move the camera back until you move
through the wall behind you and can see the whole room in
the 3D view . Switch
back to the select tool and Press and hold [Ctrl] again,
now click on the one remaining wall, the whole room
should be selected now, and at the bottom of the
Worldcraft views, it should say "2 objects
selected" . Click Group
now to make the room all one group now.
Next, with that room still selected, we'll click Copy
and then Paste and we'll have a copy of the
first room in your map, except, it's in the wrong spot,
and facing the wrong way . No problem.
We'll flip the room first, use the menu [Tools => Flip
Objects => Horizontally]. Blam, it's facing the right
way. We just have to move it into position at the other
end of the hallway. Line it up so it's just touching the
other end of the hallway, and make sure it's lined up in
all of the 2D views .
Two more steps and we're there. Move the camera so that
it's in the new room, facing the opening where our
hallway is . Select
the end of the hallway and delete it, just like you did
earlier at the other end of the hallway. And just like
you did before, resize the hallway walls and ceiling
until they line up in the new room . All you need is
an info_player_start entity, and you're ready to check
out your rooms in Quake. If everything went right, you
won't have any leaks, and the walls will all be lined up
nicely, if not, you can fix any misaligned walls which
will likely solve any leaks you may have.
Congratulations, if you mastered this
step then you can now build just about anything you're
willing to attempt.
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