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Thread: How do you add corridors in a map?

  1. #1
    Flak Master
    Guest

    How do you add corridors in a map?

    I've searched all around and have only found tutorials that go only into making the basic cube. But, I want to add corridors and all of that to try and make my map at least somewhat playable. Anyone know how to do this?

    Thanks in advance!

  2. #2
    Parkis G
    Guest
    are you making a hallway with doors, do you want the doors to be movers?
    you can use static meshes as your movers,
    look at other maps and maybe use the doors in those maps to start,

    or you can import complex mesh objects as your doors,
    (links to pictures help me understand your vision)
    is this kinda what you refer to?

  3. #3
    Sly.
    Guest
    You make a corridor the same way as a room. You need the cube builderbrush for this and have to change its values according to the look of the corridor you have in mind. for example: height, width = 256 and lenght = 1024. Just an example.

  4. #4
    Skred
    Guest
    Quote Originally Posted by Flak Master View Post
    I've searched all around and have only found tutorials that go only into making the basic cube. But, I want to add corridors and all of that to try and make my map at least somewhat playable. Anyone know how to do this?

    Thanks in advance!
    What version of the game do you have (DVD,CD, ECE [DVD])? If you have any of the "DVD" versions of the game, there are tutorials on the bonus disc. If you don't have the disc, you can find those video tutorials here:
    http://www.3dbuzz.com/vbforum/sv_vid...d0cee94cba15ce

    Run through the tutorials at least until you finish the "my first level" or whatever thingy. You'll have a decent idea how to make a doorway and corridors and things like that. They use connecting cylinder brushes that have a little cube that connects them as a doorway. Most levels aren't done this way, but are more like cube(room) connected by a smallish "rectangle" cube to another corridor/room. You'll see what I mean if you go through the tutorials. You can also learn a lot by looking at the levels that come with the game and trying to figure out how a certain area/whatever in an existing level was achieved. Copy/paste totally works too

  5. #5
    Sly.
    Guest
    Just don't save any default packages and don't overwrite any files that came with the game.

  6. #6
    Flak Master
    Guest
    I'm only working with hallways, for starters. Now, I just made the basic cube bigger by putting the brush inside of the original cube and subtracting it there. However, when I go to re-build, UnrealEd comes up with an error saying that one of my brushes has NULL material reference. I encountered this same error when trying to make the map in the more advanced 3DBuzz Tutorial. Any idea of why I'm getting this error?

  7. #7
    Sly.
    Guest
    That is because you have no textures applied to your brush.

  8. #8
    Flak Master
    Guest
    Oh, OK. That's about it! Thanks everyone!

  9. #9
    Skred
    Guest
    Quote Originally Posted by Flak Master View Post
    I'm only working with hallways, for starters. Now, I just made the basic cube bigger by putting the brush inside of the original cube and subtracting it there. However, when I go to re-build, UnrealEd comes up with an error saying that one of my brushes has NULL material reference. I encountered this same error when trying to make the map in the more advanced 3DBuzz Tutorial. Any idea of why I'm getting this error?
    If you're trying to make your room larger, that's not the best way to do it. You'll still have the original subtraction in there and you just don't want that. You can use the builder brush to figure out what size your original brush is, and also how large you want to make the hall/corridor.

    A couple of starter tips for you when building BSP that are not covered in the tutorials:

    1. Use only powers of 2 to build brushes. (2^2, 2^3 etc) This translates to, 2,4,8,16,31,64,128,256,512,1024,2048,4096...etc. Anything past 4096 is REALLY rare if you're doing normal sized levels. In rare cases you may need a 384, 448, 640, 1280 (multiples of 2 as opposed to powers of 2) or some "funky" number like that for a brush. Try to stay away from that, but sometimes it is needed.
    2. Keep your grid size to at least 8. There are some instances where for static mesh alignment where you may need to go as low as 1, but for BSP, keep it at 8. This will make it much easier to "edit" your level if you have to go back and change something later.
    3. If you vertex edit a brush, be sure to right click the edited vertex to re-snap it to the grid (always needed even though it may not appear that way)

  10. #10
    Sly.
    Guest
    Grid 16-32 would be ideal, for finer brush constructions 8 should be just fine as Skred mentioned, but it depends on the mapper of course. But the higher the grid and the simpler your BSP, the lower the probability to get BSP-holes. For details you should use static meshes of course.

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