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Tutorial on Making Basic BSP Architecture
for all those who want to start edding!

#1 User is offline   riggen 

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Posted 24 April 2003 - 07:31 PM

In this tutorial you are goin to learn how to build the basic architecture of a
level in PostEd. Relax a bit before you start, because often things don't do as
you want!
So let's go!
First: Open your PostEd  and check if you've got the four Viewports (top,
front, sid and 3D-perspectives), if you do no see the viewports you do the
following: View ->Viewports ->Configure and choose one of the four
possibilities, the best one to use is the first one, so better take this!
Now, to build your first room, you right click on that CUBE/BOX-BUTTON in the
menu on the left side of the screen. The "CUBEBUILDER" opens and shows you the
properties of the cube you are goin to create. We are interested in the first
three for now only (height, width, breadth), you can change these by clicking on
the field, but do not change something now, simply click on BUILD. So now you
should see a RED BOX in the viewports, this is called BUILDERBRUSH and does show
you how your cube is goin to look, which is important if theres other
level-architecture later (so everything fits). Done this you click on SUBSTRACT
(which is the "2Cubes" in the top right corner in the left menu under the
sphere. If you don't find it this way simply search a bit in the left menu by
holding the mouse-arrow over the buttons you will see it's name. Ok?!)
Congratulations! You just built your first room! :) But it is not finished yet!
You haven't set a LIGHT and PLAYERSTART! Do this by right-clicking on a wall or
the ground of your cube and choosing "Add Playerstar here" and/ or "Add Light
here" from the appearing menu. The lights appear as lightbulps in the ed and the
playerstart as a joystick, just you can check, if you really placed 'em. BUt you
still cannot play this "level" (hehe), because you always need to "REBUILD"
architecture, light and such stuff. Do this by clicking on BUILD ALL in the
top-menu (it's a cube with a lightbulp!). You expectively get the message
"PlayerStart0" No paths from PlayerStar0" and "Brush3 Brush3: Brush has NULL
material reference(s)" simply click on CLOSE, since it's uninteresting. You will n
ow see that the rooms light changed (if you activated "Dynamic Light" in the
menu of the 3D-viewport). Now you save your first map by clicking on the disc in
the top left corner of the screen. Name it "cus-MyFirstMap" or something, but
NEVER forget the "cus-" before the map's real name, because you won't be able to
start it in Postal2 else! (In Postal2 you go to Options and choose Custom Map to
play a Map you placed in the Map-Directory. For now you can start the Map by
clicking on the "PLAY MAP!" Button (the joystick top right!), this button is
very helpful since you don't always have to start Postal2, if you want to test
you Map. FOR CHECKING IF SOMETHING DID'NT WANT TO DO AS DESCRIBED:
-click on CUBE
-click on SUBSTRACT
-rightclick in the 3D-viewport and
-add light
-add playerstart
-click BUILD ALL!
-(save the map)
Ok! Now you are goin to build another room with the same properties and a
smaller room which connects them. You will have to use the top and the other
2D-perspectives to get a reasonable result. To move the builderbrush in one of
the (2d) views click and hold the left mousebutton and then press (and hold
Ctrl) to move the brush around. Got it? Practice a bit if you aren't sure enough
yet. Ok, first we are going to build the other ROOM, do this by moving the
builderbrush (u know, the red cube) some units right in the top-view (let us
take 128units, so 2boxes if your grid is set to 64-under the viewports you find
the "grid-field" where you can change it's size). Click SUBSTRACT again and
theres your second room. To make the connection-room you go to the
cube-properties (right-click on cube-button) and set height, width and breadth
to 128. You see the smaller cube? Good! Place it between the both rooms in the
top-view and if you want the connection to be "on the ground" use one of the
other 2d-perspectives (simply use left-mousebutton and Ctrl!). BUILD ALL again
and you've got a black...thing. Add lights as much as you want to make some
light in the dark. HINT: For the time you create a level u can easily use
"Ambient light", because then you don't have to set lights if you aren't sure if
you aren't goin to delete them later. It looks like !?@&% so it should NOT be
used if you want to realease a GOOD map! :) BUt ok, here's how to set it:
Goto the ActorClassBrowser (the chess-figure in the top menu), click on the plus
of "actor" so the rest of the menu "comes out", click on the plus of "info" and
then click on ZoneInfo (so it is marked blue). Now right-click anywhere into
your already built architecture and then "Add ZoneInfo here". DoubleClick on
ZoneINfo and goto ZoneLight, where you see "AmbientBrightness", set it to, lets
say 64, that's quite ok...and then...guess what, BUILD ALL! As you can see now

it really looks like !?@&% :), but ok, i think we gonna make some kind of

lightning tut concerning problems like this. Was a bit off-topic now, but this

way you got some light! Back to BSP-building!
We now want to create a small wall in one of the rooms. Make a builderbrush with

height:64, weight:128, breadth:12. Check that the wall is on the ground, because

we don't want a flying wall now (it won't fall down if you thought this, it will

just hang around in the air and do nothing. :) ) Because it's pivot is in the

middle of the wall and your grid is at 64 you need to set the grid to 32 to be

able to set the wall on the ground correctly.
Ok, move the builderbrush to the place you want the wall at and click on ADD

(beneath SUBSTRACT on the left) and there it is! Don't forget BUILD ALL before

saving or even try playing! You always need to ADD something, if you want to

build it into something SUBSTRACTED, as well you always need to SUBSTRACT

something, if you want to build it into or make a hole or something in something

ADDED.
AGAIN FOR CHECKING:
-moving things around in one of the 2d-views is done by leftclicking on

something and holding the mbutton and using (press and hold) ctrl
-you can't ADD BSP into "the nothing", you first have to SUBSTRACT something
-Ambient Light: ActorClassBrowser ->Info ->ZoneInfo

-Psychoriggen (send feedback and questions on this topic to d-fens@comic.com)


AARGH! Im really sorry for those holes in the text (i ctrl+c, ctrl+v it from notepad) simply save the text into a new txt-file and it will be great, ok!?

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#2 User is offline   Devilpyro 

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Posted 25 April 2003 - 09:54 PM

dont kill me for this reply please :)

Can you post a more advanced guide also, since i am having a hang on the basics, or give me a link on where to find them?

Thankz in advance

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#3 User is offline   Neffy 

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Posted 25 April 2003 - 11:53 PM

*kills devilpyro* lol http://udn.epicgames.com/
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#4 User is offline   Hao Niu-rou 

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Posted 26 April 2003 - 01:34 AM

http://planetunreal.com/architectonic/

this site has very good ut2k3 unrealed tutorials, most of it would be applicable to postal2, but you wont find the same classes, textures and static meshes as in the tutorials

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#5 Guest_cooldude_*

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Posted 26 April 2003 - 12:26 PM

thanx psycho !!

I know this is off topic but i can't get my texture to work.
I edited it with paintshop and then import into posted and save the .utx, but then in the game they don't load and i get this green "default texture' even on the chars that i did not edit :angry: .

do you have any clue ?  

:goinpostal:

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#6 User is offline   riggen 

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Posted 26 April 2003 - 03:34 PM

check again i all the names are correct, if you want to replace a tex you need to give the nu one the same name...
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#7 Guest_cool dude_*

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Posted 26 April 2003 - 04:27 PM

did that... just imported the .dds as the same name.
i find it very strange.. what are the options to use in photoshop when u save the .dds and in postED when u import it ?

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#8 User is offline   riggen 

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Posted 26 April 2003 - 07:31 PM

i only know compression must be DXT3, so i once imported a tex i painted something on in photoshop, imported it into the ed and replaced the OLD tex, saved the new package (replace old) started game and it worked!

try to tell the ed that you didnt change anything!  :;):

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#9 Guest_Drikkiej_*

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Posted 25 June 2003 - 03:28 PM

Help!
i did exactly what you said in your tutorial, but i after i click build all, i just get black walls.. i added a lot of lights, i saw the walls before clicking build all.. so what am i doing wrong?

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#10 User is offline   riggen 

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Posted 27 June 2003 - 01:10 PM

1. are u sure the lights are INSIDE ur room?
2. check if u choosed "dynamic lightning" on the top of the perspective-viewport.

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#11 Guest_Goddamage_*

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Posted 21 July 2003 - 10:37 PM

I just started messing with POSTed, and as far as the actual building process goes, it's coming along nicely.

However, when using lights that are "flickering" or "pulsing" or whatever, when I "Build All", the lights put out normal, solid light, with no effects at all. Am I missing something?

Btw... this map I'm working on is gonna kick ass!!!  :laugh:

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#12 User is offline   Pantheon 

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Posted 22 July 2003 - 03:45 PM

I have the same problems with the light and I have no clue, what the matter is...
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#13 User is offline   riggen 

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Posted 22 July 2003 - 06:55 PM

if u wanna see the lights flickering in the ed u goitta check this joystick in the 3d viewport.
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#14 Guest_Shoot Man_*

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Posted 19 October 2003 - 07:19 AM

Hey, thanks.  Do you think you could put up a tut on how to use the terrain builder sometime?  That thing's a bit confusing...
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#15 User is offline   riggen 

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Posted 19 October 2003 - 07:14 PM

i already did (not for bsp terrain-isnt used anywhere).
there is a terrain tut in the forum.

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