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!
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!
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 !?@&%
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.
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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