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Basic Mapping Tutorial: Page 3

Once you type in the values (and make sure the "Room" box is checked!), it's time to pick a texture for the inside of the room. Please understand that there is no outside - outside of it is just solid clay. Right now you are texturing the inside of a hole dug in some clay.

Picking a texture is fairly straightforward, but it involves our first use of the virtual directory tree. As mentioned before, the virtual directory tree holds all sorts of great things. If you just move your mouse over it, and click, it should expand, showing you a tree view of all the resources we have to pick from.

Since we're looking for textures, probably your best bet would be to click the little plus sign next to the word "Textures" (makes sense, doesn't it?).

This will expand the textures branch and let you choose from different texture sets. Please double-click the Desert Temple set. You will have to wait a little bit for all the textures to load.

What you will see next are a bunch of thumbnails of all the textures under the Desert Temple texture set. Just above the textures, however, you will see a bar that looks like this.

This bar controls how the textures are rendered in the menu there. Small, Medium (default), Large, Extra Large, Name, and Full Path (I'm not sure what D and F stand for, but you get the idea). For this tutorial, I will be referencing textures by their position in the medium view (for example, first row, second column). If you want to make sure everything will be the same for you, please make sure this bar has the "M" selected.

Now to choose a texture. Please choose (double-click) the texture in the first row, fourth column. It is a simple brick texture. Your view should now look something like this.


Click for Large Version (will open new window)

Remember what I said before... This new brush isn't actually part of the world until we add it to the world. At any time during this process, if we make a mistake, we can use the Cancel CSG button () to completely undo the brush. Don't use it now! Just remember that it's there in case you need it.

Back to adding it to the world... To add it to the world, you use the [+] key on the numeric keypad. Once you press this button, the brush will be added to the world, for good. Period. More information on how to manipulate brushes after the fact in a later tutorial (only a very limited tool set).

You should now notice a couple of things. First, the small world in the center of the map has disappeared. This is because it now has an actual brush to worry about. Second, the upper right window (3D perspective view) has turned completely black. This is because there are no lights in your map. We will discuss adding lights shortly. Third, the mode indicator has changed. I have tried this a few times, and sometimes it indicates yellow (polygon mode), but other times it indicates black (vertex mode).

So, now that it's completely dark, how are we supposed to edit it? It's very simple, either we add lights, or we turn on "full bright" rendering mode. We will discuss adding lights later, so for now, we will turn on full bright rendering mode. This means that the whole map will be lit (no shadows whatsoever) until we turn off full bright. In the Serious Editor, this is known as toggling shadows. You toggle shadows using the shadow toggle button (). You can also use the h key on your keyboard to perform this same function.

Once you click it, the 3D perspective view should show you the actual rectangular room that was created.

Soon, we will go into navigation, which is basically how you move yourself around the different views. Before we go into that, however, we can do a quick play test of the map.

"Oh no!" you say, "now we have to compile it?" Wrong! You don't have to compile the maps in Serious Sam. In fact, you don't even have to save this map before you test it. All you have to do is press the t key. This will cause the 3D perspective view to actually load the map into the engine (which is running as you are editing, if I understand correctly). You can then use your normal controls to walk around your one room map. You should also have a pistol, so you are welcome to shoot designs into the walls.

Warning! When you test a map, a quick save will automatically be created. This is important to remember because if you're like me, and you test your map a lot, it's very easy to push your actual game play quick saves off the bottom of the list! So, it's a good idea to use a full save after you're done playing Serious Sam (to ensure it won't get overwritten).

All you have to do to quit the testing mode is press the [Esc] button on your keyboard. One important thing to remember is the fact that you're actually in the engine. This means that if you use the [~] key, you can bring down the console and type in cheat codes. Some useful ones are fly, ghost (no clip), all weapons, etc. You can get a list of cheat codes in our console commands reference.

Next Page


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