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koolkat
28th May 2000, 05:08 PM
Im not totally new at this i used worldcraft for 6+ months but 1 thing still gets me about unrealED for the life of me i cant figure out how to carve out a hole through something.....say i want to make a doorway that connects two roomswell if i set the rooms directly beside each other then rebuild it its 1 room now because rebuilding it deletes the wall in the middle...so heres what i want to know is it possable to put to rooms beside each other and make a door way that connects them i dont want a hallway just a doorway i could use a nice tutorial for this thing.....THX

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kool tha man

AxemanZZ
28th May 2000, 05:41 PM
Build 2 rooms and leave a little space between them. Then make a cube brush 128Hx96x96. Then position the brush where you want the door to be then subtract it from the world just as you did the rooms.

You can also make one large room and build a wall say 16 thick to seperate the rooms then cut the door from it.

koolkat
28th May 2000, 06:22 PM
Thank you Thank you Thank you Thank you Thank you.......Etc....etc...


man i would have never done that this is so much diffrent from worldcraft thx again

http://www.planetunreal.com/images/bullet2.gif
kool tha man

Clanless][
29th May 2000, 02:31 AM
It is a lot different than WC. Allow me to explain...

Unreal uses Constructive Solid Geometry(CSG). What you basically have is a gigantic block of clay to mold in to your level.
There are three kinds of brushes. There are Add brushes and Subtract brushes. Theres also 'special' brushes, but those dont apply yet. Anywho, lets say you want to make a room. You make a subtract block which carves away the clay previously there. Now lets say you want to add a pillar or some crap. You would use an add brush.
Now comes the question: Why not use all subtract brushes? (Or subtract the entire block of clay and use only add brushes?)
Well, you can do that, what it generally does is make your level a lot harder to create and shift around after it's built. Not to mention you end up with horrid bsp cuts etc.
So, keep it simple to do. Use a mixture of add and subtraction brushes.
Now, take a look at our scenario. If you examine it closely, you might notice that the brushes alone do not define the room - the brushes also have a unique order applied to them. Now, you subtracted the room first, then added the pillar outside. The editor uses that order for the brushes. Say for some crazy reason you build the pillar first, then subtract the room; Now you end up with just the room, because the subtraction brush subtracted after the addition was already made (to an already solid hunk of your block of clay)
Ok. In certain situations, you will come across times when you need to change the order around on your brushes because you built one part first. Let us say that you have created the innards of a spaceship. Now you want an outside portion where you can jump around like on HyperSpeed. Well, you'd hollow out the cube where the ship will be floating in space and whammo - the innards of your ship are subtracted as well. Right click your space hull subtraction cube and select order->first. Voila!
I'll make a list of what you should do to create a more visual look.
You start with:

a. Ship inside room subtraction for rooms 1st
then <Subtraction brushes>
b. Ship addition decorations (ramps, pillars etc) <Addition brushes>

And of course you can visualize what your spaceship should look like, so you build two more things:

c. Space hull in which the ship resides <subtraction>
d. Spaceship outside <addition>

But since youve created it after a and b you end up with a solid spaceship. well, set your spaceship outside to first, then set the space hull to first. Understand yet?
You end up with c, d, a, b. And the pattern?
Subtraction, addition, subtraction, addition.

combitz
29th May 2000, 09:33 PM
try theses pages for a great guide.
http://unreal.gamedesign.net/tutorials/1/wolftut1.html

replace both the one's (1's) with the digits upto 12 for all the tutorials

P.s don't thank me thank the man Wolf.