|
Grandma's Place - The Map |
|
January 2006 Right, I'm starting again. This page is continually being added to. As a structure reveals itself I will change it and add the links. I want to keep this page as a log of my map so that I don't forget things as much as anything else. I guess I ought to say right now that the chances are I am doing loads of things wrong! lol If you have a suggestion of a better way that I could do something I would be only too delighted to hear. Thank you. I am going to provide some hints and tips and links to tutorials as I go along but if you want to try mapping, see the GETTING STARTED page before getting in too deep here. The layout of my map: I want to create a map of the house and farm steading where I live. The map will incorporate as many of the original features as it can, for example flagstone stalls in the byres (cow-sheds). I will add box beds which are a traditional Scottish bed from many years ago. The basic rooms and shapes will be the same but, as it is a map, there will be other areas utilised which are not in real life. Some couldn't be in real life. For example the Big Sheds have a space at the end where a water wheel once lived. The steam comes from the field and runs down the hole where the waterwheel should be and under the steading. This tunnel has been enlarged upon and there will be a warren of tunnels underneath the steading which lead toward the Mad Butchers room. The house will also have an extension with a large viewing area. |
|
It will include: Secrets, Transporters, Use of Anti Grav, probably a lift and a trap. Map Play To enable you to play the map well, you will need to learn the secrets. I love the game play (for the weapons that I use) in dm_castle_sanctuary and aim to create similar game play here. Putting it together Now I really liked the way I drew the Big Sheds in the first map I did. It was very true to the original layout and I am going to draw it again for this one. The best and truest Small Sheds are in map 4 so I will use them. I will check which house I liked best, I think I may draw that again from scratch.
|
|
First Plans for this shed - using squared paper was helpful. I didn't realise at the time that I had missed out the garage in the first version of this one so have now redrawn it. I liked the first working model of this shed best of all so have really just added the garage and the "bairn's nest" can go in now too! We recently went up into this loft shed and found tupperware boxes with jelly wrappers in, comics, a chair, etc, etc.
This shed will also have a roof area. In real life the second floor is only at the mill end, but for the game I have made the roof full size The scale of this map is one square = one unit of 64. Our walls are all 3 feet thick so that is near enough. In some places I have double the wall thicknesses, this is because secrets will be incorporated into this map.
|
|
I have started the map now and have created the first two rooms on the left. The picture below shows the byre with stairs going up to second level.
As you can see, I have already changed my mind from the drawing. The drawing above shows a ladder but in the first incarnation of these sheds it was actually steps like this. Another thing to do every time after you compile your map is to select Map, Load Pointfile. This will show you where you have any leaks. See Leaks Explained |
|
I have created a secret door (no longer a secret!) under the stairs. These will house one of the entrances to the tunnels. 1. When I created the secret door in the wall which is blocking-in the stairs, I used the Clipping Tool to cut the wall in half. See Clipping Tutorial for using this tool. I then selected the wall part which I was going to turn into a door and pressed Ctrl + T, this opens the Objects Properties Box and you can select func_door from the Class list. Apply this setting so that the Flags are available, click the Flags tab and tick Non Solid to Player and Passable, I removed any other ticks. When I run the map now, I will be able to walk through that wall. One of the things that causes "degenerate faces" is when the clipping tool is not used properly - I know, I have used it improperly many, many times! Degenerate faces can prove to be hard to find and it is better if you can sort them out immediately. If one of your edges does not follow a straight line then fix it right away using the Vertex Tool. See Vertex tutorial. To know if you have degenerate faces, you have to compile your map. You will see a line in the compile log which says something like: 2 degenerate faces Don't let the number get as big as two!! Always check to see if you have any and fix them right away. |
|
I found it very useful to have the Tools, Options, 2D Views tab, "default to 15 degree rotations" ticked for rotating. |
|
I used the Face Edit Dialogue Box to colour/pattern the faces of the the stairs and the backing board. When I first started mapping I didn't realise that you could only paint the faces that you wanted painted, if you wanted to you could paint every face different. Before getting too carried away it is good to read about Optimisation, it might not make a good deal of sense yet, but it is important and you will start to recognise things. See Optimization (Non-Geometry) and Optimising Page by Zombie also Hint Brushes. I haven't yet read the hint brushes, but I know they are an important part of the optimisation procedure. |
|
At this stage I have ground
and sky and I am creating the first of the sheds, the Big Sheds.
Whilst I am creating the building I add an info_player_start so
that I can run the map, but I add nothing else at all. I want to
keep this as clean as possible and so will only add furniture etc once I
have finished the building,
I am also starting to think about using the Vis Groups. Read up on these and use them, they are invaluable. You can use them to hide whole buildings or whatever you want. Reasons for using Vis Groups
Bad Things About Vis Groups
I really believe that my map will be so much better for using these Vis Groups properly. |
|
I now have to add the rest of the building, I have created a second story for the first two rooms and added the garage area and the bairn's nest.
I have done some more work and the outline of the Big Sheds is complete. I have even started to create some of the shed furnishing such as the walkways and stairs (which are all func_detail). I still have to create the Mill Wheel area.
This is the easy bit done! I am dreading the roof and I have decided to be more realistic again, I am going to do an open roof in the long, thin part of the L shape. The slightly taller shed will have a closed in roof. I hate doing the roof, I never feel it's quite right. |
|
I have created the first roof and I actually think it has gone right! I seem to have a nice neat top to it as well! See Reshaping Solids and Clipping Tutorial
Still not quite lined up properly but I think this is probably enough? Am I right? Or should it be better? I used the vertex tool to pick up the edges and join them properly so that they formed a peak. I am quite wary of using this tool because I know that I sometimes get degenerate faces from using it. I am going to run the map now, before going further and see if I have any problems. The grid shown to the right is 1. Since doing this I have deleted and re-drawn the roof. Hubby was very good and took the time to watch what I was doing and see the problems I was having, he was able to help a great deal with that. He uses CAD every day and is very good at it. Basically, when I created a solid block for the roof, and used the clipping tool to slice it, I would then hollow the brush and tell it that I wanted the thickness to be 2. Now, what we did was to make the slope of the roof an accurate 45º, then select Hollow, then in the box enter 2^.5 which is the equivalent to the Thickness = Width²+ Height², the answer is 1.4142136....... and on, so to put that in the computer we use 2^.5, this left me with roof sides where both edges of each section followed the grid.
Am I a happy bunny or what?!! |
|
* I must remember to put jars and things on top of the walls between the beams as this is another "real" feature. The things we have found in these sheds is unreal, old, old medicines from many years ago, strange looking bottles etc. I ran the map and:
964 faces So now I will look to see what I have done wrong. I have hidden one of the roof sections using Vis Groups and will run the map to see if there is a difference. I am not compiling the map, just running it to see what the compile log says. OK, so that tells me that the roof section is indeed one of the degenerate faces as I only have one now the first one is hidden. A very strange thing. I had two degenerate faces, put one roof into Vis Group, ran map and was left with one degenerate face which is what I expected. However, when I turn on the roof section that I had previously turned off, I still only had one degenerate face! What happened there then? I still don't really know how important degenerate faces are. I am unable to find anything much on the internet and no one else seems to really know either. I will get someone else to look at the remaining roof section and see if they can see why it is degenerate, I can't. Husbands definitely have their uses you know! He's done CAD and so should be able to use the program and may well spot the problem. If he does, I will show it here. Great! Two degenerate faces, one disappears for no obvious reason and I can't find the other! Who would be a mapper! After creating 4 ladders, creating one and copying it, I had 4 degenerate face. These were from 2 of the ladders and I have deleted then now so have NO degenerate faces. I think it might be because I rotated the ladders without the 15º constraint in place. I will go back in and copy the original ladder again and see if I can't make a better job of it. Causes of Degenerate Faces from my experience so far
|
|
This is a nice easy task, I wanted a ladder that looked quite rustic but worn with age, so I created a brush 4 * 4 and using the clipping tool, I took off two of the corners, see picture below. I then created a rung and took the top edge off of that. I decided to make my ladder 16 units wide, with 10 units between each of the steps. I was about to create a new brush 8 units high to use as a measure but then realised that is what the grid is for!! It's taken me a while to actually use the grid but I am using it now. Because I was working in small numbers, I used a grid size of 2 and just dragged new copies (hold down the shift key, select the brush to be copied and drag to the new position) to where they should be, and everything was nice and even. |
![]() |
|
Don't forget to make the ladder func_detail. Select the ladder, I grouped mine, then selected the grouped ladder, pressed Ctrl + T to bring up the Object Properties dialogue box and changed the Class to func_detail. This is part of the optimising process. This is just the ladder, I have not included any of the work that needs done to make it function. That has been done admirably by: To make a USEABLE LADDER - Ladder Tutorial or Halfwit-2 Ladder It doesn't look too bad in game:
|
|
Groans and Moans I get the feeling that this not be the last incarnation of this map. I thought I was understanding it all better but these degenerate faces have got me beaten. They seem to appear and disappear and are not being found (yet). I don't know if they are important, they sound like they are bad things to have though. Ohhhhhh, Moaaan No longer! I think I have the measure of them at the moment. I currently have no errors, no degenerate faces and no leaks so am a happy Grandma! |
| If you want to try creating a map, see the Getting Started page. |
|
I am starting the Big Sheds furniture and have made the hay racks for the middle shed, which don't look too bad.
|
| Plans gone
Awry Oh, the best laid plans of Grandma's don't always work out the way she wants! I had decided that I was not going to place any models or weapons or ammo until all of the building were drawn! Thank goodness for Vis Groups! As I have now given the big sheds a farm office and a tea-room next door, I now have to hide everything in Vis Groups. I can't help it! I just had to see how it was working and it is working rather nicely.
Windows are done now! I have used breakable glass and made all of the window and door frames func_detail. Notice the repeating pattern in the wall's texture. I still have to get this right. I took loads of photo's of the walls but getting one so that it will repeat without an obviously repeated pattern is very hard, there is always something that seem to repeat and not look right. I have just read that I should use 512 for the walls, this is the equivalent of about 3 metres in the game. The texture I have used for this is 64 * 64 so when I do the next one it should be fine. It is something I am not too worried about at the moment. I will spend some time on it in the future and get it right. See Creating Materials and this posting on the Verc Forums I have started to add some lights now and it makes everything much more atmospheric.
I now have a working lift (Thanks to Halfwit-2 and AKilling), breakable glass and lights. Although I have not tweaked the lights at all yet, I also have not done a light environment or a proper skybox for the map. All in good time.
|
|
The Mill Wheel Well, I've drawn my first mill wheel and I have 4 degenerate faces, not really surprised, I knew it wasn't right when I drew it first - it was a practice. However, it doesn't look too bad in the game. The way I drew this one was to use the cylinder drawing object and made it 12 sided. I then hollowed it to 2 and left one face on it. I drew in the slats, copied and pasted them, then created the metal spokes, a lot of copying and pasting, but good practice. There is probably a much easier way to do this but I don't know it at the moment.
WARNING Cluster Portal saw into Cluster Don't know what this means yet, I looked on the Errors list at Interloper's but it wasn't listed. I will have to go back through my saved files now and see where it appeared. A very good reason for saving loads and loads of different incarnations of the same map. This one is up to 01mv now! 01mo was the last "good" version. I will use the wheel from one of the later versions, but I don't think that that is the problem. Not quite sure what caused it. As usual! lol
|
| BACK |