Class 02 - Notes


B key toggles builder brush

Strategy: Change Kill Z to 0 at start


Move your brush down so the ground is on 0

Add player start

Add light

View > World Properties >
    Lightmass > Use Global Illumination > Turn Off
   
    Game Type > Default Game Type >
        UTDeathmatch
    Game Type > Game Type for PIE >
        UTDeathmatch
       
       
## Add a sky light
Content Brower > Actor Classes (Tab)
    Lights > Skylight > Skylight
    Click once, then drag it into your scene
   
Edit the skylight
Double click on it
This brings up the properties window

Light >    
    Light Component > Light Component

   
   
   
Extrude Tool:

Select the builder brush
Enter Geometry Mode (Shift-2)
Click the extrude radio button
Select a face
Move the face (you'll really be extruding)
Remember to turn "extrude" back to "edit"

   
   
Pen Tool:

Select the builder brush
Enter Geometry Mode (Shift-2)
Click the pen radio button
Ctrl+RMB click in window, several times
    to draw points.
After you've finished the outline,
    press enter
A new brush will be created



Design a fun to play, action packed
4 player deatch match level.

Have at least 4 player starts
Don't make you level too big

PS = Player start

WR = Weapon Rocket Launcher
WL = Weapon Link Gun
WS = Weapon Shock Rifle

AR = Ammo Rocket Launcher
AL = Ammo Link Gun
AS = Ammo Shock Rifle


FH = Floor Height (number or open)
CH = Ceiling Height (number or open)

Fill in sections black if there is just
solid wall/pillars

####  Level Design Group 7 - Class Notes  ####

########################################

 

 

#### Class 1 ####

move cam
focus selection
maya style cam move
test game


4 views
view switch (side, top, front)
explain static meshes

delete static mesh

rebuild to fix lights

select builder brush

spacebar toggle xform

grid - size of grid, keep on grid

CSG ADD

Build All

Play

Explain CSG and brushes, just for blocking in
Blocking volume



see brushes in ortho views, select and they show in shaded

shading modes

game mode

geometry mode, make little pyramid base
keep open geo mode window or it goes back to object mode



content browser
    materials
    apply with shift click on selected polygons

world properties
    kill z
    global illumination
    play in editor
   

actors
player start
lights
object properties



selecting
    ctrl
    ctrl+alt window

    surfaces, RMB, selection, select adjacent walls



Ramps are better than stairs


move pivot point










Talk about how things should be lined up.

Generally better to make big pieces for simple large shapes, not lots of little cubes




Making a new interior scene from scratch:

File > New
Make additive 4096 cube
Make subtractive 512 cube
RMB on floor > Add actor > Player Start
RMB on floor > Add actor > Point Light
Move light
Build All
Play!


View > World Properties
Zone Info > Kill Z > -1000
Game Type > Default Game Type > UTDeatchmatch
Game Type > Game Type For PIE > UTDeatchmatch

Lightmass > Diffuse Boost > 1

 

Ensure you continue to increase the size of the first additive box and the lightmass importance volume.  Your level needs to fit inside both of them.