If you want to texture your level now, go on ahead. Move around your level and make sure that all surfaces are textured. Just in case, goto 'Mode', and make sure Wireframe is toggled off (F2). As long as you inserted the textures before you started building, you should be set. Oddly, I've had to have my level textured before I could define exits, so this step comes before creating your exit. Choose okay, and you now have a single mesh made into a roomhallwayroom shape. Press 'u', and then click on your roomhallway mesh. Check to make sure you're in 'Transform' Mode, (F5), and choose your other room mesh now. Choose okay, and one of your rooms is now fully attached to your hallway. Either use the 'Mode Commands Menu' and then 'Booleans' and 'Union', or just press the 'u' key. Goto 'Transform' Mode (F5) and click on one of your room meshes. This sounds confusing, but it is the best I can put it at the moment. If we don't join them, and place the exit in the hallway, the hallway will be split into two true rooms, but our room meshes will not be considered true rooms. Before we can add the exit, we need to unify all our meshes into one, so when we do make an exit, it will mark both of our room meshes as true rooms. Now for your mesh to be counted as a true room by Ma圎d and MP, it must have an exit. Two more steps, and you'll be ready to create your first exit. Goto 'Extrude' Mode (F4), and raise the ceiling of your hallway, but not quite as tall as the two rooms. As long as you're using the grid, it shouldn't be much of a problem. Make sure that the hallway mesh doesn't fall short. Go back to 'Model' Mode (F3), and build a third mesh between your two rooms. You now have two meshes, ready to be connected. Make sure you're in 'Transform' Mode (F5), and then left click and drag on your mesh, draggin the mesh left. You now have a second mesh, but it is in the same place as your first. Goto the edit menu and choose copy (or CtrlC), and then choose paste (CtrlV). Goto 'Transform' Mode (F5), and then left click on your cube mesh. Since we already know how to make a mesh from scratch, let's try copying one instead of building a whole new one. In this case, we're going to make a second mesh, and a hallway mesh connecting it to our original mesh. 5 Adding a Room and Doorwayīefore we can make our exit, though, we need to have a reason to have an exit. Exits are tricky, but they become a bit easier when you're used to them. Release the mouse button, and now your mesh is ready to go in a level, but first, the editor requires that a certain thing called an 'exit' be created. Now click and hold the left mouse button, and raise the roof to make the mesh look as cubelike as possible. Now position the cursor over your mesh so that the edges of the ceiling are highlighted. Well, we can fix that by using the 'Extrude' mode (F4). You should have noticed that the mesh seems a bit flat. Congratulations, you've just built a mesh. Continue to click around the light blue square's corners until you have clicked all 4. There is now a line connecting the place you clicked to your cursor. To make a mesh (which is basically the same thing as a brush to those who have previous editting experience), click on one of the corners of the big, light blue square. Now on the grid, find one of the larger squares, in light blue instead of dark blue. For a good reference of each, check the Ma圎d reference guide in the help folder. Okay, in Ma圎d, there are different modes that define what type of stuff you can do. But what good are they without a room? That's the next step. Find the 'BasicRoom', which is by default in 'Ma圎d/Examples/'. First, open the 'Materials' menu, and choose 'Insert materials from file.'. I think that with a couple of days on it under your belt, along with some more tutorials, the Max Payne modding community will be going full force. The Ma圎d builder seems extremely hairy at first glance, but now that I've used it and know that I understand some of the finer points such as exits, it is almost becoming intuitive. Mirrored here for archival purposes 1 IntroductionĮditting can be difficult at times, but you just gotta stick with it and try not to get burnt out on creating levels.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |