Saturday, June 14, 2008

Lesson 6 - Flipping the Map

Flpping the Map


If this is your first visit to this sight you should start at the beginning.



In This lesson were going to learn how to flip the map. Before we flip the map, we need to add stuff in this empty area. Let's practice with some more displacements. When creating displacements, you want to keep the brushes that you create the displacements from as square as possible. They make for the best displacements. (See p1)



Start by drawing a fairly large brush. (See p2) Remember to start with the nodraw texture. It is OK if the brush overlaps into the houses a little bit. We are going to push that side down, with the texture tool. Select the texture tool. Match the grass textures.
(Select the texture tool. Left click on the grass to select the texture, right click on the top of that brush to apply the selected grass texture.) (See p3).



Click the displacement tab on the texture dialog box. Left click on the top face of the new brush to select it. (See p4)



Click create, click OK. (See p5).



Click on paint geometry (See p6).



Use the same settings I used (see p7).



See all the triangles we created. Those are called vertices. If the vertices are too large, it would not be a natural effect. I think these might be a little too large. (See p8) So we can change these vertices and make them a little smaller.



To change the vertices look in the attributes section, change the 3 to a 4 (See p9) then click apply. See how the vertices got smaller. That will allow us to have more control.

Then go ahead and start painting the geometry, make sure you move everything down that is in front of the house. Add hills to break up the terrain. and To give people hiding places. Just go ahead, and move things up and down. To make the ground look more natural. Then select "smooth" on the effects field. Enlarge the radius. And smooth out the displacement. Let me know when you are done.



After you smooth out the displacement, you can paint the alpha channels, if you like. But you do not have to. You can try to make yours look something like mine, because your imagination is probably not working right now, because you are in a learning mode. So you can just look at my example, (See p10). And try to make yours look similar, something like that. But it does not have to be exact. That's the beauty of that all. It's art.



Once you're done with that, we are ready to flip the map. Zoom out in the TopView viewport. Select everything. (See p11)



Using this select copy method, copy the entire map to the left. (See p12)



We want to make this into a mirror image. So leave the new copy selected. Go to the pulldown menus, click tools, flip objects, horizontally. Or you can just hit Ctrl-L. that should flip our copy in a manner that will cause it to be a mirror reflection of the world we created.(see p13)



We have both sides of our map created now. Wow. Good. We need to connect these two halves now. We need to create another map area, that connects these two areas. In the TopView viewport draw a brush the same width as these brushes. Line everything up the way you were taught. (see p14)

Make the new brush hollow, at about 32 units. And paint the inside just like the inside of the other two is painted. Don't forget to slice the brush at the same level that we sliced our original brush to create the border walls.

Now we need to open up the walls in connect all three areas of our map. Turn the ignore groups button on. Select the back wall, and delete it.

Select the wall behind the wall we just deleted. And use the grips from the TopView viewport to drag it open, and create an opening.



Add textures to the newly exposed nodraw textures. (See p15).



Now, do the same for the other side. Check the displacement were the wall used to be it may need to be pushed down in some places.

Now let's create a displacement for the new area of our map. Draw a brush to cover the whole grassy area. (See p16)
make sure you draw a new brush and don't just try to create one out of the ground that is there. You will cause a huge leak



Before you create a displacement out of this brush let's slice this brush in half. Because two squares make better displacements than one rectangle.
(See p17)

Create the displacements using a power of 4. Then paint the geometry. Add hills and such.

After painting the geometry, and smoothing the geometry. Then compile your map. And because we cut into the skybox to connect all our pieces of the map. We need to check for leaks. Do you remember how to do that. All right I will tell you. Go to map, load pointfile. If you don't know what to do from there, then go back and read the previous lessons

GOTO LESSON 7

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