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Doors of Doom - Deaths Doorstep
The objective of this tutorial is to learn how
to add ladders to maps for Return to Castle Wolfenstein: Enemy
Territory using the Radiant map editor. We will be adding on to
our Doors of Doom 2 tutorial. (Click
Here to Go To It)
Last Update: August 7, 2004
Step 1. That floor looks like a roof?
So
you may have noticed from the last map that when we changed the
texture on the ceiling of the first floor it changes the texture
of the floor of the second floor. This is because they are the
same brush, just different faces. How do we select only one face
of a brush? First hit ESC to make sure nothing else is selected,
now CTRL-SHIFT-Left Click on the floor of the
second storey. You'll see that you don't even select the whole
floor since the surface was cut up when we cut a hole in it for
the stairs. Now CTRL-ALT-SHIFT-Left Click on the
remaining sections of the floor until you have the entire floor.
If you float around in your 3D view you'll see that you have not
selected any of the ceiling below. Now click on our normal floor
texture and pow, we've changed just one face of the brush.
Step 2. Preparing for our Ladder
Let's
make a hole in the floor now the same as before by drawing a brush
where we want the hole and click on the CSG-SUBTRACT button
to subtract it from the current floor (Make sure your brush doesn't
hit any lights or anything below) Make sure you're hole is against
an outside wall where we can put a ladder. I've used a corner across
from where my Allies are spawning. We now have two ways down to
the main floor. Oh man, you throw this map on your clan server
and you'll be hero for a month! Now let's adder ladder.
Step 3. Building the Ladder
Enemy Territory is great for ladders. There is
actually a texture in the common set that works as a ladder. Place
it on a brush in front of anything you want to be climbable. Which
is awesome, but if we just throw the ladder text on a brush in
front of a wall, there's not a lot of signal to the player that
it's a ladder. So first let's make something that Looks like a
ladder. Then we'll put a ladder textured brush in front of it and
pow, we have a working ladder.
So
I started by switching my grid size to 4 and drawing a thing bar
up from the floor of level 1 up past the floor
of level 2. I textured this bar with a texture from the metal set
of textures. I think hit the space bar to duplicate
this rail and moved it over about the distance of one person.
Now that we had o ur
rails we needed rungs. The easiest by far way to do this is to
draw one big brush and apply
an alpha texture to it. Alpha textures are textures
that have an alpha or transparent section. Conveniently if your
look in your alpha texture folder you will find
textures for all sorts of different railings and a LADDER. So first
draw a brush that fills in the entire section between the rails
and then apply this alpha -> ladder texture
to it. You should have something similar to mine screen shot. Although
this texture looks like it has black between the rungs while your
designing it will be transparent once you compile the map.
Step 4. Make it climable
This
is the easiest step yet. Create a brush just in front of your ladder
that is about the same thickness.
Now open your common textures and apply the ladder texture.
This section is now climbable. It's that easy! Don't make your
brush too big or else it will look like the player is climbing
in thin air in front of the ladder. Give it a compile and you should
get something similar to this: (This map is getting so exciting
now!)
Step 5. Textures ... YEEEEAAAAAA!
Ok. Here's what happens. You are happily using
textures in Radiant like crazy. Then you remove all the other custom
maps from your etmain folder and ... WHAT HAPPENED?
... all the textures are gone? It's important to remember that
Radiant is looking in all those .pk3 files for
textures. If you happen to use a texture from somebody elses map
(as I did :D) then that texture will be replaced with the old black
and orange when you go to serve it to someone else. So to test
that your map is going to work on someone elses server, you have
to remove all of the other custom maps from your etmain folder.
If you do need textures you can export them from PakScape and then
include that folder in your textures folder. If
you see a texture in radiant under "Citadel" then "Citadel_wall"
than chance are that texture is stored in the .PK3 file
for the Citadel map under the textures/citadel folder.
What about if you want to create your own textures?
I recommend you save them out of Photoshop or whatever you are
using as .tga AND .jpg files
and put them in a textures/mapname folder so that
you can add other folders. Also it lets designers know where to
find that texture if they wind up using it in their own map. If
you name the .tga file as mapname_wall.tga or
ceiling or whatever that will help as well. When saving your .tga files
remember to save them in either 24-bit or 32-bit colour or else
when you compile the map it will stop to let you know that it does
not accept anything else.
Ok. Now that we know more about textures, let's
talk about what to do if we don't want them:
Step 6. I love the Caulk
If
a player is not going to see the surface of a brush than there
is really no point applying a texture to it. Instead you want to
apply a texture from the common set called caulk. So
anywhere where a player will not be able to see (example: the outside
of our box) use your CTRL-SHIFT-LEFT CLICK to
select just that face and apply the caulk texture.
Now if we were starting over, it would be a could idea to start
by making your brush out of caulk and then just
apply textures to the surfaces that will be seen by the players.
Step 7. Last note on Textures this Tutorial
Okay, so we've learned that textures are awesome
and we need them. We've also learned that if we take them from
other maps we need to resave them in our own map. (You should not
steal them from other maps). If we create our own textures we know
we should name them mapname_texturename.tga and
save them in the textures/mapname/ folder. Now
that's all great, but you may notice that textures you save to
this folder and then package do not necesarily show up properly.
This is where the shader comes in. We are about to create our first
shader! Do not get scared. This is actually pretty easy. Here's
how I did mine:
First, each texture must be in a multiple of
2 in each direction. So when creating your texture in photoshop
or whatever, be sure to make it 32x64 or 64x128 or 256x256, etc.
as long as each length is a multiple of 2. Just remember your binary,
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and onward. Each
length must be one of these, it does not have to be a square like
256 x 256 but it must use binary coordinates like 256 x 128.
Now that you have a texture and you have save
it in your /textures/mapname/mapname_textures.tga and .jpg files.
(if you haven't you can get my texture from here: dockaos.jpg and
here: dockaos.tga save
them in /textures/doortut2/) So now we need a
shader. Create a new text file in your /scripts folder
and call it doortut2.shader (or whatever you have
called your map) Make sure it does not get a .txt extension
if you save it from Notepad. In your doortut2.shader we
need the following to make a "decal" shader.
textures/doortut2/dockaos
{
polygonoffset
implicitmap -
}
That's it. We only need the polygonoffset so
that we can use it as a decal. There are other options you can
add so that your texture makes certain sounds when walked on, and
also to make it landmineable or not.
surfaceparm gravelsteps
surfaceparm landmine
There is also:
surfaceparm grasssteps
After adding these files I created a brush (using caulk
as the base texture) and made it only go half way through the wall
(to prevent leakage) I then applied
my dockaos texture form the doortut2 file. Note that I added the
name polygonoffset only
since I was about to make my texture exactly in line with the rest
of a wall. I then applied my custom texture only to the front surface
by using CTRL-SHIFT-LEFT CLICK to select one face. Once
I had applied the texture I needed to hit 's' to bring
up the surface properties. I then hit "FIT" and apply to force
fit the texture to the size of the brush. Then done! I now have
a custom poster on the wall:

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If you have any questions or find any errors
or omissions please let me know at dockaos at rolandit.com
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