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Few beginner questions (levels)


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#1
Guest_dewkl_*

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1. How do I set the size when I'm creating a room level? Can I change this later?
2. How can I open levels from the campaign? Where I can alter the geometry of the official campaign. When I'm learning other editors I learn a lot from looking at the official content, to see how everything was done. 
3. Just what is a "room"? Does a full floor in a cave/dungeon count as a room? (with no area transition between). I've made a room, should I just keep building on it and add more rooms? How do I know when it's "full"?
4. How do you add those light rays? (god rays / crepuscular rays)

I'm trying to find a good tutorial on how to create a larger level from scratch (with several rooms), and not just editing existing areas. Trying to understand the full structure behind a dungeon. 

Edit: I know how to open areas from the singleplayer campaign, but not the level (geometry placement).
Edit 2: Found some of the level layouts here.

Modifié par dewkl, 22 février 2010 - 06:40 .


#2
deadrockstar

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1. You don't set a size, you just keep adding rooms until your level is done.

2. The project you found with the level layouts is the only place you can look at the official levels. If you want to play around with them I suggest opening one, creating a new level and copying the parts you're interested in into your new level. This is also a handy trick for throwing together more generic levels.

3. A room is pretty much what you define it to be. When building indoor levels it is handy to split your level into rooms so you can work on them individually, move them around etc.It'll also help you when you come to render lightmaps if your level is split into rooms - you can render lightmaps for each room individually makeing it easier (and quicker!) if you're unhappy with the lighting in one small section. Unless you state otherwise (and for one special type of light), lights in a room only affect that room - so that's another good reason to use rooms - you don't want lights bleeding through walls which can cause all sorts of horrible artifacts.

4. Posted Image

Is that what you mean by god rays? That particular one comes under "fxe/moonbm" in the models list - I am fairly sure there are others too. Look through the fxe folder for lots of funky sutff like that.

#3
Bibdy

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1. There is essentially no defined limit to an interior level. You just keep adding stuff to it, and you're good.



2. The files in this project: http://social.biowar...m/project/1331/ are your friend. Download the ZIP packages and browse through the .lvl files used to create the game's Areas. Every single game level is in those files.



3. A 'room' is a collection of objects, which you place under that Room in the tree on the left-hand panel. You can make the game engine only load up that room and nearby/adjacent rooms at a time, to keep the game running smoothly (so the player doesn't have to load the ENTIRE level at once, since they're not going to physically see most of it at any given time). You do this under Room Properties and define which rooms the selected room is connected to (physically touching), can be lit by (lights in these rooms will add to the lightmap of the selected room), and which rooms you can visibly see from this one - usually all 3 are the same thing.



4. There are a few 'beam' models you can use for those big rays. I know the moonlight one is called 'moonbm-something'. Go to the model view, click the little arrow at the top, enable 'hide folders' and type in 'moonbm' and you should be able to find it. The sun one (lighter and golder) will probably have the word 'sun' in it.