Once you have completed
the options dialogue and have clicked 'OK' WorldCraft
will add the textures to memory [which takes time on
slower computers]. Then it will show you the main window…
If you setup more than
one Game Configuration in the options… WorldCraft will
let you select what game you want to make the map for.
Select your configuration. If you setup the WorldCraft
options to use Half-Life and nothing else then you can
go back later and add configurations. Tutorial One will
show you how to do that.
In this tutorial, commands
will be: written
like this.
This first thing I would
like you to do is click on
File->New. This will bring up a new map for
us to work with.
Once your 'New Map'
is open you will see that the WorldCraft functions have
activated. This is a good sign. If your option settings
were wrong at this point, WorldCraft would of asked
you to reconfigure the incorrect or missing options.
If that happens head to Tutorial
One for help.
Click
for larger image.
Your working area is
divided into 4 sections. The first window contains the
3D view. The second, third and forth windows contain
the 2D views.
The 3D window is a dynamic
3D space where you can view your level from any angle.
This is vital for inspecting textures and texture alignment,
spotting leaks and just getting a sense of what your
finished level will appear similar to.
The
Map Tools Toolbar
- [Back to
Contents]
Look at the tool bar
above… you can see it in WorldCraft… good.
As you move your mouse
over the buttons [left-to-right or top-to-bottom] you
will see a short description in the status bar at the
bottom of WorldCraft's main window. This can be your
reference for this tutorial.
Selection Tool:
The selection tool allows you to achieve a number of
things. To simply select an object, just click the once.
Carry on clicking on the selected area to cycle through
the three basic transformation modes [resize, rotate,
and shear].
Resize
mode allows you
to grab any corner or edge of the selected object and
resize it by pulling it to the desired size.
In rotate
mode, you can grab any corner of a selected object
and pull it around to rotate the object into any position
you wish. If you have the rotations set to 15 degrees
by default (this is set in the 2D Views options), this
can be overridden by holding shift while you rotate
the object.
Shear
mode lets drag
the edges of an object parallel to its surface. For
example, if you grab the top edge of a selected object
while in shear mode, you would be able to drag that
edge right or left.
You can click-drag the
selected object it to a new position, regardless of
which mode it is in.
If you have enabled
Arrow keys nudge selected object/vertex in WorldCraft's
2D Options… using the arrow keys when you have selected
an object will move it one grid unit in the direction
of the arrow key corresponding to which view your in.
Magnify Tool:
This tool allows you to increase the magnification factor
of the 2D views. Zoom back out again by clicking the
right mouse button. You can also zoom in and out by
pressing the number keys while the mouse cursor is in
a 2D view. You can also you the + & - on the numeric
pad.
Camera Tool:
This tool allows you to place and modify cameras within
your level. While in camera mode, hold shift and left-click
and drag a line to create the camera. A line with a
dot (the view point) will be drawn in the 2D views,
where you can adjust it until it is pointing in the
direction you'd like. To place more than one camera
in a level, just repeat the above steps.
Cameras are good for
helping you picture the construction of your level.
They are particularly useful when using the Vertex Manipulation
tool as they allow you to see exactly what you are doing
to a brush. You will find multiple cameras especially
useful if you are working on several areas of a level
at once. Placing a new camera in an area negates the
need to search for that area when you want to work on
it again.
When you're in camera
mode, you can cycle through all available cameras by
pressing the PageUp/PageDown keys. To delete the current
camera, press Delete.
Entity Tool:
This tool allows you to place point-based entities in
a map. [Point-based entities are those entities, which
exist only at a point, and do not rely on a brush for
their effect]. Once selected, the New Object dialog
will have a list of entities from which to select. Click
on one of the 2D views and press Enter to place the
entity. If 'Snap To Grid' is enabled, the new entities
will be snapped to the grid.
In order to place a
brush-based entity [a func_door for example] you must
first create the brush with the Block Tool, then select
it, and press the 'To Entity' button on the 'New Object'
dialog. [The dialog itself is not a separate dialog
by default; it is usually embedded on the right side
of the screen]. You will be given a list of entities
to choose from which will be different than those shown
with the Entity Tool.
Block Tool:
This is the basic creation tool accessible to you. It
allows you to create any of the different types of primitive
shapes.
Toggle Texture Application Tool:
This toggles the Face Properties dialog on and off.
This dialog allows you to edit the texture properties
of individual brush faces.
Apply Current Texture Tool:
When pressed, the current texture is applied to every
face of the selected brushes.
Apply Decals Tool:
A decal is a texture that can be placed on top of another
texture. Common examples include scorch marks or bullet
holes. Use the 'Apply Decals' button to place a decal
in the 3D window. Decal textures can be viewed and selected
in the Textures window. Half-Life's decal textures are
designated by the use of a { as the first character
in the texture name.
Clipping Tool:
Clipping allows you to slice the currently selected
brush. You have the option of only splitting the brush,
or actually slicing a piece right off.
Vertex Tool:
Vertex manipulation gives you complete control over
the shape of a brush. You can reshape the brush by manipulating
individual vertices and brush edges.
Path Tool:
This tool greatly simplifies the creation of paths for
trains and monsters. It allows you to create dynamic
paths that you can add and delete nodes to.
The
Map View Toolbar
- [Back to
Contents]
Look at the tool bar
above… you can see it in WorldCraft… good.
Again, as you move your
mouse over the buttons [left-to-right or top-to-bottom]
you will see a short description in the status bar at
the bottom of WorldCraft's main window. This can be
your reference.
2D XY/YZ/XZ View:
These buttons control which planes are viewed in the
current 2D window.
XY (top)
YZ (side)
XZ (front)
3D Wireframe/Polygonal/Textured
View:
These buttons control the style of the 3D preview window.
Toggle/Smaller/Larger Grid:
These buttons control grid usage. You can toggle the
grid on and off, or make it larger/smaller to suit your
needs.
Load/Save Window States:
These buttons are used to save and restore window configurations
when the independent window configuration is being used.
The
Map Operations ToolBar:
- [Back to
Contents]
Again, as you move your
mouse over the buttons [left-to-right or top-to-bottom]
you will see a short description in the status bar at
the bottom of WorldCraft's main window. This can be
your reference.
Carve:
When the Carve button is pressed, the selected brush
will subtract its shape from the non-selected brushes
around it.
Group/Ungroup:
Group/Ungroup binds two or more objects together so
they may be acted upon simultaneously. This is not the
same as VisGrouping. The two functions differ in that
grouping provides a way of physically binding a group
of objects together, while VisGrouping enables you to
organize objects into a group that may still be worked
upon as separate objects.
Ignore Groups:
Ignore Groups allows you to modify individual brushes
that are part of a group or entity by temporarily disabling
"groups."
Hide Selected/Hide Unselected/Show All:
Along with the Filter Control dialog, these buttons
are used to control what does and doesn't appear in
the 2D and 3D space of WorldCraft. Hide Selected and
Hide Unselected both create new VisGroups with the newly
hidden objects, and Show All will make visible any hidden
VisGroup.
Cut/Copy/Paste:
These buttons follow the standard windows interface
for cut/copy/paste.
Toggle Cordon State/Edit Cordon Bounds:
These buttons allow you to "cordon off" an
area of your map. When the cordon state is toggled on,
a thick red line will appear around that area. When
you compile, only the inside of that red area will be
compiled, and a box will be placed around the area to
seal leaks.
This is extremely useful
when you are working on a large level and want to look
at changes made in only a small area. Rather than wait
a considerable amount of time for the entire map to
compile, you can selectively compile only a small area
by using the Cordon functions. Be sure to place a temporary
player start within the bounds of the cordoned area
before you test compile that section.
Toggle Select-By-Handles:
When this option is toggled on, you will only be able
to select objects by their centre handles in the 2D
view. To select objects by their centre handles in 3D
view, you must also be in wireframe mode. This is useful
when there are several brushes overlapping in the 2D
view, making the standard selection method [clicking
on brush lines] awkward and inaccurate.
Toggle Auto-selection:
When Toggle Auto-selection is toggled on, you can select
multiple objects by merely clicking your mouse button
and dragging a selection box around the objects. When
this option is toggled off, you can also select multiple
objects by dragging a selection box around the objects
and then pressing Enter.
Toggle Texture Lock:
This button toggles texture lock mode on and off. Texture
lock allows you to move a brush laterally without disturbing
the texture alignments. Texture lock will not preserve
texture alignment when you are rotating a brush.
Run Map:
This button brings up the current compile dialog.
Whoa… That has covered
the toolbar part the interface. Lets take
a look at the dialogues you will be coming accustom
to.
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