New to Mapping

Discussion in 'Mapping Questions & Discussion' started by GoldenMech, Aug 14, 2010.

  1. GoldenMech

    GoldenMech L1: Registered

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    Hi! I'm relatively new to Hammer and I have a few questions. Several people recommended I take a look at this site.

    1. Skyboxes are REALLY confusing me, I made one but it looked off so I want to know how to do it the right way.
    2. How do you make stairs? Is it just cubes stacked on each other or is there an easier way?
    3. Water (as in deep water you can swim in). My friend who is really good with Hammer can't even figure out how to make it. So how?
     
  2. Lancey

    aa Lancey Currently On: ?????

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    1. I don't understand what you mean by "off". The skybox appears wherever you have the skybox tool texture in hammer.
    2. Unfortunately, stairs are only made by a series of brushes with differing heights. That's the best way to do it anyway because you'll always get the best results.
    3. Water is done by placing a nodraw brush where you want it and texturing the top face of the brush with a water texture.
     
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  3. Nimelrian

    Nimelrian L2: Junior Member

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    1. Create a block with the toolsskybox-texture around your map. Select it, click tools->Make Hollow and enter (for example) 32 to make it a cube which is visible from the inside. Now go to Map->Properties and set the skybox-texture you want.

    If you want to create a 3D Skybox, look over here http://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes

    2. Yep, just stack blocks up. Valve used a 2/3 ratio, so 2 in length, 3 in height (you can multiplicate this values, but keep the ratio).

    3. http://developer.valvesoftware.com/wiki/Adding_Water#Construction
     
  4. Lancey

    aa Lancey Currently On: ?????

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    No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. Never do this.
     
  5. alecom

    alecom L8: Fancy Shmancy Member

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    #3 Don't forget to make a cubemap 16 units above the water surface somewhere, and link it to the water's face.
     
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  6. GoldenMech

    GoldenMech L1: Registered

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    Thanks, and also... Is there a specific file directory I should save the map to?
     
  7. alecom

    alecom L8: Fancy Shmancy Member

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    The vmf should save in steamapps\*username*\sourcesdk_content\tf\

    When you compile, it will make the bsp file in that folder AND your game golder. In case you don't know where that is,
    steamapps\*username*\team fortress 2\tf\
     
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  8. GoldenMech

    GoldenMech L1: Registered

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    Thanks a ton!
     
  9. Nimelrian

    Nimelrian L2: Junior Member

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    Wait. Why?
     
  10. alecom

    alecom L8: Fancy Shmancy Member

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    Because then everything on the map will be rendered ALL the time.
    Seal it properly by making the skybox walls and skybox ceiling to fit.

    Also horribly long compile times.
    Also also, it means you can't find when you have a leak - which you need to know so that you can properly fix your map.
     
  11. Nimelrian

    Nimelrian L2: Junior Member

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    But, errm, how do you want to create the sky then?
     
  12. alecom

    alecom L8: Fancy Shmancy Member

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  13. Nimelrian

    Nimelrian L2: Junior Member

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    kk, I never found any tutorial to skyboxes and a friend told me, for the beginning of mapping, hollowed skyboxes are the best option, as the geometry of the map changes during the process again and again.
     
  14. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Except if you have a giant hollow box around your map, you won't have any void based leaks. Areaportals will still leak fine. Unless you're talking about having a hollow skybox cube around your map as well as the better optimised, snug skyboxes.
     
  15. Mick-a-nator

    aa Mick-a-nator

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    The layout of the map changes again and again, not the overall shape. Any changes in that can be easily fixed. Also slap the person who told you that box skyboxes are good.
     
  16. alecom

    alecom L8: Fancy Shmancy Member

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    eh... okayyy. They don't affect the water though? Does vis compile when areaportals leak?

    edit: though I guess whatever the answer, you will get the point file :p


    you win!



    later edit: okay I think what maybe I was trying to say is that you shouldn't just box up your level in a skybox to avoid leaks, you should learn to fix them. At least that's what I want to say now ;D
     
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    Last edited: Aug 14, 2010
  17. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    If you're just play testing it's not that big of an issue. When you're doing a release then yeah, don't do this.
     
  18. Draco18s

    Draco18s L9: Fashionable Member

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    The biggest problem with what you said to do was, was to texture the inside of the cube with the desired skybox texture which is blatantly wrong. That's why there's a field Map -> Properties for the desired sky. And a blue skybox texture.
     
  19. Nimelrian

    Nimelrian L2: Junior Member

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    No no no, read carefully

     
  20. Jethro

    Jethro MUSty Complainer

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    Unless you're just making a very quick test map that won't be released. >_>