By Trax2000 Date Created: 5/23/2002
First off getting familiar with the ExEd (deus ex editor). It may scare you but don't worry it wont bite! Now, I'm going to assume one thing here; that you have the SDK program and have installed it. Open ExEd by default there is a link through start, programs, deus ex SDK. Let it load and you will be confronted with an intimidating screen.
Notice 3 main things. Remember their names and functions for all other tutorials. On the left is the TOOL bar guess what? those are all the tools you will be using. The center by default houses 4 views. Going clockwise from the top left they are top view (Z axis) side view (x,y axis) front view (y,x axis) and finally the 3d view, the keyhole you use to gaze at your level to really tell how things go to together in levels. Believe it or not most of the work is done in the 2d views. Finally on the right is the BROWSE bar. You use this to browse through textures you want to uses, Classes you want to add (classes cover everything from NPC (Non-Player Characters) to decorations to weapons. For your ease remember the three names of these bars as I will refer to them often.
Now, in the 3d world you see "empty space" right? you haven't built a level yet how could there be anything there! Well. there is. In fact when you start with a fresh level there is NO empty space at all, you have a solid block that you "carve" levels out of. Once you understand this concept the rest comes easily. To remove space or add space when carving you use 3d wire frame outlines called brushes. To make basic brushes you can click on the cube sphere cone or cylinder tool buttons in the TOOL bar (right clicking will allow you to set the size and other properties. ALWAYS use solid never hollow). don't click the cube with the squiggles that makes a moveable which is explained in another tutorial. For now ignore it. For our purposes click the cube button. You are given a cube measuring 256x256x256 dx units by default (for reference 16 dx units=1 foot) you will see the cube in a red wireframe outlined in all 4 views. now that cube doesn't exist, it is just a brush. to make it part of your game click the remove space button. it is the second down from the top on the right. when you do this it will hollow that area out. Congratulations you have just made your first room! ***NOTE*** When carving never ever ever add a brush in an area that already contains solid material or subtract a brush from an area that is empty. That can cause big problems.
Now Let me explain the next 4 most important buttons. They are on the upper right, stacked up. The top is add, this refills the space the brush filled. remember never to try and fill space that is even partially filled. the button below that is the subtract button. that hollows out the brush once again never hollow out a partially hollowed out area it causes big problems.
Now, this seems to set limitations, but it doesn't, lets say you want to hollow out an overlapping area. you simply use the last 2 buttons intersect and de-intersect. these two buttons reshape the brush so that it either fills only empty space or only solid space. Clicking intersect resizes the brush so that it contains only SOLID space well de-intersect trims the brush down to only contain empty space. This allows you to carve freely with only one extra step.
Using the above tools you can carve out any basic level. When starting out my best advice is KISS (Keep it simple stupid). Don't get into complex levels until you understand fully what you are doing. Now lets spice this level up. You should still have your hollowed out cube. First off use the browse bar to go to TEXTURES. You should be there when you first start it off. At the bottom go to load. Chose a texture set that fits what your doing, for now chose UNATCO HQ this will have some basic textures. When the menu loads you will notice the middle part of the browse bar is filled with textures. scroll down and find a texture you think would look good as a floor. click it once to select it then click the bottom of your cube in the 3D view. voila you have a floor. Repeat these steps for the 4 walls and the ceiling. Try not to pick clashing colors make it look as nice as possible. Now, you've got your room you've got texture lets play this bad boy! not quite yet.
Next lets add a Light so you can see your self. right click in any of the 2d views and chose add light here. Later on in you development I will teach you lighting strategy to make shadowy areas and such. Right click the torch icon in the 2d view. Chose light properties. scroll down to lighting, select it and change the radius and the brightness to 255 (max) for now, this will give you a well lit room. once that is done just exit that window don't mess around with the settings.
Now lets add something interesting. Use your browse bar and go to classes. scroll down and go to pawns. pawns are people or animals that move. Select any one of the people, for now i recommend some1 u didn't like in the game, perhaps Manderley. now, hold down "A" and click in any of the 4 views, check the 3 2d views to make sure Manderley is centered in the room. in classes in the browsebar go to inventory, go to weapons go to deus ex weapon. Chose any weapon u like, preferably not one with a large explosive radius this IS a small room. I recommend using one that doesn't use ammo like the dragon tooth sword. Once again hold "A" and click in any of the views. Now finally and i do mean finally add the key ingredient. A player start.
In classes go to navigation points. Chose *PlayerStart, once again hold down "a" and click in any of the views. Try and not have any of the 3 items (your start Manderley the wep) overlap. Finally lets play this bad boy!
Well I lied, one last thing. Before the level really exists you must rebuild the geometry. I recommend saving before you do this because its very difficult to go back to where u started if you have made a mistake. save your level then hit F8 and choose "Re-build Geometry" this will take a few seconds then finally hit CTRL-P and your level will load! Congratulations! That's the hardest part of the SDK right there, getting started. Now everything will be a breeze.
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