What's the point? We already have three beginner's tutorials. But
I think don't explain the basic concepts that a beginner needs to
understand. Sure they get the job done but don't really leave a beginner
ready to fend for themselves. This will be one hefty read so maybe
you want to print it. Or not. Anyway, the only thing you need to know
before reading this is the names of the buttons
in the amazing Deus Ex SDK.
Important Concepts
Load UnrealEd (It's called that because Deus Ex uses the Unreal engine).
After a while of loading you'll get 4 views: 3 grey and 1 black. The
top left is the Overhead view, the top right is the XZ view, the bottom
right is the YZ view and the bottom left is the all important 3D view.
In the 3D view you should see a blue grid stretching off into the
vast empty void, yes? Wrong. What you're seeing is a vast mass of
solidity. This is an important concept to understand. When you create
rooms you have to carve out or 'subtract' from the solid mass. Once
you have created your room you might want to put in a table or control
panel. To do this you would add solidity back into your room.
All the objects (players, bots, weapons, computer consoles and invisible
things such as lights and triggers) in your level are called Actors.
Another term you'll hear frequently is 'brush'. This refers to anything
solid in a level which won't move (ok except for mover brushes). This
could be a box, a pool, a room or a table or whatever. All brushes
need to be either subtracted or added to your level.
Moving Around the Views
To move around the 2D views click with the left mouse
button and drag to move up, down and sideways. Click and drag both
mouse buttons to zoom in and out.
To move around in the 3D view click the left mouse
button and move the mouse up to zoom in. Down to zoom out. Left/Right
to rotate. Right click and move the mouse around to rotate the view
up, down and sideways. Click and move both mouse buttons to move up
and down, and to pan left and right.
It'll take a little time to get used to. To practice
you can load up a Deus Ex level (a little more on that later but you
can figure it out) and move around the map to places you recognise
and explore.
To change the speed of movement use the camera
speed button .
Building Your First Level
Right click on the cube button
and click Cube Properties. Make the height 512 and the width and the
breadth both 1024. Then click Build. You'll see a red cube appear
in the 3D view and a red square in the 2D view. You have just created
a builder brush. This is not your actual room. This is essentially
your chisel. To make different shaped rooms you need to select a different
sized blade. You will use the builder brush to carve a room from your
map. To carve solidity from your level click the Subtract button .
You'll now see a green cube thing in the 3D view and the 2D views
won't have changed much.
This green cube is your new level. It's not looking very nice is
it? Then onwards.
Getting the Painters in
I bet you're dying to know what that bar on the right
hand side of the editor is. Well this is the Browser. At the moment
you will be able to browse textures. This is shown by a little drop
down list at the top of the browser. If this does not say textures
then change it.
Bellow these drop down lists you'll see a whole load of textures.
To browse different textures use the other two drop down lists. Click
the second dropdown list to find a list of texture packages. If you
select one of these packages you'll find the textures that appear
aren't very interesting.
Click the load button at the bottom of the browser.
And this dialog will appear:
Here is a list of available texture packages (.utx extension). I
selected the catacombs texture package. Click Open to load your package.
Now you'll see all the textures in the catacombs package. Scroll down
all these textures and find appropriate textures for your level. To
apply the texture to a surface you must click on the surface in your
3D view. This will make it have a blue select type surface. Then click
on the texture you want in the texture browser to apply the texture.
That's better. You can change many properties of the texture such
as making it transparent (not a good idea for walls) by right clicking
on the texture and click Surface Properties. Click on the different
tabs to get different options.
Hit the Lights
Now if you played your level you would not see anything.
This is because you haven't put any lights in. To see what the level
would look like if it were played you need to rebuild your level.
Press F8.
This is the rebuilder. The only thing you need to worry about for
now is the Rebuild Geometry button. What rebuilding does is immensely
complicated. It basically renders all the lights and processes all
the level data into a playable form. Before playing your level you
must ALWAYS rebuild. So click rebuild now. Now don't panic. That's
normal. Your new room will have disappeared from the 3D view. This
is because the lights have all been rendered and the room is pitch
black. On the menu in the 3D view click Mode --> Textures.
If you can't see a menu in the 3D view click the small green arrow
in the top left hand corner.
Your room will now display regardless of lighting.
To add a light right click in any of the views and select Add Light
here. To move the light (or any other object), click and drag the
object while holding Ctrl. Because you are viewing in texture mode
your light won't have made any change. Rebuild your level and level
change the view mode to Dynamic lighting. You'll see something like
this.
If you want to know more about lights, look at our More
Advanced Lighting tutorial.
Running Your Level
Wow, you can feel proud of your self now. You probably want to know
what it looks like in the game its self huh? Well there are two steps
we have to go through before running the level.
In the browser change the first drop down list to Classes.
You should see a massive list of things with minus signs by them.
This is the Classes Browser. You find all objects here for you to
place in your map. Expand Info and select DeusExLevelInfo. To add
this to your map right click somewhere on the floor in your room in
the 3D view and select Add DeusExLevelInfo here. Deus Ex Level Infos
are very important, and you must have one in every map.
Collapse Info (click on the plus sign) and expand NavigationPoint.
Select PlayerStart and add it to your map.
Rebuild your level and from the menu select File --> Play. You'll
be launched into your level. Congratulations!
What, we're not done yet?
So maybe you know enough to create amazing levels
already. But I'm sure most of you don't.
Lets add a basic light fixture. Create a cube 32*64*64
(height, width, breadth). You'll see that the builder brush will have
shrunk. Also it will be in the centre of the room. Use either 2D view
on the right, select the brush by clicking on it's edges. Then hold
Ctrl and drag the brush to the ceiling. Now click Add .
A cube will appear in your level, and all the sides will have the
texture that you currently have selected. Change them to a stone texture
from the Catacombs package. Load the Area51 texture package. Select
the A51_Light_04.
Apply this texture to the bottom surface of the light fixture. You'll
notice that the texture is a little small. Right click on it and select
surface properties. Click on the Scale tab. Set the Simple Scaling
to 2.0.
Now you can place the light under the light fixture. Then rebuild
your level. You'll notice that the light texture in the 3D view will
have gone dim (make sure you are in dynamic lighting mode). To fix
this we must change the properties. Right click and select surface
properties again. In the effects tab check Unlit. This will make the
texture not affected by light and will appear full bright. Rebuild
again to see it's affect.
Forging Ahead
You now know how to add and subtract :-). Lets put these
skills to good use.
Make a cube (512*512*512) and place it half way down
the edge of your map.
Then subtract it to make a small room by the side of
your main room. Now click the Stair tool
and make a stair of length 32, height 16, a width of 512 with 16 steps.
This should create a stair shaped builder brush which will fit directly
into the small room you just made.
If the stairs are facing the wrong direction then you'll
need to rotate them. To rotate any object in UnrealEd you must always
do the same thing: Select the object in one of the 2D views. Then
hold control and hold the right mouse button on the object. Then move
the mouse left or right. to rotate. The object will rotate around
the X Y or Z axis depending on what view you select it in. Once you
have the stair in place click Add. Make a light at the top of your
new stairway and then rebuild to see your changes.
Make a cube (256*32*192) and place it at the bottom
of the stairway.
Subtract. Now make a large cylinder .
Height: 512. Inner and outer Radius: 1024. Sides: 16. Place this next
to the small cube you just created and subtract.
Add about four lights in your new cylindrical area.
Rebuild and check it out. Now there's one more thing.
Deintersection
Deintersection is a more advanced technique, but is still pretty
simple. You use to to cut a brush when part of is outside the map.
Make a sphere
with an outer and inner radius of 128, 16 radial sides and 8 vertical
stripes. Do not try to make spheres with more than 30 radial sides
and no more than 8 vertical stripes. Sphere eat up processor power
like hell anyway so you should have no need for more than 16 radial
sides. Place the sphere in the centre of the cylindrical room so that
only the top part is showing.
Now press the deintersect button .
This should chop the part which will be bellow floor level. Now select a stone
texture or something and press Add.
Ok I think you know enough now to do your own basic
levels. While reading the other tutorials I would use the map you
created here to test things out. Then when you think you're ready
you can make your own level.