 |
| Step 1 |
 |
| Step 2 |
 |
| Step 3 |
 |
| Step 4 |
|
I used to be an ultimate Radiant newb. Now you're the radiant newb. Or you're a wondering soul that should be in the editing forums or realizing the quadratic equations behind gravity.
Week-on-week, the regular question you newbs seem to ask is “How do I make water?” – so that's what I'm going to cover in this tutorial in what could be one of many to help all of you guys and gals create your first maps for Elite Force II. [All tutorials are based on the way I map personally; others may have their own ways].
- UberRadiant should be open. Follow my instructions in the 2D view. First of all you need to define the area that you want to place your water. So create a brush of any size you like on the grid. Texture it whatever you like by selecting textures and choosing whatever you want. My example brush is 192 length x 8 width x 64 height/depth.
- Now that you have done that we can create a square shape by copying and moving the same brush. We do this by clicking on the brush and pressing spacebar for ease. Beside the original brush another one will appear, move that to the right of the grid (my example is 22 squares in between left to right). Then its time to make the other two sides, click on either brush and select copy again. This time with the copied side go to toolbar >> selection >> rotate >> rotate z and move it to make the top of the square. Copy that brush and move it below until it and all are positioned (with no caps) as a square on the grid.
- Now for the water shape. Inside the box parameters, draw a square using the click-drag-and release scheme and give it a depth of a measurement lower than your surrounding brushes. This must be covered in a “no draw” texture, which means that the game engine will recognise the brush but will not allocate it a ‘player visible' form. To do this go to the toolbar >> textures >> common >> no texture.
- And now we give life to our creation. Click the top side of the shape, to do this hold down shift + ctrl and left-click. For this side we must give it the water texture, so that it will be conceived as water in game. For this, select toolbar >> textures >> Starfleet >> sfwater1. Voilà ! Now your creation looks like a pool of water – how damn cool! Be aware that this method can be used for any water or other liquid textures that are within the game. Happy swimming.
Having any trouble with this tutorial? You can contact Max on mightygamer(at)hotmail(dot)com. Remember to read through the tutorial carefully and play around with the supplied .map before reverting to contacting.