Main Menu

 

DukeED.com is part of the 3D Portal network

DukeED

Beginner Tutorial: Making your First Level

 

C. Giving Your Rooms Details

 

Now to add some details to this level. Lets add some pillars and 3d objects to the room.

Adding Brushes:

A nice simple way to detail your rooms when you are learning UnrealED is to add things like pillars to your rooms. Select the SkyCity texture set and the Pillar group. Choose that dark brown Beam texture. To create a good pillar, try making a cube that is the height of the room (128 for the hallway, 192 for the 2nd room, 256 for the first - you should know pretty much).. Make the pillar 16 x 16 - That is, give it a width and breadth of 16. Try putting pillars in each corner of your room. Position the pillar in the corner...  You might notice that an object that is 16x16 won't have sides that align with the grid size you are using well.  This is when you should reduce your grid size...

Changing your Grid Size

Changing the size of your grid can be important.   The original grid size may be too big when you are adding smaller, more detailed objects.  Sometimes it may be too small for you to be accurate when placing large objects (zoomed out quite a bit)...  Change the grid size by right clicking in any of the 2D view windows on blank space (read: Don't right click on a brush/object).   There is a grid option on the popup, and it has several grid size options.   The size that UnrealED starts out with is 16 units.  So, in the case that you are in (placing this 16 x 16 column) - You need to make the grid a bit smaller.  So choose 8 units, and you should be ok.

Changing your grid size

Use the popup to change your grid size from 16 units to 8 units

With your new grid size, you should now be able to properly place the columns in the corners.  Be sure to check a size view to make sure the columns align with the floor/ceiling properly heightwise as well...  When you put the pillar in, you are wanting to fill space back UP.. So you are ADDing brushes. Press the add brush to world tool where you want to add your pillar. Put one in each corner.

Add

Pillar

When you have your brush positioned where you want it and the texture you want applied to it selected, press the add tool.

You should be getting the gist of how this works. Try putting pillars at each corner of the hallway...

Hall Pillar

Just keep in mind what the measurements of what you are doing should need. Math is a big part of creating an Unreal level. When you want to put something somewhere, you should be able to calculate how big it needs to be based on what you have made. Take this for example:

Measure

Math Calculations

Scenario: You want to put a pillar across the ceiling of your hallway right here as the above picture suggests. So how do you measure it?  Well, your hallway was 128 wide.  There are two pillars on the sides that are 16 wide each. So 128 - 32 = 96. Make your pillar 16 tall x 96 wide x 16 long and it should fit. Sometimes I get width and bredth mixed up, but its not a problem, just switch them. Put the pillar across the ceiling and add it.

Add Across

One cool thing to note is that you can actually put math calculations in the size fields for the cube tool (or any other tool).  This can save you a lot of time, however I suggest writing down the exact lengths of things rather than using calculations to do things.  Its convenient to know how big things are in your level so you have an easier time sizing objects that you add later on.

You might notice the pillar texture doesn't look right when the brush is going across instead of up and down. Select the texture that doesn't look right, right click, and go to surface properties. Go to the rotate tab, and rotate it + or - 90 degrees. This should make it look right.

Rotate Texture Rotate Texture

Select Texture(s) - Go to Surface Properties - Rotate Tab - Rotate 90 degrees in this case

Now, add the cross-pillar to the other side of the hallway as well.

Using what you have learned, you should be able to add more detail yourself now, doing the math and aligning the brushes to where you want them, texturing them correctly, and rotating the textures as needed. Add some more pillars where you please.

MuchPillars

Now on to adding 3D objects to your level...

 

Next section: Adding Objects and Classes >

 

Return to the Beginners Tutorial Index

 

Copyright © 1998, 1999, 2000, 2001 by 3D Portal. All rights reserved.
Send questions and comments to
team@dukeed.com

If you were directed to a tutorial here from another site, be sure to visit our Main Page and tell us what you think.