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