Mapping For Dummies/Basics

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Contents

Basic Definitions

You can find a list of commands for UFORadiant here, however, there are a few things you need to know first for that list to make sense.

  • A "Brush" is an object on screen. It is not what you draw the object with, it IS the object. You usually click and drag a box on the screen (left mouse button), and what you get is a brush. This object is the core of the entire map building process.
  • A "View" is the big grid in the middle when you open up Radiant. It primarily starts off in the 4 view split view.
  • An "Entity" is basically any object you can work with.
  • Vertex is the corner of an object.

Basic Controls

To move around in a grid on the screen, hold down RMB Image:Template-RMB.png on the mouse and drag yourself around. Not the most intuitive, but it works.

Right-Click and then move your mouse around in the camera view window to change your orientation (say you wanted to see a floor, or a ceiling). Remember to RMB Image:Template-RMB.png again in the window to return to normal usage once you've angled the view the way you want. End will re-center the camera view. The arrow keys will take the view forward/back and slide left/right. Note that if Caps Lock or NumPad Num Lock is on then the camera view will behave differently. You will usually want to use 3D view with them both turned off. While you are in mouselock mode you can move the view by using the scrollwheel or by holding down the Ctrl and move the mouse up/down left/right.

Selection

To select a single face of a brush you can hold down Ctrl and Shift and using the LMB Image:Template-LMB.png to select the face under the cursor.

To select a brush, hold down Shift while clicking on the object. It selects layered brushes by selecting the topmost one first. To deselect a brush (or any object), hit Esc.

An alternate way of dealing with troublesome brushes in the way of selection is to hide them. You can hide any brush by selecting it and hitting H. Show all hidden brushes with Shift H.

You have several options to expand or change selections - see e.g. those shown in Edit-Selection menu. In addition to those listened in the menu you can also select a set of brushes (while not in mouselock mode) by holding the Shift key and dragging a box around the brushes you want to select. You can add or remove single object (brushes or (entities)) by using the Ctrl and LMB Image:Template-LMB.png.

In the camera view window, you can also use the below described 'Mapinfo' sidebar panel to select objects and work with them without having to try to dig your way through numerous levels of layered brushes.

Modifying

To adjust the width of an object, click and hold down the left mouse button outside the shape. To move an object, click and hold down the left mouse button inside the shape.

Creating

Remember just clicking the left mouse and dragging makes a brush. Shift LMB Image:Template-LMB.png+ Drag will select multiple brushes... including ones who's borders are off the screen. So, if you have a big land area underneath 5 brushes you're trying to select, and you drag across the 5 you want, you'll get the land mass underneath.

Easiest way to avoid this is to use Shift LMB Image:Template-LMB.png on each object independently to access them. More on this momentarily for when you build more complex maps and need new ways to work with specific objects. If you must drag across multiple brushes, the easiest way to deal with this is that Shift LMB Image:Template-LMB.png is a toggle and will deselect as well, so, highlight your brushes in a drag, then Shift LMB Image:Template-LMB.png any 'outside' objects you accidentally grab.

Sidebar

Mapinfo

The letter L will get you to a list of all the objects (entities) on the map. Easy to select a specific item from this list when you're dealing with a very layered set of brushes.

Surface Inspector

The letter Shift S will bring up the 'Surface Inspector', which allows you to setup what 'cutaway levels' in the game (1-8) the object is visible on.

Entity Inspector

The letter Shift E brings up the Entity Inspector, used to set specific variables on objects. At first, we will only use this to deal with lighting.

Grid layout

The number keys over the keyboard will change the grid levels to a finer or coarser grain. You will end up using these a lot, along with the Del and Ins keys (or the middle mouse wheel) to zoom in and out of the map. Get used to them to help you with placement. Even though at longer zooms you may not see the visual grid change, the level of 'snap' to grid does change when you move an object around. There are finer levels of grid available then you will be able to access via the keyboard. These are usually only used when creating brush objects (like in the prefab files, discussed later). While placing brushes or (entities) in the world keep our dimensions in mind.

Texturing brushes

To add texture to a brush to make it pretty, select the brush (or face of the brush), and then in the window with open the texture browser (T), expand the tex node, then double click a choice, such as tex_nature. Then select an image in the resulting list, and it will cover your brush. Ctrl Tab if your window is acting oddly after applying a texture, especially with moving around the view, described below. You need to leave the 'texture application' window and return to a normal window.

If you use the arrow keys, you can move in the 3d view around, and pageup/pagedown will raise/lower the view in small increments. Use D and C to jump levels (z32 per tap). You can wander around and go look at your newly textured block.

General useful information

To be able to get your map to build into a .bsp file (what the UFO: AI game will actually use) correctly, you'll need at least 3 brushes on the map with their level settings correct. The map must also be a minimum of 20 64x64 visible squares (Figure 320 x 256). I haven't tested if this can be shrank when you go up with multiple levels, but a 'single level' map is hit with this constriction. However, you will NOT need to place any alien or human start points yet.

The map will also have a 22 meg memory usage hard limit in the game. This includes equipment models, actor models, etc. So, even if your compiled .bsp file is smaller then this restriction, you may run into it. If you are crashing to desktop with a .bsp file that's larger then around 14-15 megs, it's quite possible nothing is wrong but memory dumps. Be aware if your map is VERY complex.

Your .map file WILL save when you perform a .bsp build. This means that your temporary changes that you want to see without committing commit without your agreement. Switch your save file when you do experimental changes. Especially if you are working off a standard mission map to see how things look. While you're at it, turn off autosave in the Edit... Preferences if you're going to experiment with 'Real' maps.

Further steps

Play around with the controls here to get used to what they're going to do, and then come back and we'll walk you through setting up a map without people, and then adding some folks to it.

When you're done making a very broken toy while playing with the tools, go to Lesson 1.

Alternate layout

If you don't use the default 4 split view (See Edit-Preferences-Layout), the easiest way to switch from top down to a side view to adjust height on an object is Ctrl TAB. It will cycle the main map view through an XY view, an XZ view, and a YZ view. If you want to see these three views at once, instead of the default method, you want to go to edit-preferences.

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