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Build on
the grid
Sticking to a 64x64 or 128x128 grid for most of your
general layout (particularly on the y axis-i.e. floors
and ceilings) will save you tons of headaches with
texture alignment. Since most of your wall textures will
be 128x128, let the grid do your alignment for you
wherever possible.Build
flush
Make sure that your brushes fit tightly together. Brushes should abut against one another.
Avoid seams created by the edges of two brushes, as these
junctions may result in leaks. Instead, drag one or the
other brush the extra units to create an abutment. For
example, take two bricks and hold them so that they are
joined only by their corners. Obviously, this
configuration is pretty unstable. Now slide one brick
down so that its base is flush against the surface of the
other. This is the configuration you should use.
By the same token, try not to overlap brushes. In other
words, avoid having one brush intersect with another. If
a brush is sticking into another brush, the processor
will have to do more work to figure out which geometry to
remove.
It is especially important to avoid allowing two
overlapping brushes to share a surface visible from
inside the world. The simplest example is a brush that is
copied and pasted onto itself. If the two brushes have
the same texture, you can expect lighting errors at the
very least. If the brushes have different textures, you
may see both lighting errors and z-buffering issues
(shimmering resulting from the different surfaces being
rendered in different frames).
Use the locator
By moving the locator (the green lines that crisscross each
window in DEdit) with the X key, you can move the world
origin, which is the junction where x, y, and z meet.
This tactic allows you to place new brushes precisely
where you want them.
The principle is fairly simple.
Typically, you will create brushes in one of the three perspective
windows: x/z
(top/bottom), x/y (front/back), or y/z (left/right). If
you build a brush in the x/z window, it will appear in
the world where the y axis meets x and z (0 0 0 by
default). Likewise, if you build a brush in the x/y
window, it will appear where the z axis meets x/y.
If you move the locator up by 128 units in either the y/z
or x/y windows, you can change the y position at which
brushes created in the x/z window will appear.
Tutorial: Create a new world in DEdit.
Create a new 256x256 brush in the upper right window
(x/z). Give it a thickness of 32 units. You now have a
floor.
In the x/y window, raise the locator so that it is 128
units above 0 0 0. Return to the x/z window and reduce
the grid to 32x32. Along the top edge of your floor,
create a new brush that is 256x32. Give it a thickness of
160. You now have a 128 unit tall wall that is flush
against the floor of your room. Repeat the process along
the other edges of the floor (make the brush 32x320x160
to ensure that it is flush against the north and south
walls).
Return to the x/y window and raise the locator another 32
units. In the x/z window, create a new brush that
encompasses the outer edges of the walls (it should be
320x320 units). Give it a thickness of 32. You now have a
roof that sits snugly on top of your walls.
To build this room without the locator, you would have to
create your brushes along the default axes and then drag
them into place. In a large level, it quickly becomes a
time-consuming process.
Note that the locator also defines the center of rotation
used whenever you rotate brushes.
Build brushes in all three
perspective windows
Don't just build brushes from the top down view. If you want a
sloped ceiling, use either the x/y window or the z/y
window and create the exact slope you want in one simple
step. Use the locator so that it aligns with the edge of
the room.
Start simple and save detail until
last
You can save yourself lots of headaches by constructing
your world in simple pieces. Start with floors and
stairways, making sure you have plenty of room for walls
and other architecture. You may even want to consider
building the entire floorplan of the level before you
build a single wall. That way you can run around in it
and get a feel for the layout without having to commit a
lot of time and energy to details you may end up chopping
out anyway.
Note that you'll need to enter "forceclear 1"
at the console in an unenclosed level in order to get rid
of the hall-of-mirrors (HOM) effect.
Build up your rooms as boxes, making sure the areas are
big enough (it's easy to make an area smaller, but
expanding a tight corridor can be a pain in the ass in a
complicated level). Once you've got a nice boxy layout,
seal it up by tracking down any leaks and do a Full
Optimization on it..
Check your poly counts at this point, as any performance
issues you notice at this early stage will only get worse
as you start to add detail.
Once you're comfortable with the layout, you can go into
your individual rooms and start adding the sloped
ceilings, light fixtures, pipes, and whatever else you're
planning. You'll probably find that you've got tons of
ideas after having run around in the boxy shell for a
while.
Group brushes as you go
You may find it helpful to group individual areas so that
you can hide them easily (right click on a node in the Node View and select Hide). I tend to
group an area's floors separately from its walls and
ceilings.
It's particularly advisable to group light fixtures,
railings, and other detail brushes and name the nodes accordingly. For one
thing, these brushes will be excellent candidates for a
detail setting of 1, which will dramatically speed up
optimization time. For another, detail brushes tend to be
distracting when you're working on a large level. Hiding
as much as possible makes it easier to see what you're
working on and reduces the likelihood that you will
inadvertently mess something up.
Take advantage of the
tools
DEdit lets you create brushes of all shapes and sizes with a few simple
clicks. While you should be careful of concave brushes,
you should exploit the editor's flexibility to save
yourself time. If you're not using all three perspective
windows frequently, you're probably not working as
efficiently as possible.
If you want to create an archway, line up the locator so
that the brushes you create will fall where you want
them, then create the archway out of small, angled convex
brushes. You can even create the entire archway out of
one concave brush and use it as a template for the
individual convex brushes. Just be sure to delete the
concave brush afterward (use Find Concave Brushes in the
World pulldown menu to select any concave brushes you've
created).
Likewise, you can save time by building half the archway.
Select the brushes, copy and paste them, and rotate them
to complete the archway.
Aesthetic tips
There are some simple tried and true tricks you can do to
improve the look of a level:
- Vary ceiling and
floor heights in adjacent areas
- Use lots of angles
- Take advantage of
3D with multilayered areas
- Use skylights to
create a more open feel in an area
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