This is a discussion on How to Make GunZ Map [Tutorial] within the GunZ Tutorials forums, part of the Gunz Online category; Credits:
Spoiler : Legion (GZMAP-plugin)
Jassy ([TUT]How To Make Maps)
Momar (for this tut friendly TUTORIAL)
pluke ([TUT] START MAPPING ...
Legion (GZMAP-plugin)
Jassy ([TUT]How To Make Maps)
Momar (for this tut friendly TUTORIAL)
pluke ([TUT] START MAPPING WITH GTKRadiant!)
Katsuro ([TUT/NEW!] GZMap - A New Map Maker!)
thajj ([TuT]Setting up your Lightmap for GTK Radiant)
GTKRadiant (for their program)
(Momar, pluke, Katsuro, thajj)
1st is you need to download my complete files to make a map (uploaded by Momar)
Download: GUNZMAP MAKER.rar
ReadME:
1 GtkRadiant-1.5.0-2007-04-26.exe
install it = C:\Program Files\GtkRadiant 1.5.0
2 gzmap_win32bin_0.1.exe
install it
Next
Destination Folder: C:\Program Files\GtkRadiant 1.5.0
Next
Destination Folder: C:\gunzmaps
Next
(Finish)
[by Duster] When you installed GTK you'll have to set out your GTK-path to your database.
-> Preff -> Path -> select C:\gunzmaps\ CLICK HERE TO SEE THE PREVIEW
My another tutorial for testing out your Map.
(YOU SHOULD READ jassy's TUT below 1st before you will read this.)
1. You should build your Map 1st.
2. Go to your Folder C:\gunzmaps\data\maps
3. Copy the map you have built, and paste it to your Gunz Gunz Folder Map.
4. Download this: Gunz Map Debugger (Female)
5. Paste it to your Gunz Folder.
6. Now Open the GMD.exe (Gunz exe: Gunz.exe Map Name: YourMapName (do not put the .mrs file name))
6b. If it is not working on your Gunz Runnable like other Gunz Server's Client Folder, just better download the Normal Gunz Client = Mirror1 or Mirror2.
7. Enjoy your own map.
Alright lets get started, now that we've put in some custom textures we have to restart GtkRadiant so it can read the new textures. Open your map up and lets get started!
If you don't see this exactly, not to worry. Follow these steps to configure GTKRadiant to appear and operate like mine (which is, of course, superior to every other possible way). Go to edit, then preferences, and in the list, under Interface, click on layout. Set your layout as mine is... I prefer this to the other layouts for ease of use.
PART II
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Creating your first map
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Alright guys time to get started! In here we're going to begin building the room. This tutorial will cover creating the walls, floor and ceiling, as well as some very basic texturing.
Some useful commands to know before getting started
Code:F1 - Brings up the help menu
Insert/Delete - Zooms in/out of a window
Escape - Deselects any selected brushes/entities
Shift-leftclick - This selects or deselects the brush/entity you click on
Esc - deselect the selected item(s)
Numpad keys - Changes the grid size
ctrl-c - Copy the selected entity/brush
ctrl-v - Paste the previously copied entity/brush
t - Brings up the texture-picker.
ctrl-shift-leftclick - Selects just the face of a brush (one at a time)
ctrl-shift-alt-leftclick - Selects/Deselects the faces of a brush (as many as you want)
d / c -Move the camera vertically
Okay lets begin!
Now for the floor. Click and hold the mouse button at the -256,256 mark (top left of the window) and drag down to 256,-256. This should create a large square as depicted in the following picture.
The Floor
Congratulations, you just created your first brush. What is a brush? A brush is a surface inside quake3 arena levels. Basically, everything we're going to do here will revolve around brushes or entities. We'll get into entities later, but just know that if I'm talking about a brush, I'm talking about THIS. Now that you know what a brush is, let's move it some.
Click and hold your mouse button in the center of the brush, in the bottom left window. This is a side view. You could also do it in the bottom right window, which is the front, as we're just going to drag the brush down a bit. Now, drag it so that the top of the brush is even with the 0 line. The following pic will illustrate what I mean.
Moving the floor down a step
Does it have to be at the 0 mark? No. However, we're putting it here for the purpose of demonstrating the movement of brushes (very important) as well as making it easier on ourselves later.
Okay before moving on lets set GunZ spawnpoints. It's important to set these locations otherwise your map will crash (duh) Before creating a spawnpoint we must de-select the current element (the floor) or else the spawnpoint will actually replace the floor, and we don't want that to happen. The below picture will give you an example how to add a spawnpoint:
Inserting a spawnpoint
Take a good look at that pink rectangular object, thats how big your gunz character is relative to the map.
Okay obviously we can see that our floor is too small lets stretch it out a bit but first we must select the floor again. De-select the spawnpoint by hold shift and clicking it, then click the floor it should highlight pink. If you look below you should be able to see the three dimensional panels and your selection should highlight red on them. To stretch an object in the x, y direction click and hold your mouse in the top right panel just above the box which is highlighted red and drag it, it should start to grow.
Stretching your floor
Okay lets texture it! just press "T" on your keyboard to bring up the textures menu and select any texture you want for your floor.
Floor
Alright its almost time for us to compile and test our map ^^
Next we have to create a large box around our plateform make sure its air tight, otherwise the map will have errors. It's like accidentally opening something up to the vacuum of space, everything gets sucked out.... Anyway you get the point all levels must be surrounded by some sort of a barrier.
Adding Lights to the map
1. right click to the X/Y/Z
2. click light
3. input number (OK)
Building the map: Click Build at Menu Bar, then choose one what you want: nolightmap, fastlight, or lightmap
it is better to click lightmap
if it can't build by lightmap, then use fastlight, then if not, then nolightmap (it is because of curves and brushes / A lightcrash is related to the total of faces and the shapes you use. When you make arcs you'll get a lightcrash faster as when you build in square shapes)
Credits:
Legion (GZMAP-plugin)
Jassy ([TUT]How To Make Maps)
Momar (for this tut)
pluke ([TUT] START MAPPING WITH GTKRadiant!)
Katsuro ([TUT/NEW!] GZMap - A New Map Maker!)
thajj ([TuT]Setting up your Lightmap for GTK Radiant)
GTKRadiant (for their program)
nice, that you made this topic, but you forgot some points.
1) When you installed GTK you'll have to set out your GTK-path to your database.
-> Preff -> Path -> select C:\Gunzmaps\
2) you dont have to build a large box around your map.When you fall off the platform you'll die at a certain point: 'Falling in oblivion'.
3) Clippertool is a good tool to make different shapes in your map.
4) A lightcrash is related to the total of faces and the shapes you use. When you make arcs you'll get a lightcrash faster as when you build in square shapes
5) you can import .elu's (object files)
+ you forgot to give credits to Legion who made this GZMAP-plugin for the GTK Radiant