Post by Hook on Apr 2, 2018 14:51:36 GMT -6
Making Custom Objects & Brushes in UT Maps:
By "Hook" - 6/5/02
Basically to make a custom object, you will be adding objects and also possibly subtracting some parts to first make a model of what this custom object will look like, texturing it to the final look, then surrounding the model with the red brush and intersecting it. Then, you will use the resulting new red brush to add your custom object to the world or map. It is critical that the scaling and resizing of the red brush be reset before intersecting. If you don't, the custom object may not work right. I usually use RESET ALL under the brush menu at the top, but you can also right click the red brush and select reset all. It is also crucial to have your textures aligned and applied correctly on the model object you built, because once you intersect the red brush with the model, the new custom object will be identical to it and cannot be changed.* <-??? *(I am not sure if the object can or cannot be changed as of the last update of this tutorial)
First off it is best to make a building or workroom to the side of the main map area you are working on. This is a good idea with most any map that you build. Build this workroom big enough to fit any movers, objects or other complex shapes you may want to build in it. Pick a light texture for all six sides of the room. It doesn't matter what texture you use. Add a few lights in this room to see with. This is just the room you should use to build your movers and other shapes in. You will of course want to delete this room and all its contents when you are finished with the map. I will refer to this room as your builder room from now on.
Making the Custom Object:
To build the custom object, first build a shape you want the object to look like. (It can be more than one object put together as in the lifts in FragginsteinCastle) Make sure it is in the center of your builder room, not touching any of the walls. Pick an appropriate texture(s) and apply it to the newly built Model Object. (Remember that this Model Object is merely a model of what you want your Custom Object to look like)
Once you have the Object textured, aligned and looking the way you want it, do a reset all on the red brush and resize it large enough to completely surround the model object, but not touching it or anything else. Position the red brush around, or surrounding the model object and then intersect it (hit the Intersect button) and the red brush should wrap itself around the model object exactly copying it.
Now take the newly formed red brush and move it to the place you want to place it in your map. Now click the ADD button (or Subtract button if you are subtracting this shape out of a solid area) and you should get an exact copy of the model object in the place you have the red builder brush. It will look exactly like the model object you built and intersected the red brush with over in the builder room, only with fewer polys. Also, it will keep the file size down and the map will play better using this method.
Of course you can Save this new custom red building brush for future use if you want.
Notes TO SELF:
Add section on RayTraced Lighting! ??? (not sure if needed for non-movers)
By "Hook" - 6/5/02
Basically to make a custom object, you will be adding objects and also possibly subtracting some parts to first make a model of what this custom object will look like, texturing it to the final look, then surrounding the model with the red brush and intersecting it. Then, you will use the resulting new red brush to add your custom object to the world or map. It is critical that the scaling and resizing of the red brush be reset before intersecting. If you don't, the custom object may not work right. I usually use RESET ALL under the brush menu at the top, but you can also right click the red brush and select reset all. It is also crucial to have your textures aligned and applied correctly on the model object you built, because once you intersect the red brush with the model, the new custom object will be identical to it and cannot be changed.* <-??? *(I am not sure if the object can or cannot be changed as of the last update of this tutorial)
First off it is best to make a building or workroom to the side of the main map area you are working on. This is a good idea with most any map that you build. Build this workroom big enough to fit any movers, objects or other complex shapes you may want to build in it. Pick a light texture for all six sides of the room. It doesn't matter what texture you use. Add a few lights in this room to see with. This is just the room you should use to build your movers and other shapes in. You will of course want to delete this room and all its contents when you are finished with the map. I will refer to this room as your builder room from now on.
Making the Custom Object:
To build the custom object, first build a shape you want the object to look like. (It can be more than one object put together as in the lifts in FragginsteinCastle) Make sure it is in the center of your builder room, not touching any of the walls. Pick an appropriate texture(s) and apply it to the newly built Model Object. (Remember that this Model Object is merely a model of what you want your Custom Object to look like)
Once you have the Object textured, aligned and looking the way you want it, do a reset all on the red brush and resize it large enough to completely surround the model object, but not touching it or anything else. Position the red brush around, or surrounding the model object and then intersect it (hit the Intersect button) and the red brush should wrap itself around the model object exactly copying it.
Now take the newly formed red brush and move it to the place you want to place it in your map. Now click the ADD button (or Subtract button if you are subtracting this shape out of a solid area) and you should get an exact copy of the model object in the place you have the red builder brush. It will look exactly like the model object you built and intersected the red brush with over in the builder room, only with fewer polys. Also, it will keep the file size down and the map will play better using this method.
Of course you can Save this new custom red building brush for future use if you want.
Notes TO SELF:
Add section on RayTraced Lighting! ??? (not sure if needed for non-movers)