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4. First Test
Go and take a look at your level. Start the level via GothicStarter.
After loading, your level should look like this:
Boring, huh? But you'll change that soon...
5. A Portal Room
The level will grow in size now (as 10x10 is not really that BIG)...
and you'll make a portal room.
a) Start 3D Studio MAX and load your level file. Resize the level
by distending the four vertices until your level mesh looks like
this:
b) Now distort the four innermost points (those forming the quad
in the middle) just like in this picture. This will form the base
of your portal room.
c) Model the portal room's exterior by simply extruding the quad
by 300 to 350 units, as shown in the following pic:
d) Create a quad in the long wall via Divide Edge and distending
of vertices. You'll need it for a door later on.
e) Now this is going to be difficult :) Extrude the portal room's
interior, starting from the 'door'. Select the two triangles (or
quad) forming the door and extrude them to the inside by 50.0 units.
After that, extrude the area by another unit in the same direction.
This will be your first interior wall. Scale the area's width and
distend the four vertices so they form a rectangle (see picture).
Extrude the selected area once again. Now you can make out your
room's interior. Extrude it until the 'walls' all have about the
same depth.
The portal room in itself is ready now. Just take care that no
polys or vertices stick through the outer walls (see the Zengin
documentation)! Now use the UVW Map Modifier (as Box Mapping) on
the whole object.
f) Now do the portal trick. You have to insert two polys in the
'corridor'. Create a polygon in the rear part of your corridor with
the 'Create' command.
Assign a special material to the poly, classifing it as a Portal
Polygon. Create (in the Material editor) a Standard Material with
the name P:_ROOM1 (see the ZenGin documentation). While the portal
poly is selected, the material will be assigned to this Sub-Object
(3D Studio automatically creates a multi-material for the whole
mesh).
To create the poly for the portal's other side, simply hold down
the SHIFT key (with 3D Studio Move Mode activated) and click on
the P:_ROOM1 poly. Select 'Clone to Element' from the dialogue and
flip the new poly. Create another Standard Material with the name
of P:ROOM1_ and assign it to the portal poly that goes towards the
interior.
Now the polygons' vertices have to be merged... or rather, welded.
In Vertex Mode, select 'Select All' from the Edit menu, then 'Weld
Selected' from the tool bar. The portal poly has to be planar to
work correctly, so select the poly (in Polygon Mode) and then press
the 'Make Planar' button.
g) THis is how it ought to look now.
Save the MAX file and export a new 3DS file. Just overwrite the
old 3DS file in the GOTHIC\_WORK\DATA\MESHES\LEVEL\ folder.
Note: If you don't assign a 'diffuse bitmap' to your portal polys,
they will be strangely colored if seen from a certain distance.
You might use OC_W_FARDOOR_128.TGA which is in the same directory
as the floor texture.
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