Difference between revisions of "Adding an atmosphere"

From Mod Wiki
(Batch update)
 
(Its location in the world DOES matter! Also made the process more clear.)
 
Line 1: Line 1:
 
{{first etqwmap toc}}
 
{{first etqwmap toc}}
  
The [[Entity atmosphere|atmosphere entity]] essentially adds a ‘sky’ to the map. Its location in the world doesn’t matter. Add an [[Entity atmosphere|atmosphere entity]] and give it a key pair of {{keyname|atmospheredecl}}{{keyvalue|area22_01}}. This is a nice bright, clear day. In order for game components to behave correctly later on, we need to define an outside area in our map.  
+
An atmosphere is needed to add sky, ambient light and sunlight to the outdoor areas of the map.
  
 +
Add an [[Entity atmosphere|atmosphere entity]] by right-clicking in one of the views and selecting ''atmosphere -> atmosphere''. Place it high above your terrain, making sure it is not inside any geometry, and not outside of the map's whole caulk hull. In the Property Editor ({{accelkey|N}}), give it a key pair of {{keyname|atmospheredecl}}{{keyvalue|area22_01}}. This is Area22's atmosphere; a bright, clear day.
  
[[Image:Small outsideportal box.jpg|thumb|left|
 
This tells the game which area is outside and which is inside. Inside being the room we just made, and outside being the rest of the map.
 
]]
 
  
 +
In order for game components to behave correctly later on, we need to define an outside area in our map:
  
 
# Like the caulk hull, by using 6 brushes, create a small room from <tt>[[Common Textures#common/caulk|textures/common/caulk]]</tt> underneath the terrain.  
 
# Like the caulk hull, by using 6 brushes, create a small room from <tt>[[Common Textures#common/caulk|textures/common/caulk]]</tt> underneath the terrain.  
 
# Texture one of the brushes with <tt>[[Common Textures#common/nodraw|textures/common/nodraw]]</tt>, and nudge the brush inwards so the outer face is flush with the adjacent four sides.  
 
# Texture one of the brushes with <tt>[[Common Textures#common/nodraw|textures/common/nodraw]]</tt>, and nudge the brush inwards so the outer face is flush with the adjacent four sides.  
# Now texture the outward face with <tt>[[Common Textures#editor/outsideportal|textures/editor/outsideportal]]</tt>.
+
# Now texture the outward face with <tt>[[Common Textures#editor/outsideportal|textures/editor/outsideportal]]</tt>. It should look like the image below.
 +
 
 +
 
 +
[[Image:Small outsideportal box.jpg|thumb|left|
 +
This tells the game which area is outside and which is inside. Inside being the room we just made, and outside being the rest of the map.]]
  
  

Latest revision as of 11:50, 26 November 2007

An Advanced Map
1. Introduction and goals of the tutorial
2. Necessary map declarations
3. Caulk hull
4. Creating a simple terrain
5. Adding an atmosphere
6. Adding player spawns
7. Adding base structures
8. Adding base vehicles
9. Creating a constructible Bridge
10. Adding an MCP escort objective
11. Adding a Shield Generator hack objective
12. Creating a destructible objective
13. Adding Objective spawns and vehicles
14. Info Objectives
15. Deployzones
16. Playzones
17. Masks
18. Barebones Map script
19. Creating a command map
20. Levelshot

An atmosphere is needed to add sky, ambient light and sunlight to the outdoor areas of the map.

Add an atmosphere entity by right-clicking in one of the views and selecting atmosphere -> atmosphere. Place it high above your terrain, making sure it is not inside any geometry, and not outside of the map's whole caulk hull. In the Property Editor (N), give it a key pair of atmospheredeclarea22_01. This is Area22's atmosphere; a bright, clear day.


In order for game components to behave correctly later on, we need to define an outside area in our map:

  1. Like the caulk hull, by using 6 brushes, create a small room from textures/common/caulk underneath the terrain.
  2. Texture one of the brushes with textures/common/nodraw, and nudge the brush inwards so the outer face is flush with the adjacent four sides.
  3. Now texture the outward face with textures/editor/outsideportal. It should look like the image below.


This tells the game which area is outside and which is inside. Inside being the room we just made, and outside being the rest of the map.


See Also