|   Building 
              your First Level 
            with 
              UnrealEd 3.0: 
            The First
                    Room, Part I 
             
               
                 
                   
                    NOTE: If you haven't
                           already, it's adviseable that you read Basics of
                           this tutorial as it covers some of the basic concepts
                            related to UnrealEd 3.0. 
                   
                 
               
             
            So, let's get started, shall 
              we?  
            First off, if you haven't already, 
              open up UnrealEd 3.0 by clicking on Start, going to your Unreal 
              Tournament 2003 group, and clicking on UT2003 Editor. This will 
              bring up the interface as described in Part I of this tutorial. 
              You'll also notice that the browsers window is already open for 
              you. For now, you can close this or minimize it. 
            
               
                |   Let's take a moment 
                    to familiarize you with navigating in UnrealEd. As expected 
                    movement in each of the viewports is done with the mouse, 
                    along with various combinations of keys and the left or right 
                    mouse buttons (hereafter listed as LMB for Left Mouse Button 
                    and RMB for Right Mouse Button). It may feel a little cumbersome 
                    at first, but after some practice, it easily become second 
                    nature. 
                  To move your camera in the Perspective view portthe 
                    black viewport with the blue linesclick and hold the 
                    LMB and move your mouse backward to forward and left to right. 
                    As you can see, the view moves along with your mouse on the 
                    X and Y plane. That is, you can look left to right or move 
                    forward and backward. 
                  Now, hold down the RMB and move your mouse. This allows the 
                    camera to look left and right and up and down, while remaining 
                    stationary.  | 
                  
                     
                    Tip! 
                    If you look closely in either of the orthographic views, 
                      you'll see a little eye staring back at you. This is the 
                      iconic representation of the Camera. 
                      
                     
                    | 
               
             
            Finally, hold down both the LMB and RMB and move your 
              mouse. Moving left and right moves the camera side to side on the 
              same track. Forward and Backward moves the camera on the Z-axis, 
              that is, you can move up and down. 
            Movement in any of the orthographic views is accomplished 
              in the same way except that if you hold down either mouse button, 
              you can only move from side to side. Holding down both mouse buttons 
              allows you to zoom in closer, which can also be accomplised with 
              the mouse wheel. 
            Building 
              Your First Room 
            Let's start by building an initial 
              room for your level. There are a few things to keep in mind as you're 
              deciding what size to make your initial room. First off, a room 
              that is only 128 Unreal Units (UU) both in height and width is comfortable 
              for a player to run through, but it doesn't leave a lot of room 
              for jumping, especially with the new power jump feature in the game. 
              A room that has a height of 256 is comfortable both for the player 
              to run through and also for the power jump feature. Also, it is 
              very important to note that the editor, and as such, the game, prefers 
              even numbered dimensions. Said another way, you'll keep both yourself 
              and the editor happy if you choose dimensions in powers of 2. For 
              an excellent quick reference that lists the most widely used dimensions, 
              check out Firefly's Number 
              Chart. 
             Another 
              important note is that 1 UU = 16. That is, if you have your grid 
              set at 16 as in the picturefound at the bottom of your screen 
              just under the perspective viewa cube setting of 16 x 16 x16 
              will build a cube that is one unit in width, height, and breadth. 
              You'll notice that you can set your grid as low as 1 or as high 
              as 4096. Lower settings than 16 are most often used when trying 
              to place decorations or fine-tuning your geometry, and the higher 
              settings are rarely used. For our purposes, unless otherwise noted, 
              keep your grid set at 16. 
            For our level, let's choos a room with a Height of 
              256, a Width of 512, and a Breadth of 512. Right-click on the cube 
              button to 
              call up the properties for a cube primitive. 
              
            
               Click 
                on the dimension numbers in the row labeled Width, and enter a 
                dimension of 512. 
              - Click on the dimension number labeled Breadth and enter a dimension 
                of 
512. 
              - Now, click on the Build button.
 
             
            You'll notice that once you clicked on Build, a red 
              cube appeared in each of your orthographic views. To make it visible 
              in your perspective view, simply click on the Perspective viewport. 
            You'll also notice that the cube you set up has no 
              solidity. That is, in the Perspective view, it's simply a wire-frame 
              representation of the cube. In order for the cube to actually become 
              solid geometry, click on the Subtract button  
              
             Now, 
              what you should see in your Perspective viewport is a hollowed out 
              cube with a green, bubbly texture on the walls. This texture is 
              the default texture, and should be changed, otherwise the editor 
              will issue a warning when you hit the Build All  button on 
              the toolbar at the top of the screen. 
            So, with that in mind, let's change the default texture 
              to one that's appropriate for the floor, the walls, and the ceiling. 
            
              - First off, let's move the Red Builder Brush out of the way by 
                clicking on it in any one of the viewports. It should turn from 
                a dull red to a bright red to indicate that it's the currently 
                selected object. 
 
              - Position your mouse in the Top viewportit doesn't 
                really matter where, though it's helpful if you position it somewhere 
                on the Red Builder Brush. 
 
              - Press and hold the [CTRL] + LMB and move to the 
                right. This will move the Red Builder brush to the right.
 
             
            The above method is how you effectively tell the editor to grab 
              whatever object is selected and move it from one position to another. 
            Adding
                  Textures 
            In order to texture the cube we just subtracted, we need to be 
              able to see all six walls of the cube. 
            
               
                  | 
                 
                  
                    - Move your view in the perspective view so that you're 
                      somewhere in the middle of the cube.
 
                    - Open up the Texture Browser by clicking on the button 
                      at the top of your screen
  
                    - Click File on the Texture Browser and click on 
                      Open, or simply click on the Open icon.
 
                    - Double-click on HumanoidArchitecture.utx and the 
                      textures will load in the browser. Initially, you'll see 
                      the Bases group of the texture package.
 
                    - Click on the drop-down box located underneath the texture 
                      package name to show the list of available groups. You'll 
                      notice that each subsection is made up of suggestions on 
                      its uses.
 
                    - Click on Walls subgroup in the drop-down list to 
                      bring up the wall textures, and pick a texture you'd like 
                      for the walls of your room. I chose wal01bHa.
 
                    - To place the texture on the walls, click on a wall in 
                      the Perspective viewportit will turn blue to indicate 
                      that it's currently selectedand click on your chosen 
                      texture back in the texture browser, and the texuture should 
                      appear on the wall you selected.
 
                    - Repeat this method for each of the walls, then highlight 
                      the floor and choose a floor texture from the floor subgroup, 
                      and do the same for the ceiling of your room.
 
                    | 
               
             
              
            Now that you have your first room built and textured, 
              you'll notice that the textures appear too large. That is because 
              the textures I chose were built at 1024 x 1024, meaning they would 
              fit perfectly on a wall that was the same dimensions. That doesn't 
              mean we have to simply live with these textures. We can resize the 
              textures so they fit the walls of the room. 
            With this build of UnrealEd, resizing the textures 
              to fit simple faces is made very easy. 
            
               Pick 
                any wall of your room so that it is highlighted. 
              - Press [Shift] + B to select all the walls of your room.
 
              - Right-click on any of the selected walls to bring up the Right-click 
                menu and select Surface Properties at the top of the menu. 
                The initial tab is Flags.
 
              - Click on the Alignment tab.
 
              - Highlight Face in the selection box and click on Align.
 
             
            You will notice that this automatically sizes the textures you 
              chose to fit each of the six faces of your room, as in the picture 
              below. 
              
            At last, your first room. It's a pretty basic room, 
              but this process is essentially the same that you'll use with any 
              BSP based geometry. 
            Adding
                  Lights and a Player Start to your Room 
            Now that you have the geometry and textures for your 
              first room, you need to add a few more elements to make it a playable 
              room. 
            To start, your players need to be able to see, so 
              let's add a light to your room. The room is small enough that one 
              light should suffice if properly placed. 
            
               Start 
                by positioning your Perspective viewport so that you can see the 
                ceiling of your room. 
              - Right-click at about the center point of the ceiling and call 
                up the Right-click menu.
 
              - Click on Add Light Here. A lightbulb icon will appear 
                in your room to indicate that a light is present.
 
              - You may have noticed that not much has changed yet in your viewport. 
                You need to build the lighting in order for the changes to take 
                effect. Click on the Build Lighting button. 
  
              - If you still don't see any changes, you probably need to turn 
                on the Dynamic Light button on your Perspective viewport, 
                highlighted green in the picture below.
 
             
              
            Your lit room should look similar to the picture below. 
             Even 
              though there's a light in the room, there's still a minor problem 
              with the lighting. Essentially, some of the light is absorbed by 
              the proximity of the light to the ceiling. For it to light the room 
              more effectively, highlight the light to select it and use the [CTRL] 
              + LMB drag method in the Side viewport to move the light 
              down to about the middle of the room, and rebuild the lighting. 
              Now, the room appears a little brighter, and the texture on the 
              ceiling is more visible. 
            The light you just placed very likely won't be the final light 
              placement for your room, but it's good to get into the habit of 
              placing placeholder lights so you can view your level in Dynamic 
              Lighting mode, and to get a feel for how it will look in the end. 
             Finally, 
              to test your room in the game, you need to tell the editor where 
              to start the player. 
            
              - Right-click on the floor of your room, somewhere near a corner. 
                Clicking on the floor will ensure that the player start is located 
                at the correct height from the floor and keep the player from 
                starting the game either too high off the ground or buried in 
                the floor..
 
              - On the resulting menu, click on Add Player Start Here. 
                A joystick icon will appear with an arrow pointing in the direction 
                the player will face when spawned.
 
              - With the player start still highlighted, position the mouse 
                pointer anywhere in the Top viewport.
 
              - Press [CTRL] + RMB and move the mouse. This will rotate 
                the player start.
 
              - Rotate the player start until it is facing into the room.
 
              - Click on the Build All 
  
                button to apply all the changes to your level. 
             
            To give your new room a whirl in the game, click on the Play 
              Map button found at the top of the editor screen, next to the 
              Build Buttons. 
            You'll see that the room you just created is very simple and rather 
              featureless. In the next tutorial we will cover expanding the room 
              by adding hallways and additional rooms as well as adding static 
              meshes. 
            Expanding 
              your new room »» 
               |