Hello everybody, this map you see here was made in less than 20 minutes, using only the things taught in this tutorial. Have fun. *Eats mic* Previously on this tutorial series… So far we have a working level, but there are problems with the lighting. Some things are completely black, whilst other things are bright. To fix this, you need to add lighting. Here it is before lighting, and here it is after. Iím sure youíll agree that itís a big improvement. So, letís get on with it. You make a light the same you make a person. You go up to the ëEntity Toolí, select it, click somewhere in the level, click on the ëSelection toolí, select it, and double-click on the entity you just made. However, instead of choosing a player in the drop-down list, type ëlightí. Once selected, click ëapplyí. Well done, you now have a working light in your level. Iím going to move it to the middle of the level to get the best lighting. It doesnít tend to work too well if the lightís in a wall. This should now work in-game. As you can see, this is a very important part of the tutorial.

Make sure you have annotations turned on for this video, and click on the part you want to watch. Or you can watch through all of it. Click on the ëblock toolí, on the left hand side of the screen, click ëbrowseí, and find the texture you wish to use. Double-click on it, then drag out a square in one of the grid views. Once youíre happy with its position, press ëEnterí to make it. If you want to change the size of one youíve already made, click on the ëSelection toolí and select the block you wish to edit. You can then drag the edges in all directions. You can use the scroll mouse to zoom in on this grid view. If youíre finding the grid the wrong size for the blocks youíre trying to make, change the size of the grid. You can do this by clicking on the ëplusí and ëminusí buttons here. As you can see I can now choose more precise sizes. When it comes to texturing something youíve already made, you can either texture all of it, or one face of it.

To texture all of it, click on the ëSelection Toolí and click on the object you wish to retexture. Click on the ëBrowseí button on the right hand side of the screen and choose a texture. Now, click on the ëApply Current Textureí button on the left hand side of the screen and it should change to the new texture. If you want to texture individual faces, you can use a very powerful tool called the ëToggle Texture Applicationí tool. Once youíve clicked here youíll get this little menu. When you click ëApplyí, any of the faces that are selected will change to the new texture.

Alternatively, you can choose a texture, then right-click on the face to change it. So once again, you click ëBrowseí, find the texture you want to use, then right-click on the faces to change them to the new texture. If you want to have sky in your level, it works the same way as a normal texture. Click ëBrowseí and find the skybox texture. It helps to type ëskyboxí in the filter box at the bottom. Find the texture that looks like this, double-click on it, and apply it to any wall that you want to look like sky in the game. The first tool Iím going to talk about is the clipping tool.

It lets you cut objects in half. Click on the ëSelection toolí at the top of the screen and select the block that you wish to cut in half. Now click on the ëClipping Toolí. To use it, move the mouse over one of the grid views, and hold down the mouse button to make the cut. The area thatís in white will be left after youíve pressed the ëenterí button. If you make a cut, but donít press ëenterí, you can click on the ëclipping toolí and it will choose which area is left after you press ëenterí. If both sides are white, as you can see here, it will create two separate objects. Now onto the second tool. The ëVertex Toolí lets you adjust the edges of objects you have already made. First of all, make sure the object is selected.

Now, click on the ëVertex Toolí and youíll find lots of white squares around the outside of the object. Select one of these and drag the mouse to adjust the position of the corner. Once youíre happy, click on the ëSelection toolí to save the new shape of the object. There are some advanced shapes that you can use in the editor. To get to them, click on the ëBlock Toolí on the left hand side of the screen, then on the right-hand side of the screen, find this drop-down list. I wonít go into them in detail now, but some of them are more useful than others. Have a go. Just be sure to set it back to ëblockí after youíve finished. ëObjectsí include trees, barrels, bottles on the floor, cars… things like that. To add one to the level, click on the ëEntity Toolí and click somewhere in the level. Now go up to the ëSelection Toolí and double-click on the entity youíve just made. Type ëpropí and several options will apear. The only ones you will need will be ëprop_dynamicí, ëprop_physicsí and ëprop_staticí.

Iím going to be using prop_static, as it works for most objects. Click ëApplyí, then click on ëWorld modelí. Click on ëBrowseí, and if you have a problem with this screen loading up, quit it and click ëBrowseí again. Once itís loaded, type the name of the object you wish to add in the ëFilterí box. Iím going to choose a tree. You can click on the ëInfoí tab and it will show you all of the types of objects that it will work for. This is useful if it doesnít show up in-game, or if thereís an error.

I use ëprop_staticí for things that donít move, and ëprop_physicsí for things that do. Not all things work with ëprop_physicsí, for example, this tree doesnít. Click ëApplyí for it to appear in the level..

As found on Youtube