msleeper Tilt!


Joined: 12 Dec 2004 Location: Atlanta, Jawjuh
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| Race Course Mapping Tutorial
-Open Photoshop, PSP, paint, whatever. Draw out an outline for your map. This is a good idea so you can look back at it when designing it and not forget any major curves or turns.
-Start up Hammer. Start out by making the straight portions of your map with the block tool. The track should be 512 units wide, which will comfortably fit 2 buggys side-by-side.
-Lets start with the first curve. The best an easiest way to make the turns in a map is with the arch tool. Draw the bounding box how big you want the turn to be (in this case, 2048x2048) and press enter to bring up the Arch Properties dialog. Fill out the box to match the image. Depending on the size and "sharpness" of the turn, use different numbers of sides. In this case, we are using 8 since it is a fairly big curve.
-Make the next curve. This curve is going to be tighter and smaller, so adjust your number of faces.
-The next turn is where things start to get tricky. You will probably have to adjust the straightaways when making your track, by either lengthining them or moving them altogether.
Copy or make another 90 degree curve like the previous one, and line it up to the end of the straightaway.
-Copy that turn to where the next curve will be and rotate it appropriately. In this case, rotate it -45 degrees on the Z axis.
-Turn on "Solids" selection and delete the last two brushes of the third curve, and the first and last brushes of the fourth curve. Select the straightaway and turn on vertex editing.
-Vertex edit the straightaway so that it lines up with the edges of the arch brushes. You may have to get really close in on a small grid (4, sometimes 2), but it should line up easily on the grid.
Sometimes on odd angles or more complex tracks, the arch brushes will have to be vertex edited slightly. Try to keep them as close to their original position as possible.
-Making the final turn is similar to the last two curves. Make a 180 degree turn (either with the arch tool, or by copying the very first turn) and put it even with the long straightaway. The other end of the curve will probably not line up with the other part of the track.
-Select the upper portion of the track so that one of the last segments of the final turn comes close to lining up with the adjacent straightaway.
-Delete the excess arch brushes so that the arch and the straightaway come close to matching up. Vertex edit them together like before.
Your track is complete. Throw a sky box around it, place a player start and a buggy, and have fun.
You can view the massive Crunk Rally thread here for more info:
http://www.flamehaus.com/bbs/buggy-spinners-vt73572.html | _________________
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