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Simple map building with costructor plz...

by Mariano Pica · in Artist Corner · 09/21/2007 (1:35 am) · 14 replies

Hi i am trying to understand torque constructor,i dont find a simple level creation level with constructor..
i want to create simple building like a shop,i need to know how work measures in constructor and how to create a simple shop hollowing this cube and after that make a door...can anyone have a simple building tutorial or a more complex tutorial that show me how to work on map files?

note:i prefeer use torque constructor or 3d world studio not quark.

#1
09/21/2007 (6:30 am)
1. load a DTS reference model of your player by clicking the orc model in the shapes area of the tool panel (left side of screen).
2. Create a cube around the model as large as you want the "shop" using the cube tool. Size it accordingly in the views.
3. Click the modify button on the tool tab and click the Hollow Brush tool in the CSG area of the tool panel.
4. Accept the .5 wall size.
5. Click the Create button. Create a door-sized cube (scale according to the reference player model). Put it through the wall where you want the door.
6. Click the modify button. Click the CSG Subtract tool in the CSG section.
7. Delete the "door" box.
8. Save as a .map file.
9. Close all scenes.
10. Open the .map file.
11. Export as DIF.
#2
09/21/2007 (11:38 am)
Can u give me the exact measures for torque constructor?
1 meter in torque how many grid spaces is in torque constructor?
#3
09/21/2007 (12:21 pm)
I believe the grid is arbitrary depending on the viewport. I do not know the direct scale, which is why you should use reference models.

EDIT: That should be viewport and zoom.
#4
09/21/2007 (12:52 pm)
Can u link some good tutorial with level building for constructor?
i dont find nothing usefull
#5
09/21/2007 (1:13 pm)
I want to build else a good shaped exterior building...in max i can do it but if i do by constructor i need a place to start learning how modelling shapes (i use often edge loop modelling)
#6
09/21/2007 (1:17 pm)
Constructor on TDN

But any Quake/Half-Life level editing page will give you great tips on how to change your modeling mindset to think in terms of CSG modeling. The buttons to click and the options may be labeled something else in other programs (Hammer, Radiant, etc), but the concepts are the same.

EDIT: Fixed my bad URL.
#7
09/22/2007 (4:00 am)
U know a good CSG modelling page for starting learn complex level editing?
#8
09/22/2007 (2:19 pm)
Do a Google search and START SMALL. Learn the basics and then ramp up the complexity.
#9
09/23/2007 (4:19 am)
I have done this...
i have tryed google search on :constructor tutorial or 3d world studio tutorial
i have found only how to make a simple room
nothing on exterior refinment or complete level building...or step by step tutorials...
#10
09/23/2007 (2:27 pm)
The problem Mariano, is that any link I could give you, would take you to a site that may be based on csg brushwork, but wrapped around a specific engine. Constructor is so new, there's not going to be much out there yet. For radiant / Q3 styled things, I'd suggest you search one of our sites www.map-craft.com . For other CSG type editors just do searches on them and I'm sure you will find sites. If I can answer some questions for you, of course I will try.


LK
#11
09/23/2007 (5:19 pm)
There are a lot of great tutorials for Hammer and Radiant. As noted before, they may not use the same terminology as Constructor, but the base editing is spot on for any CSG app.

I'm not sure what you're really looking for? Making a detailed level tutorial would be painful and ultimately not that useful since people want their levels and not some detailed level that they don't care about. In fact, the simple tutorials are precisely what you need to learn the basics of CSG creation. Then apply those basics all the way through for details or full levels. Single room tutorials are great because they show you the basics and then let you fill up the rest of the world with rooms that mean something to your game.
#12
09/24/2007 (2:25 am)
Yeah but sometimes i need to add particular details in the building like balcony rails or for example pipes along wall...i supposte most of these particular object are dts other not...i want only know how level builder does, to learn the procedure...
#13
09/24/2007 (6:36 am)
A good rule of thumb is to keep small, intricate details as DTS's and the larger level geometry as DIF's.
#14
09/27/2007 (7:58 pm)
David, thanks for the outline above on creating a small shop/house. Those steps really helped me understand just enough where I have a MUCH better grasp of the Constructor interface.