CS起源地图制作教程:雷达视图制作

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CSS地图制作教程

CSS地图制作教程

首先,如果你有些钱,你可以选择正版的(就19.99刀),方便,而且设置没那么麻烦。

那么,我们就先来看看,正版的反恐精英:起源(以下简称CSS)如何设置。

一、购买、下载和安装制作CSS地图嘛...首先,当然要先有CSS啦!那么购买CSS就需要steam平台,现在已经支持支付宝,很方便。

具体的方法就不多说了。

在买到CSS之后,登陆steam客户端,双击红色框框,会弹出一个对话框。

这个对话框非常的易懂,直接狂点下一步。

然后打开工具一栏,慢慢找,你就能看到SourceSDK了!需要说明的是,这里不止有Source SDK,还有Source SDK Base 2006和Sourc e SDK Base 2007,无视他,这是制作MOD还是旧引擎要用的,我们不需要它们。

这里说个小技巧:在天朝我们不能享受Steam蒸汽机般的下载速度,但是可以通过以下方法提高速度。

依次打开Steam、设置、下载和CLOUD功能,把宽带调到大于10M,地区调到美国某处(推荐是西雅图、纽约什么的),如图:不过这样不是万能的。

因为Steam是通过你设置的地区来分配资源的(比如HL2的语音)。

这样子,就算有中文的字幕,语音也是英文的。

正版的CSS和SDK我们都有了,现在马上开始吧!!二、软件的设置首先,打开Steam,运行SourceSDK。

又是会出现这样子的界面,不用怕,这是SDK在复制文件到SDK的目录呢!等一下吧!终于看到SDK的面容了!!如图,这样子设置:【注】Engine Version一栏,是引擎,现在一般选择图中那个,Source Endine MP。

Current Game一栏是游戏,如果你买了CSS,就是选择Counter-Strike:Sourc e(如图)。

接着,打开我们的主角——Hammer4.1!如图~~~就能看到Hammer 4.1的真容啦!!如下图~~~看到红字不要担心,那是SDK在检查找不到的提示。

最后能够正常打开了。

Cs地图编辑图文教程

Cs地图编辑图文教程

Cs地图编辑图文教程a、打开你的wc(或者叫valve hammer editor),选择文件--新建(Cs地图文件不能用中文名称、空格、括号等符号命名,否则会有运行不了或者编译错误的问题。

)b、首先,我们来确认一些设置,这些设置是做一个布局整齐的地图所必须的,如图c、还是设置,呵呵,这是个人的作图习惯设置,有人喜欢用一个视图作图,我就是。

有人喜欢用多视图作图,我们按照自己的习惯设置吧:到菜单的“工具--参数设置”,打开设置对话框选中的话,程序主界面将是这样的视图的手动切换方法:不选的话将是这样的选择工具说明选择单个或相邻的多目标:直接点击或框选目标,如图,左边为选中中间未选中。

呵呵,练练吧!拷贝物体:如图:把鼠标指针放到以选物体时指针形状会变为“十”字状,这时我们可以按住鼠标左改变物体大小:,把鼠标把鼠标指针放到以选物体边上的白色方点时,指针形状会改变形状(如图),这旋转物体:把鼠标指针放到以选物体时指针形状会变为“十”字状,单击鼠标左键,物体将会变成,这时我们可以参照上面的方法通过转动上面的白色圆点来旋转物体。

倾斜物体:把鼠标指针放到以选物体时指针形状会变为“十”字状,,这时我们可以参照上面的方法通过转动上面的白色方点来倾斜物体。

各种工具的说明选择工具放大镜照相机创造点实体的工具创造固体的工具纹理贴图工具应用当前纹理的工具印花纹理贴图工具裁剪工具顶点编辑用的工具只能从实体的中心点选择该实体。

设置的使用选择条件。

一试就知道允许用鼠标框选对象。

设置的使用选择条件。

一试就知道,例图的纹理名称)和图象(,例、我们在用工具创造固体的时候,都是用这个窗口显示的纹理来作为默认固体纹理的。

、是使用当前纹理的工具。

这个“当前”指的就是上面显示的纹理。

我们一般这样使用这个主要用途是把地图里所有左边显示的纹理:上面的框是和工具密切相关的。

我们用做固体的时候,可以做成不同的形状(呵呵,地图包含要素1、制作一个由固体组成的密闭空间2、放置双方玩家3、放置光线网格大小为32;“对齐到网格”功能开启1、打开你的wc,选择文件--新建2、到top视图,使用工具拖曳出一个方块,回车。

c GSSI软件RADAN地质雷达处理步骤精选

c GSSI软件RADAN地质雷达处理步骤精选

地质雷达软件RADAN用户手册美国地球物理测量系统公司美国劳雷工业公司2010年10月RADAN处理软件安装安装采集软件RADAN66和RADAN5,并且激活采集软件输入软件序列号serialnumber输入处理软件产品ID代码:radan计算获取软件激活码Windows7系统安装radan5安装radan程序,找到setup.exe鼠标右键要求以系统管理员身份运行;RADAN软件第一次运行要以系统管理员身份打开。

Windows7系统调整显示效果选择控制面板->所有控制面板项->显示->更改配色方案->windows经典->高级,对话框如下:选择颜色项目->桌面->颜色->设置红绿蓝资料整理1打测量,布置网格和测线,数据采集2数据拷贝与备份:从地质雷达主机把数据复制在个人电脑上,并利用2种以上存储介质对原始数据进行备份。

3野外记录整理:整理野外记录本(包括各种参数,利用数码相机或者扫描仪对原始纪录扫描拍照,并制作成PDF格式文件便于日后随时查看野外现场原始资料),工作照片,收集的各种第三方资料(设计图纸、设计厚度、第三方检测资料),现场钻孔资料(里程桩号、芯样实物和照片、长度)。

利用钻孔资料反算电磁波传播速度或者材料介电常数。

4数据编辑与初步整理RADAN5资料处理RADAN6资料解释7图片制作8探测报告编写IGSSI 地质雷达探测资料处理流程图数据备份,资料整理,资料处理,资料解释 3文件编辑---剪切 4剖面方向调整 5距离归一化 6添加起始里程桩号7剖面水平拉伸、压缩8调整地面时间零点 10时间深度转换2读入数据文件(*.dzt)1打开RADAN 软件 11增益调整12叠加去噪 13背景去除14一维垂直滤波15反褶积 16偏移归位 17希尔伯特变换静态校正 18高程修正频谱分析速度分析19剖面追加 21交互式解释IIGSSI处理软件功能模块介绍基本工具打开数据文件,显示雷达数据剖面。

CS地图制作教程

CS地图制作教程

C S地图制作教程-CAL-FENGHAI-(2020YEAR-YICAI)_JINGBIANCS地图制作此教程来自ML 工具包里面有他的空间链接有空的话去支持一下另外做了点点修改目的只是为了让新手看的更明白。

一.前言1.为了使每一个骨灰级的CSer都能够制作出自己喜欢CS地图,所以这里弄个教程提高效率。

2.此教程用来教新手制做出一张最简单的CS1.6地图3.整个制作流程:工具的下载——Hammer3.5的设置——map的制作——map的编译3.此教程仅适用于[M.L]_CS地图制作工具包08-01-18A4.地图的组成元素概念:固体、固体实体和点实体二.工具的下载做CS地图需要专门的工具,上面提供的是一个完善的工具包,快下载吧主要工具有:1.地图编辑器Hammer3.52.X-Man超级地图编译器3.反编译器Winbspc1.44.纹理制作工具Wally1.55B5.山体制作工具Gensurf (抽空换个中文版的)6.游戏数据文件CS16_X-man_1002gold.fgd三.Hammer3.5的设置1.把CS地图制作工具包08-01-18A文件夹解压到硬盘后,打开CS地图制作工具包08-01-18A文件夹...2.打开CS地图编辑器Hammer3.5,点击[工具]里的[参数设置]3.[常规设置]里[只使用一个视图来编辑地图]打“√”注:此项可以根据个人习惯,可打可不打,本人习惯打“√”,后面的内容默认为打“√”了的4.[2D 视图]里[仅点击中心点才能选择对象]打“√”注:此项在做复杂的地图时,要根据情况使用或不使用,后面的内容默认为打“√”了的5.[纹理]里增加自己做地图需要用到的纹理包,许多官方纹理包在CS\cstrike里可以找到注:cstrike.wad和halflife.wad两个纹理包是CS最主要的官方纹理包,常用纹理都在这两个里面。

cstrike.wad在CS\cstike里halflife.wad在CS\valve里注意:上图只是参考,究竟选什么wad文件,自己挑。

简单地图制作

简单地图制作
4、cs地图世界构成要素的概念的具体化
5、制作的时候没有提到固体实体的制作。我补充一下:固体实体的制作
收获不小吧!!是不小了,cs地图的各种元素制作方法你都学全了!
top视图
side视图
到此为止,我们的第三目标放置光线也搞好了,一个最简单的cs地图源文件做好了
11、保存一下吧。呵呵
12、按下 吧,我们开始编译地图。出来一个对话筐,照我的图设置吧(打打钩而已,很简单的),看图:
13、好了,点下“确定”
14、编译好了么?好啊,把地图名.bsp文件拷贝到你的cstrike/maps目录里面。然后按照平时建立游戏的方法玩去吧。
什么?编译好的地图文件找不到在那里?靠,你怎么设置的?去看看菜单的“工具--参数设置里面的编译程序标签的最后的设置项目吧”或看这里吧,你个不认真的猪!!!仔细的看!!靠!!!!
最后的总结:
通过这个地图的制作,我们应该已经掌握的地图制作技能是:
1、固体的制作
2、点实体的制作
3、基本地图工Leabharlann 的了解和运用4、确保固体在选中状态,到菜单的“工具--挖空”,出来一对话筐。是让你指定墙壁厚度的,默认是32。我们不用改,直接确定即可。结果这样(top视图)
补充:这是6个固体组成的一个群,我们如果需要编辑里面的单个固体,可以用 打破这个群,或者使用 忽略这个群。当然,现在是不需要这么做的。我是顺便提一下下而已。呵呵
现在,我们应该明白了,这个大方块里面被我们“挖空”了。里面变成了现在的6个小固体围成的一个密闭的空间了。我们的第一步:固体组成的密闭空间实现了
5、我们继续,确保在top视图,使用 工具,在你的视图里点一下,回车。然后把他放在适当的地图位置上。结果应该这样:
6、选中这个点实体,到菜单的“编辑--属性”出来一个对话框

CS地图制作(CSmapmaking)

CS地图制作(CSmapmaking)

CS地图制作(CS map making)Hammer settingsOpen Hammer, select the menu [tool] options open dialog box (automatically popup for the first time).Select the [2D view] tab and hook [use the arrow keys to control the selected object / vertex] for easier handling later. Select [3D] View tab, the backup cache [] to the maximum shear drag. Select [map] tab, click [add] button to select the CS installation directory "Valve" directory under the file "halflife.wad". The same way, select the CS installation directory under the "cstrike" subdirectory under the "cstrike.wad" file. If you have any other map file please join (hint: in addition to the two documents if need not very best not to add, because must ensure the simultaneous release of map file) [] select game configuration tab, click Configure [Edit], in the pop-up [Edit] game configuration dialog box click [add] input "CStrike" followed by the [OK] [close]. [game configuration] select the card, click the game data file [add], select the Hammer installation directory under the"FDG\Counter-Strike" subdirectory under the "halflife-cs (Chinese).Fgd" file. Then click the game execution directory browsing [] choose the CS installation directory, click Browse to select CS Mod directory [] installation directory "cstrike" directory, click [] select game directory browsing the CS installation directory under the "valve" directory, click Browse to select the storage directory [RMF] (save the document directory such as "C:\My documents\RMF").Select [compiler] Select configuration card, select "CStrike",click the Game executable program [] Select browse the CS installation directory "HL.exe" (MOD version) or "CStrike.exe" (retail version), click the CSG compiler [] Select browse the ZHLT installation directory "hlcsg.exe", click on the BSP compiler [ZHLT] Select browse the installation directory, click the "hlbsp.exe" VIS compiler [] Select browse the ZHLT installation directory "hlvis.exe", click the RAD compiler [] Select browse the ZHLT installation directory "hlrad.exe", click Browse [last] button to select a compiler for temporary work directory.Tool description1, select toolsChoose a solid or entity in the four view, the first choice of objects must be selected according to the object selection frame or the center of the handle, when the first choice, can move objects, change the object size, when the second chosen can rotate the object, press the Shift key will be according to the standard of 15,30,45,60,75,90 angle rotation, when the third choice of selection for deformation processing.Press and hold the Ctrl button to choose to copy, press the Shift button and drag the mouse can.2 zoom toolsIn the top, front, side of the three view, click the left button to enlarge the view, right-click to reduce the view. If you have a 3D mouse, using the scroll wheel will have the same effect.3, camera toolsMulti angle observation in camera view. Left + drag = in situ rotation, right + drag = up and down translation, left + right + drag = before and after about translation.4, entity toolsCreate an entity in a map, you can select the type in the new column, or use the menu [Edit] property to make a change. In short, very useful, such as the addition of light sources, birth points, human particles, and so on. For more information, see WorldCraft 3.x Chinese help.5, block toolA solid tool; solids are the basis of all map elements.6, surface mapping toolEach surface of the solid is treated separately so that it has different materials. The use of this tool will pop up [] the surface mapping dialog box, displacement, zoom, rotation will affect the texture (hint: it is best to use [tools] [fixed] command map will map locked so as not to move the solid displacement map)7, apply the current mapThe selected texture in the map property column is paid to thesolid selected in the view8, plane mapping toolA tool for making an effect similar to a mine mark9. Cutting toolsThe cutting of a solid, such as cutting a quadrilateral into a triangle or pentagon. (personally, I think it's entirely possible to use 10 instead)10 vertex control toolsVertex editing of solid powerful, can make objects change very strange shapes, one is also very dangerous, because the compiler does not recognize the negative angle, we must ensure that no solid depression, this is very important, often a lot of mistakes are caused due to the vertex. When using the vertex control tool, select two neutral points (two adjacent yellow dots) and then press Ctrl+F to add an edge.11, path toolsUse when making active paths.The simplest map should contain a closed space, at least one birth point. Now let's start making a map that contains a box like space, sky, global light source, police birth point, bandit birth point. From here you can learn about the environment and process of map making.Open Hammer, execute [document] [new] [] in the top block selection tool and drag a rectangle, creating a solid press enter.Using the selection tool [] solid and adjust the other three views in the solid in size (hint: when the solid is selected again using the selection tool [] Click to rotate, but please note: three views -))In the properties toolbar click Browse [map] to select an appropriate map, press enter to confirm (hint: don't click [Select] button in the text box, the filter can enter a name to search map), with [tools] select solid, according to the current application [] button to replace the solid texture mapping. (settings for individual surface maps will be discussed later)Select the menu [tool] to empty the solid according to a certain thickness.Select a menu [tool] to break the combined solid into a single solid. When using the camera [tools] in the camera view and drag the mouse you can observe the scene from different angles (hint: Left Click = spin around, right shift up and down about =, + right click the left button = around pan). Use the select tool to select the top of the box, and then pay the map named SKY with the method mentioned above.Select [tools] in the new entity choice bar for"light_environment", and then in the top view of the "box"inside click and enter, create an entity with the sun, [] select selection tool and hold the sun in a view by the keyboard keys for the position adjustment. Finally, make sure the sun is inside the box.Create a info_player_start with the same method "(born police point)" info_player_deathmatch "(a party was not too high), to ensure that the location (or fall dead), can not touch the ground (or after birth will not move).Select the menu [map] [check the problem], and if there are no questions, you can compile it. If an error occurs, check that the above steps are correct and compile again.Select menu [file] [run], [running map] dialog box selected [do not run the game], [about to confirm], about a few minutes later, you can complete the compilation process.Exit Hammer, run CS, select [LAN games] [create a game], select the compiled map, and test it. Of course, this map doesn't have any function, but it's really a map made by myself.Surface mapRelative to the texture of the whole solid, we can also attach different textures to different surfaces of the solid. Use the surface texturing tool or the menu [tools] command to open the surface mapping dialog box, then you can use the camera tool to move the camera,Using the selection tool [] will have to deal with the choiceof surface (hint: hold down the Ctrl key can choose). Click [browse] to select a favorite texture, and click [apply] to see the effect (hint: [hide mask], you can remove the red mask to see the actual effect). If you are not satisfied with the default effect, you can set parameters such as zoom, shift, rotate, or you can click the left (middle) button to make a quick match.Replace mapWhen our map has been around for a while, it's not appropriate to find a map, so we can use the replacement mapping function. The pop-up dialog box click the map attribute replaces the textures on the toolbar [replacement], click the Browse button [target] will have to be replaced in the map (hint: hook select mapping dialog box the lower left corner of the display only used the map check box, can narrow the range, and then click Browse) to replace the [] will choose to use browse maps [OK]Display and hideSometimes we need to temporarily hide some objects, you can click Hide [hide] button, click [show all] button will recover hidden objects. We can also combine several objects so that we can display or hide them at the same time.Vertex editor[Edit] vertex selection tool, select the control points of white can edit vertex, select the control points of yellow can edit the frame, select a point and drag it to another point youcan delete a point, two yellow dots and choose the corresponding press "Ctrl+F" to add an edge. Refer to other instructionscarvingSometimes we need to use one object to punch through another object, and then we choose to carve the object, move it to the carved object, and select the tool [sculpture]. It is important to note that the objects used to engrave are larger in depth than those that are carved, and that it is recommended to conceal unwanted objects in order to avoid being affected.Making lightsNo lights, after entering the game will be dark, in front of us entity named "light_environment" represents the sun, it is the role of a global light source, all can see the "SKY" map of the place can be light. But in some places, such as the passage to the auxiliary light source, we have two kinds of methods to add the source: first, use [tools] add entities called "Light" or "Light_spot" entity where needed, and then use the [Edit] [properties] to set the source; two, the use of specific irradiance map. Represent a light solid and paste material, written under the name of the material, use "RADEditor" to create a new file, click [add] just write down the name of the input, set the source attribute (hint: brightness is generally about 10000, can be used in a wide range of more than 30000), save the file to map the *.rmf file directory. In Hammer, select the menu [file] [] [] in the mode of operation of experts "compile / run command" choose "$light_exe" on the right side of the tail parameter add"-lights $path\ just saved RAD file name can be. When compiling with HLCC, please refer to other instructions.Hollow outSome things, such as barbed wire, fences, ladders, handrails, etc., are all objects of this kind. They have part of the space that is hollowed out. We can give these objects a map with "{" heading names, and their blue parts will be transparent. Then select these objects, select the menu [tools], convert to entities, class, select func_wall, render mode, select solid, and transparency enter 255".Making laddersWe can climb the ladder. According to the method of making a hollow ladder model, and then make a slightly larger than the solid ladder model and gives a "AAATRIGGER" material, select just made "AAATRIGGER" into a solid, solid,"Class" selects "func_ladder"".Make grassUnlike the hollowing, the "class" selects "func_illusionary"".Make damaged objectsSelect the solid that you want to change, switch to an entity, select the class "func_breakable", "durability", and enter a number. The bigger the number, the stronger. "Materials" canchoose the appropriate type. Other properties can be set by preference. If it is glass, we can set "transparency" for a smaller value.Door makingSliding door: the model that makes a door, converts to an entity of "func_door" type. You can modify some of these properties to achieve different results.The revolving door: complex relative sliding door. Make a door model, then made a virtual pivot model (hint: runtime invisible, can draw a relatively rough, but must ensure that the door is located in the center position of the shaft model, and then give the door) "ORIGIN" and the name of the map, and the door and door, into the "func_door_rotating" the type of entity, and then the other attributes can be set.Making waterSelect the solid to be converted to"!" The texture that you start with is converted to a func_water entity.Map attribute[map] [map] attributes can be set up in the map of the relevant property, one of the most important "map title" "sky map" (hint: composition, background image from 6 different textures were *lf.tga, *rt.tga, *ft.tga, *bk.tga, *up.tga, *dn.tga, stored in the CS installation directory "cstrike\gfx \env" sub directory. The sky background map takes the common parts of itsfile name, such as "green", "city1", and so on------------------------------------Make different kinds of mapshostage rescueThe scene must be included in the "hostage_entity" (hostage born point) and "info_hostage_rescue" (the safety of the hostages (District) punctate entity type can be used with the "solid entity func_hostage_rescue" type).Bomb removalThe scene must contain "info_bomb_target" (hidden bomb points) types of dotted entities (which can be used with solid entities of "func_bomb_target" type).Protect VIPThe scene must contain "info_vip_start" (VIP birth point) types, point entities, and solid entities of the"func_vip_safetyzone" (VIP security zone) type.They are unique entities that cannot appear in one scene at once!Shareable entity"Func_buyzone" (a range of weapons), solid entities, and other entities.Compiling maps using HLCCSelect [file] in Hammer [export as MAP file] export a MAP format file. Open HLCC, [MAP] to the directory just export file directory, BSP directory] [to the CS installation directory "cstrike\bsp" subdirectory [] Tools Directory to the ZHLT installation directory [] half life to the CS installation directory directory. Hook [options] [support for ZHLT compilation tools]. Select [light RAD file] in parameter B, you can customize the light settings of the light source material. Click [compile] in the [file] to compile. Generally speaking, relatively large map takes a long time, I have a map here to take all the default parameters, it took nearly 4 hours to compile, khan. (1.2320MB RAM)Using custom mapsCreate a map package using another tool Wally (*.WAD) file, which contains the image file will be used to, as for image editing, you can use the PhotoShop image processing software and then copied to the Wally. It's important to note that each map has a name that determines the type and effect of the texture.Open the tab [tab] in Hammer, and then add this texture pack to use custom maps on the map.Decompile mapUse WinBSPC to open a map file *.BSP, then select [MAP] in the conversion settings, select the output path, and other defaults. Import the MAP file with Hammer. (Note: to make sure the map is correct, copy the original map package file, *.WAD file, to the cstrike subdirectory of the CS installation directory, and then add the collection of maps to the Hammer.)Attention problemsShould pay attention to making the map, design is the principle of "abandoning the complex simple, can simplify the objects to simplify, can omit as far as possible to omit the map; should not be too large, too large can be separated, the space is relatively independent, each other can use the channel connection (please refer to the original map with cs_dust); standing in a position of other objects can see better. In this way, the map can be compiled faster, less error prone, and the higher the FPS of the game, the better.Publish mapMap production, of course, to release, to ensure the normal operation of the map, you need to pack the following documents: a good map file (*.BSP), map file (*.WAD). If other resources are used, they must also be packaged together: graphical components (*.SPR), voice (*.WAV), model (*.MDL), background (*.TGA), and map descriptions (*.TXT). If the robot is still made, the road point file must also be packaged: (*.PWF) (*.PXP). Finally, write an installation instructions.Default path for related files:*.BSP = cstrike\maps*.WAD = cstrike*.SPR = cstrike\sprites*.WAV = cstrike\sound\ corresponding directory *.MDL = cstrike\models*.TGA = cstrike\gfx\env*.TXT = cstrike\maps*.PWF = cstrike\PODBot\WPTDefault*.PXP = cstrike\PODBot\WPTDefault。

CS制图教程

CS制图教程

水的制作(2007-08-20 12:40)转载标签:游戏部落可以破坏的墙壁有些墙壁或是木板都可以打碎,做法就是将你要打碎的东西转成实体,在阶级类型选择「func_breakable(可破坏的物体)」,然后在Material type项目设为你想要的材质,Wood就是木板,Metal是金属,…CS_ITAL Y这个地图中有只可爱的小鸡可以打爆它,那就是将Material type项目设为「Flesh(肉体)」,所以打起来会有啪ㄆ的音效^^。

水的制作水在游戏中可分为流水与静水。

用积木块工具画出一个方块,材质浏览器过滤输入WA TER 来挑选水的材质,然后在将水方块移动插入到地面下,在水方块上按右键>挖空凿洞,这时候地面就是一个水池了。

接下来再将对象转成实体,在阶级的项目设为「func_water」,Render Mode设为「texture」,接着设定Render FX(彩现特效),这部分是设定你的水面流动形式,有慢慢流动…也有波涛汹涌,还有像急流般的效果,当然…你可以设为「Normal」,这样就变成静止的水面了…FX Amount是设定水面的透明度,从最透明清澈的 1 至不透明的255,在此我将它设为255。

我们的地图差不多完成了,按下【F9】执行RUN MAP测试看看啰,当你进入游戏看到效果之后,我保证你成就感十足…。

下回我们再陆续指导大家更多的地图互动元素,甚至是做出大炮…^^。

=========================================================<地图制作小技巧> 请问…我选择的材质套用在一个对象上,可是材质尺寸与对象不一样,结果没有办法把材质贴对齐对象,看起来很奇怪,到底我该怎么做才能让我的对象与材质对齐呢?解答:我们以「门板」的制作来示范。

我们先不管门是要做长方形还是圆形,也不用在意材质的形状。

先从材质浏览器过滤出DOOR的材质,选一张来用用,然后用积木块工具建立一个长方形,按下ENTER键之后,你就可以在摄影区看到一个很奇怪的门(因为材质还没对齐,所以看起来很奇怪),然后请按下左边图形工具列上的【拨动套用材质】,这时候跳出一个进阶材质控制面板,用鼠标点一下门面(选取一个门面),再按下【合适】看看…没错吧!不管这个门长什么模样,材质都会延展套用在整个门面上,当然…你做好这一面之后,记得要把背面也做一下材质合适的小动作哦,这样这个门就看起来比较像门了。

CS地图制作

CS地图制作

使用梯子我们可以进行攀登。首先按制作镂空的方法制作一个梯子模型,然后再制作一个比梯子模型稍大的固体并赋予“AAATRIGGER”材质,选择刚才制作的“AAATRIGGER”固体,转换为实体,“类”选择“func_ladder”。
制作草
与镂空不同的地方是“类”选择“func_illusionary”。
使用【选择工具】选择固体并在其它三个视图中调整固体的大小(提示:当固体被选中时再次使用【选择工具】单击则可进行旋转处理,不过请注意三个视图的关系:-))
在贴图属性栏上单击【浏览】选择一个合适的贴图,按回车确认(提示:不要单击【选择】按钮,在过滤文本框中可以输入名称用以搜索贴图),用【选择工具】选择固体,按【应用当前贴图】按钮可以给固体更换贴图。(单个表面贴图的设置将在后面讨论)
2、缩放工具
在顶、前、侧三个视图中单击左键放大视图,单击右键缩小视图。如果有3D鼠标那么使用滚轮会有相同的效果。
3、摄像机工具
在摄像机视图中进行多角度观察。左键+拖动=原地旋转,右键+拖动=上下左右平移,左键+右键+拖动=前后左右平移。
4、实体工具
建立地图中的实体,可以在新建栏选择类型或使用菜单【编辑】【属性】进行修改。总之非常有用,比如添加光源,出生点,人质点,等。更多参考请见 WorldCraft 3.x 中文帮助。
它们所特有的实体不能同时出现在一个场景中!
可共用实体
“func_buyzone”(购买武器的范围)类型的固体实体、其它实体。
使用HLCC编译地图
选择【编译程序】选择卡,配置选择“CStrike”,单击Game执行程序【浏览】选择 CS安装目录下的“HL.exe”(MOD版)或“CStrike.exe”(零售版),单击CSG编译程序【浏览】选择ZHLT安装目录下的 “hlcsg.exe”,单击BSP编译程序【浏览】选择ZHLT安装目录下的“hlbsp.exe”,单击VIS编译程序【浏览】选择ZHLT安装目录下的“hlvis.exe”,单击RAD编译程序【浏览】选择ZHLT安装目录下的“hlrad.exe”,单击最后一个【浏览】按钮选择一个编译程序的临时工作目录即可。
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经过一系列升级,CSsource带来了一个全新的雷达视图,可以看到地图的概貌。

这算是与时俱进吧。

如果做完地图,有个光秃秃的雷达视图,本来就很菜的我们岂不是显得更菜?哈哈^_^。

本教程就给大家讲一讲雷达视图的制作。

准备工作
开始哪,要知道我们用啥软件。

photoshop
傻了吧,不会用的就不要看下去了^_^哈哈哈
没啥没啥,就会基本操作即可。

只是我们还需要个插件,可以令PS(photoshop)输出vtf格式的文件。

VTF Plug-In
俺给你们个下载地址,哈,怎么给PS装插件,自己google去,哈
/index.php?c=154
还有一个VTF Edit
是个材质编辑器,今天的教程这个软件只是选用,也给大家个地址
/index.php?p=40
说到雷达视图,总得有一张地图全貌的俯视图好让我们进行编辑吧。

所以要在游戏中的地图上空拍张照。

然而有一些地图的房子多,房顶就多,看不到里面有啥,这个时候你需要另存一下,将房顶全部涂上nodraw材质以便看到室内。

而且可能一些道具要去掉,当然也要移去skybox。

^_^
然后编译你的地图(提示:编译时可将VVIS设为fast,加快速度)
首先进入游戏选项,将视频设置为最高效果(当然了,是你的显卡可以承受的最高),打开AA、AF。

分辨率设置为1280x1024(这个很重要哦)。

有的同学进入游戏后fps也许是个位数,但是只截取静态图,所以没啥。

加载地图吧
准备拍照,这可是我们要编辑的主要图片,建议你拍摄好,以后的工作全基于此图片啦。

控制台输入命令,
sv_cheats 1
noclip
在游戏中移动到可以看到地图全貌的视角(不必是严格的地图中央,对于如何校准坐标后面会提到^_^)
再在控制台输入命令:
hidepaneal all
cl_drawhud 0
r_skybox 0
fog_override 1
for_enable 0
r_drawstaticprops 0 (可选,因为有的人物体太多,一般不需要,我就不用)
net_graph 0 (如果你有用这个参数,现在就关闭它了)
这样你的视图上就干干净净的,没了面板,没了上下的黑边儿,没了别的参数显示。

然后我们要切换到俯视视角
在控制台输入:
cl_leveloverview X(1、2、3、4...)
X是个缩放率。

为了让地图可以尽量全屏显示。

但是不要歪歪扭扭的照啊,所以我们还要设置个辅助线。

在控制台输入:
cl_leveloverviewmarker 1024
配合缩放视角让辅助线右端啥都木有,这样就校正好了视角,然后cl_drawhud 0(隐藏辅助线),接着截图(截图时不要再动鼠标和方向键了),还是别动^_^,赶紧看看控制台,里面有有行类似下面的参数:
"scale 3.00, pos_x -2033, pos_y 1623"
用笔记录上面的参数,用于以后的校准坐标。

要不,以后你跑A区了,雷达你还在B区哪,哈哈^_^
照完了,就有了咱们要编辑的图片啦,不难吧?^_^
开始制作
在PS中编辑屏幕快照,如果你上面的操作都正确的话,本文件应该是1280x1024。

如下图:
绿色删除掉
利用剪切工具(设置好1024×1024)将图片剪成需要大小
要使得这个雷达图片儿好看,最好加上个黑边儿。

然后哪,我们画上雷区呀,人质拯救区啊,或者表明各方的出生点。

不用写A区或者B。

这些雷达替你自动搞定。

你还要加上alpha通道,这样才可以镂空背景。

哪,专业了吧,哈哈哈^_^
如果你刚才忘了输入啥参数,趁着photoshop也可以大改特改,当然,别不厚道的瞎改。

为了逼真,我们还要自己把图片儿改成雷达绿色的。

反正是用PS,一改到底。

^_^
(不过俺就忘了改,哈哈,下面的截图,你就看到了木有绿色效果的雷达了-_-!)
自己再添加个alpha通道,哈,怎么加参看俺的《如何制作通缉令喷涂》
输出文件
如果你刚才下载了顶端的插件,就好办了。

在PS中另存为vtf格式,(要于你地图名字相同哦)这样就出现了一个窗口,
在选项中选择"Clamp S" "Clamp T" "No Comression" 和"Eight Bit Alpha"然后OK。

然后复制一下文件。

并在名字后端加上"_radar"这样就有两个材质文件了。

下来就要编辑VMT文件了。

有相应的VMF文件支持我们的VTF文件,source引擎才可以更好的识别VTF属性。

好了我们用VTFEdit编辑。

也可以用记事本儿啦^_^
俺就用记事本儿。

录入以下数据
"UnlitGeneric"
{
"$translucent" "1"
"$basetexture" "overviews/aim_page_scoutb"
"$vertexalpha" "1"
"$no_fullbright" "1"
"$ignorez" "1"
}
其中aim_page_scoutb换成你的地图名字,把文本文件存为aim_page_scoutb.vmt
"UnlitGeneric"
{
"$translucent" "1"
"$basetexture" "overviews/aim_page_scoutb_radar"
"$vertexalpha" "1"
"$no_fullbright" "1"
"$ignorez" "1"
}
自己修改地图名字哦,把这个文本文件存为aim_page_scoutb_radar.vmt
最后做一个文本文件aim_page_scoutb.txt
内容为:
"aim_page_scoutb"
{
"material" "overviews/aim_page_scoutb"
"pos_x" "-2033"
"pos_y" "1613"
"scale" "3.0"
"rotate" "0"
"zoom" "1.3"
}
看到木有上面的参数,就是我刚才让你们记着的三个参数,填进去(还有地图名字自己改啊)
好啦,我们做好了5个文件,简单吧^_^
aim_page_scoutb.vtf
aim_page_scoutb.vmt
aim_page_scoutb_radar.vtf
aim_page_scoutb_radar.vmt
aim_page_scoutb.txt
把前4个拷贝到
以下目录:
X:\Program Files\Steam\SteamApps\(Your Steam Name)\counter-strike source\cstrike\materials\overviews
把txt文件拷贝到
X:\Program Files\Steam\SteamApps\(Your Steam Name)\counter-strike source\cstrike\resource\overviews 完工。

让大家看看效果,本帖子采用了俺制作的小型地图aim_page_scoutb
当然啦,忘了做成绿色雷达效果啦,各位同学要注意,哈
好了加载地图,测试校准位置吧。

(校准位置调整x、y参数即可。


成功后,你就可以打包你的地图所有文件发布了。

专家了一次吧?我们菜鸟儿怕啥?
^_^。

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