In this article it describes:
- – Where you can get map editor.
– How to use viewports and camera.
– Basics of editor using.
– Making simple map.
First of all you need map editor from Killing Floor SDK. If you install it already you may launch it with KFEd.exe file from System folder. If you have Steam you may download it from Steam Tools Tab, else you may download it with good repack. Killing Floor uses Unreal Engine 2.5 and KF SDK is modification of UnrealEd 3.0 (don’t confuse it with Unreal Engine 3).
After editor running, you will see 4 viewports and Texture Browser (close it now). This viewports are 3 views (top, front and side) and 3D view.
I think default viewports configuration is the best but you can change througth menu View > Viewports > Configure…
You should use a camera to navigate in 3D view («eye» icon on other viewports), It can be moved using mouse. Holding the left button (LMB) and moving mouse you move camera horizontally. Holding right button (RMB) you make free look. Holding both buttons and moving mouse you move camera vertically and sidely. At 2D viewports you may move camera holding any one mouse button and make zoom in/out holding both mouse buttons. You may variate camera speed by pressing Change Camera Speed. For openers make a cube volume by clicking appropriate button on tools panel . If you clivk RMB on it it opens CubeBuilder window, where you can set cube dimensions. Enter 512х512х512.
It appers so called brush with red edges.
To make a room press Subtract button on left tools panel. It makes empty room covered with bubbles texture.
Couple words about engine features: There is no empty space in Unreal Engine. This is a solid space and just maked room was cutted from solid space. You add brush to cutted space by pressing Add button.
Move brush in 2D viewport by holding Ctrl and moving mouse. It moves on editor grid. You may set grid unit by pressing RMB > Grid or in bottom tools panel. You may see subtractive brush with yellow edges. This is the room.
Texture room walls. Select some room surfaces by holding Ctrl and clicking on it. Repeated click unselects surface. Pressing Shift+B selects all surfaces with the same brush.
Open Texture Browser and using File > Open… menu item select “KillingFloorManorTextures.utx”. You may see texture package name at upper field and select needed. In the bottom field you may find texture groups. It needs just for good texture sorting. If you want to see all package textures click All button. Reduce texure scale for better look using View > 25% menu item.
Put textures to selected surfaces. E.g. BrickWall for walls and wood_floor for floor and ceiling.
Choosen textures has too big size. Reduce it for better look. Click RMB > Surface Properties on selected properties. In opened window select Pan/Rot/Scale tab and set Simple to 0.25 at Scaling field.
Then make a passage. Open CubeBuilder and set 256х1024х256 dimensions. Place it near the room and subtract the hole by pressing Substract. It is textured by last material already. Textured it just like room before.
Make a passage fork. Move brush again and click on passage edge to select it at top viewport. Than make a copy using RMB > Duplicate (or Ctrl+W).
Rotate the copy by 90 degrees holding RMB and place it to the center.
To see passage copy at 3D viewport it needs to build map geometry by clicking Build Geometry button at top tools panel. After building you may see passage copy with the same textures and sizes but rotated in the same way. Fix it by editing Rotation and Pan fields at Surface Properties window.
Then add some lights to map. Use RMB > Add Light Here at any surface. To see lights effects click Build Lightning button. 3D view should be set to Dynamic Light mode (Alt+5).
Move light to room center and open Light Properties (by F4). You may set Light Color by pressing Color and brightness, hue and saturation as well. And set light radius in Lightning settings also.
Place some more light emitters with less bright in passage.
Make zeds spawns at passage fork. Make a cude 256х256х256 and place it to fork end. Click RMB > ZombieVolume on Volume , it looks like transparent brush with white edges. Make another one at other fork.
To enable moving zeds smart and find players without visual contact It needs special path nodes. You should create it using RMB > Add Path Node Here on surface at 3D viewport.
Make a path with some nodes.
Now add player start spawn. Use RMB > Add Player Start Here item.
Then add some ammo spawn to map. Open Actor Class Browser and choose Actors > Pickup. For ammo adding choose Pickup > Ammo > KFAmmoPickup.
Add it to map by pressing RMB > Add KFAmmoPickup Here on any surface. If it doesn’t appear try again on other surface.
You may find weapons at KFWeaponPickup tab and add it just like ammo (and all Actor Classes gears). You may find random weapon spawn items at xPickupBase > KFRandomSpawn > KFRandomItemSpawn.
You should build your map before testing using Build All button. After that you may make a test run by pressing Play Map! button.
That’s all. Your 1st map is done. Not a msterpiece but good enough for beginner.
You may expand map, add some items and so on. Good luck.