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	<description>Скины, оружие и мутаторы для Killing Floor</description>
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		<title>GTA 4 Model Export</title>
		<link>https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html</link>
		<comments>https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html#comments</comments>
		<pubDate>Sun, 20 Oct 2013 15:54:29 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=2818</guid>
		<description><![CDATA[There is a simple and easy way how to export GTA IV models to 3Ds Max in this article We need tools below: - 3Ds Max smd import plugin; - Spark IV; - Installed GTA IV. Spark IV doen&#8217;t work without one; - 3Ds Max. 1. Run Spark IV and press Open button to open [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html' rel='bookmark' title='Model export from Tekken 6 into 3Ds Max'>Model export from Tekken 6 into 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-wU-3laOxtDk/UlyTBL-GwBI/AAAAAAAAB2s/KdOtPVyKgPc/s430/GTA_IV_logo.jpg" alt="" width="200" /></p>
<p>There is a simple and easy way how to export GTA IV models to 3Ds Max in this article<span id="more-2818"></span></p>
<p>We need tools below:</p>
<ul>
- <a href="http://www.chaosincarnate.net/cannonfodder/3dsmax.php" target="_blank">3Ds Max smd import plugin</a>;<br />
- <a href="http://gtaivtools.googlecode.com/files/SparkIV%200.6.9.zip" target="_blank">Spark IV</a>;<br />
- Installed GTA IV. Spark IV doen&#8217;t work without one;<br />
- 3Ds Max.</ul>
<p><span style="color: #00ff00;"><strong>1.</strong></span> Run Spark IV and press <em>Open</em> button to open needed game archive (<em>img</em> and <em>rpf</em> files in <em>pc\models\cdimages\</em>). E. g. <em>componentpeds.img</em>.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-Fu6VNeAoYCw/UlyS80owujI/AAAAAAAAB14/dVvuTHCAkrc/s638/exgta4_1.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>2.</strong></span> You will see file list in archive. <em>wdd</em> – 3d model files, <em>wtd</em> – testure files. Use <em>View</em> button to find needed <em>wdd</em> files. After needed model was found it needs to check boxes linked with different model parts and export it by pressing <em>Export</em> button. Model parts will be exported in <em>smd</em> format.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-AfMsPXsO3zo/UlyS9USNvCI/AAAAAAAAB2A/WIYA-a8IAjQ/s596/exgta4_2.jpg" alt="" width="450" /></p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-M0qboAV4qeY/UlyS96hHcfI/AAAAAAAAB2I/75IrWRt3oaU/s596/exgta4_3.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>3.</strong></span> Model textures stored in equal named <em>wtd</em> file. Check it and press <em>View</em> button. In new window press <em>Save All Textures</em> button. All textures will be saved in <em>png</em> format.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-3uafBMSQuVg/UlyS-VmOPRI/AAAAAAAAB2Q/5jr7quZAoTU/s488/exgta4_4.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>4.</strong></span> Install 3Ds Max smd import plugin and run 3Ds Max. open any of exported files. In import dialog window uncheck <em>Import Skeleton</em> box. Keep importing all model files to scene through <em>Import/Merge</em> menu item.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-JzeMLbGc40M/UlyS-_9MSjI/AAAAAAAAB2Y/yuvofJa2naw/s336/exgta4_5.jpg" alt="" /></p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-ueJeqdsGVk8/UlyS_fflGiI/AAAAAAAAB2c/P5sDM_CSznQ/s705/exgta4_6.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>5.</strong></span> After import will finished it needs to texture it. If you try to apply exported textures directly you will see mismatches. To fix it you should add <em>Unwrap UVW</em> modifier to each model part. UVW map show you how to modify texture for proper fit. As a rule it needs to flip it vertically.</p>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-fR5-ahSTsUE/UlyTAfosDYI/AAAAAAAAB2o/pAfgc5-B3-0/s1280/exgta4_7.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>6.</strong></span> After fixing textures export will be finished.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-bT8CTpAY3Ts/UlyTA3BUf9I/AAAAAAAAB2w/YWGM70BYLzc/s705/exgta4_8.jpg" alt="" width="450" /></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html' rel='bookmark' title='Model export from Tekken 6 into 3Ds Max'>Model export from Tekken 6 into 3Ds Max</a></li>
</div></p>]]></content:encoded>
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		<title>Configuring sandbox</title>
		<link>https://metalmedved.com/en/nastrojka-pesochnicy.html</link>
		<comments>https://metalmedved.com/en/nastrojka-pesochnicy.html#comments</comments>
		<pubDate>Fri, 17 Aug 2012 14:54:00 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1928</guid>
		<description><![CDATA[Let’s take a look at global game configuration features. A sandbox generally. I think it&#8217;s 50% of any server success. There are two ways to setup sanbox: via killingfloor.ini manually and via GUI. killingfloor.ini way GUI way killingfloor.ini way This settings place in KillingFloor.ini file under[KFmod.KFGameType] section. KFGameLength &#8211; waves quantity: 0 &#8211; 4 waves; [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/esli-vy-ustali-vosstanavlivat-perki.html' rel='bookmark' title='If you are tried to restore perks'>If you are tried to restore perks</a></li>
<li><a href='https://metalmedved.com/en/kak-podklyuchit-mutator-dlya-killing-floor.html' rel='bookmark' title='How to use mutator in Killing Floor'>How to use mutator in Killing Floor</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-gfDbA-8DGOg/T81fOLb6CTI/AAAAAAAABHU/GS8M53AasqE/s250/Sandbox.jpg" alt="null" /></p>
<p>Let’s take a look at global game configuration features. A sandbox generally. I think it&#8217;s 50% of any server success. There are two ways to setup sanbox: via killingfloor.ini manually and via GUI.<span id="more-1928"></span></p>
<ul>
<a href="#kfini">killingfloor.ini way</a><br />
<a href="#gui">GUI way</a>
</ul>
<p><a name="kfini"><br />
<h2>killingfloor.ini way</h2>
<p></a></p>
<p>This settings place in <em>KillingFloor.ini</em> file under<em>[KFmod.KFGameType]</em> section.<!--more--></p>
<ul>
<strong><em>KFGameLength</em></strong> &#8211; waves quantity: 0 &#8211; 4 waves; 1 &#8211; 7; 2 &#8211; 10; 3 – custom waves quantity<br />
<strong><em>StartingCash</em></strong> &#8211; money amount at 1st respawn (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>MinRespawnCash</em></strong> &#8211; minimum money amount at respawn after death (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>bUseEndGameBoss</em></strong> &#8211; true turns on Patriarch at the end of game, false turns off<br />
<strong><em>LobbyTimeout</em></strong> &#8211; waiting time (seconds) in lobby menu<br />
<strong><em>bEnemyHealthBars</em></strong> &#8211; true turns on zeds health bars visibility for all players (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>MaxZombiesOnce</em></strong> &#8211; maximum zeds quantity that can be on map simultaneously (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>InitialWave</em></strong> &#8211; start wave configuration number (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>FinalWave</em></strong> &#8211; final wave configuration number (matters only if <em>KFGameLength=3</em>)<br />
<strong><em>FriendlyFireScale</em></strong> &#8211; Friendly fire scale. Percent in number. E.g. 100% &#8211; 1.0, 10% &#8211; 0.1</ul>
<p>There are also few lines here that matters only if <em>KFGameLength=3</em>:</p>
<ul>
<strong><em>MonsterClasses=(MClassName=&raquo;KFChar.ZombieClot&raquo;,Mid=&raquo;A&raquo;)</em></strong> &#8211; each line describes zed that can be used in game:</p>
<ul>
<strong><em>MClassName</em></strong> &#8211; Zed’s &laquo;Name&raquo;. Read more <a href="https://metalmedved.com/en/kak-podklyuchit-mutator-dlya-killing-floor.html" target="_blank">here (&laquo;Specimens&raquo; section)</a><br />
	<strong><em>Mid</em></strong> &#8211; Letter index (case have no sense) for using in configuration (see below)</ul>
<p><strong><em>MonsterSquad=4A1G</em></strong> &#8211; Zeds respawn as aquads in game. Each line describes squad structure. E.g. <em>4A1G</em> means that squad has 4 zeds with  <em>&laquo;A&raquo;</em> index and 1 zed with <em>&laquo;G&raquo;</em> index</p>
<p><strong><em>Waves[0]=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255,<br />
WaveDifficulty=0.000000)</em></strong> &#8211; each line describes wave configuration.</p>
<ul>
<strong><em>[0]</em></strong> &#8211; wave number. It uses in <em>InitialWave</em> and <em>FinalWave</em><br />
	<strong><em>WaveMaxMonsters</em></strong> &#8211; zeds quantity per player<br />
	<strong><em>WaveMask</em></strong> &#8211; numeric code describes zeds squads that can be reapwned at this wave. Calculate in way below. E.g. there is 3 squads:</p>
<div id="codeMy"><code><br />
			MonsterSquad=4A<br />
			MonsterSquad=4A1G<br />
			MonsterSquad=2B<br />
</code></div>
<p>		and we want set wave to respawn only 2 and 3 line squads (<em>MonsterSquad=4A1G</em> and <em>MonsterSquad=2B</em>). Mentally write 1 against squad line if it should be respawned and 0 if doesn’t</p>
<div id="codeMy"><code><br />
			<strong>0</strong> MonsterSquad=4A<br />
			<strong>1</strong> MonsterSquad=4A1G<br />
			<strong>1</strong> MonsterSquad=2B<br />
</code></div>
<p>		Then write left-to-right 0 and 1 sequence starting with bottom line: </p>
<div id="codeMy"><code><br />
			110<br />
</code></div>
<p>		It’s a number. If we imagine that it’s binary number and convert it to decimal number then we get needed <em>WaveMask</em> code. To convert from one scale of notation to another you may use default Windows calculator application:<br />
		Run it and turn to &laquo;scientific&raquo; mode</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-hbofFCqJV5E/T8QdRt3eqtI/AAAAAAAABGs/PqrHLgYNGwQ/s261/sandbox1.jpg" alt="null" /></p>
<p>		Set binary scale of notation and input our number 110</p>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-PUL4XEF8hfE/T8QdSnnDxgI/AAAAAAAABGw/1eZYEJsgRxA/s480/sandbox2.jpg" alt="null" /></p>
<p>		Set decimal scale of notation and we get needеd value 6. It should be wtitten to <em>WaveMask</em></p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-7B32YeQY6mU/T8QdTMaTdJI/AAAAAAAABG4/WnuhfGrB4fI/s480/sandbox3.jpg" alt="null" /></p>
</ul>
</ul>
<p><a name="gui"><br />
<h2>GUI way</h2>
<p></a></p>
<p>In this way you will setup sanbox by KF client GUI. In main menu click <em>&laquo;Host Game&raquo;</em>, on tab <em>&laquo;Select Map&raquo; </em>turn on checkbox <em>&laquo;Enable Sandbox&raquo;</em>. After that you may go to <em>&laquo;Sandbox&raquo; tab</em>. Here except all named options there are three unnamed <em>&laquo;Edit&raquo;</em> buttos:</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-H3N5AWaK1QE/UC7_pqR2IvI/AAAAAAAABRw/dPrL0AyqiuE/s1024/sandbox10.jpg" rel="lightbox[1928]"><img src="https://lh3.googleusercontent.com/-H3N5AWaK1QE/UC7_pqR2IvI/AAAAAAAABRw/dPrL0AyqiuE/s288/sandbox10.jpg" height="178" width="288" /></a></p>
<p>To add new monster you should write his name in empty field:</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-LVBfCZUy5e4/UC7_rXPNerI/AAAAAAAABSE/QO-qCCtEuXo/s1024/sandbox11.jpg" rel="lightbox[1928]"><img src="https://lh5.googleusercontent.com/-LVBfCZUy5e4/UC7_rXPNerI/AAAAAAAABSE/QO-qCCtEuXo/s288/sandbox11.jpg" height="178" width="288" /></a></p>
<p>To edit or add squad set needed at <em>&laquo;Squad No&raquo;</em> and edit suqd&#8217;s zeds quantity .</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/--OtGcd0culY/UC7_su-UtBI/AAAAAAAABSQ/MjAK2ndmydI/s1024/sandbox12.jpg" rel="lightbox[1928]"><img src="https://lh5.googleusercontent.com/--OtGcd0culY/UC7_su-UtBI/AAAAAAAABSQ/MjAK2ndmydI/s288/sandbox12.jpg" height="178" width="288" /></a></p>
<p>To set what suads will be spawned at what wave select needed <em>&laquo;Wave No&raquo;</em> and turn on squads checkboxes.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-3Zy9VwKGpdM/UC7_t_bB9aI/AAAAAAAABSg/7p_lh-LYr38/s1024/sandbox13.jpg" rel="lightbox[1928]"><img src="https://lh3.googleusercontent.com/-3Zy9VwKGpdM/UC7_t_bB9aI/AAAAAAAABSg/7p_lh-LYr38/s288/sandbox13.jpg" height="178" width="288" /></a></p>
<p>After config is done run the game then exit and replace all server killingfloor.ini lines start from <em>MonsterSquad=, Waves[x]=, MonsterClasses=</em> to similar ones from client killingfloor.ini.</p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/esli-vy-ustali-vosstanavlivat-perki.html' rel='bookmark' title='If you are tried to restore perks'>If you are tried to restore perks</a></li>
<li><a href='https://metalmedved.com/en/kak-podklyuchit-mutator-dlya-killing-floor.html' rel='bookmark' title='How to use mutator in Killing Floor'>How to use mutator in Killing Floor</a></li>
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		<title>How to update kf dedicated server using steamcmd</title>
		<link>https://metalmedved.com/en/obnovlenie-vydelennogo-servera-s-pomoshhyu-steamcmd.html</link>
		<comments>https://metalmedved.com/en/obnovlenie-vydelennogo-servera-s-pomoshhyu-steamcmd.html#comments</comments>
		<pubDate>Mon, 16 Jul 2012 19:23:37 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[steamcmd]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1980</guid>
		<description><![CDATA[Look original article here Share:
Read also:<div>
<li><a href='https://metalmedved.com/en/avto-perenapravlenie-servera-dlya-killing-floor.html' rel='bookmark' title='Server Auto Redirect in Killing Floor'>Server Auto Redirect in Killing Floor</a></li>
<li><a href='https://metalmedved.com/en/monitoring-igrovyx-serverov-svoimi-rukami.html' rel='bookmark' title='Making game servers monitoring guide'>Making game servers monitoring guide</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-Yr1CZR7VkQ8/T_9gWw2vVYI/AAAAAAAABNE/KQkDawrejZk/s245/SteamLogo.jpg" /></p>
<p>Look original article <a href="http://wiki.tripwireinteractive.com/index.php/Dedicated_Server_(KillingFloor)" target="_blank">here</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/avto-perenapravlenie-servera-dlya-killing-floor.html' rel='bookmark' title='Server Auto Redirect in Killing Floor'>Server Auto Redirect in Killing Floor</a></li>
<li><a href='https://metalmedved.com/en/monitoring-igrovyx-serverov-svoimi-rukami.html' rel='bookmark' title='Making game servers monitoring guide'>Making game servers monitoring guide</a></li>
</div></p>]]></content:encoded>
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		<title>How to use mutator in Killing Floor</title>
		<link>https://metalmedved.com/en/kak-podklyuchit-mutator-dlya-killing-floor.html</link>
		<comments>https://metalmedved.com/en/kak-podklyuchit-mutator-dlya-killing-floor.html#comments</comments>
		<pubDate>Wed, 22 Feb 2012 21:20:35 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[mutator]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1388</guid>
		<description><![CDATA[Mutator — game modification that modifies only small part of game. As opposed to mods that can’t be mixed (only one can be active at the same time) you may add few mutators in game simultaneously. There are four most common mutator types in Killing Floor: 1. Mutator itself. It modifies specific game rules (armor [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/kak-sozdat-mutator-dlya-killing-floor.html' rel='bookmark' title='How to create mutator in Killing Floor'>How to create mutator in Killing Floor</a></li>
<li><a href='https://metalmedved.com/en/obnovlenie-vydelennogo-servera-s-pomoshhyu-steamcmd.html' rel='bookmark' title='How to update kf dedicated server using steamcmd'>How to update kf dedicated server using steamcmd</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-Mh8mc4kBO5Y/TriDTkfZ4aI/AAAAAAAAAtY/_QYR3n_wnig/s337/plugmuts.jpg" alt="" /></p>
<p>Mutator — game modification that modifies only small part of game. As opposed to mods that can’t be mixed (only one can be active at the same time) you may add few mutators in game simultaneously.</p>
<p>There are four most common mutator types in Killing Floor:</p>
<ul>
1. Mutator itself. It modifies specific game rules (armor welding ability, enchanced scoreboard)<br />
2. Weapon mutator. It adds new weapon to game (Hunting Rifle, PortalTurret)<br />
3. Zed mutator. It adds new specimen to game (Brute, HellFire)<br />
4. Character mutator. It adds new playable character model to game (Stig)</ul>
<p><span id="more-1388"></span></p>
<p>Also there are huge mutators packs like WTF or Hiyokomod. It consists of few different mutator types at once. Installation of mutator pack equals to istep by step separate installations of each mutator  from pack.</p>
<h3>Mutator</h3>
<p>Let’s take a look on 1st mutator type installation with example of well known mutator called <a href="http://forums.tripwireinteractive.com/showthread.php?t=36065" target="_blank">ServerPerks</a> version 5.10. In downloaded archive you may find 5 files: <em>ServerPerksV5.ini</em>, <em>ServerPerksV5.u</em>, <em>ServerPerksV5P.u</em>, <em>ServerPerksMut.u</em> и <em>ServerPerksMut.ucl</em>. All mutator files with similar extensions should be copied at <em>System</em>  subfolder of Killing Floor game folder. The key of almost all mutator installation is its <em>.ucl</em> file. Open <em>ServerPerksMut.ucl</em> by using general notepad and you may see text like below:</p>
<div id="codeMy"><code><br />
Mutator=(ClassName=ServerPerksMut.ServerPerksMut,GroupName=KF-Stats,IconMaterialName=MutatorArt.nosym,<br />
FriendlyName=ServerPerksMut.ServerPerksMut.FriendlyName,<br />
Description=ServerPerksMut.ServerPerksMut.Description,<br />
FriendlyName=ServerPerksMut.ServerPerksMut.FriendlyName,<br />
FallbackName="Server Veterancy Handler V5",<br />
FallbackDesc="Use perks as privately on this server config instead of getting from global steam stats.")<br />
</code></div>
<p>You should pay attension on 2 places:</p>
<div id="codeMy"><code><br />
FallbackName="Server Veterancy Handler V5"<br />
</code></div>
<p>and</p>
<div id="codeMy"><code><br />
ClassName=ServerPerksMut.ServerPerksMut<br />
</code></div>
<p>You may find this mutator by name <em>Server Veterancy Handler V5</em> in <em>Modifications</em> tab during listening server creating. It may be added to server by simple double click on name. You may add some more mutators on your server in the same way.</p>
<p>Use code <em>ServerPerksMut.ServerPerksMut</em> to add mutator in dedicated server lauch string. E.g.:</p>
<div id="codeMy"><code><br />
ucc server KF-WestLondon.rom?game=KFMod.KFGameType?Mutator=ServerPerksMut.ServerPerksMut?VACSecured=true?MaxPlayers=16?ini=killingfloor.ini<br />
</code></div>
<p>If you need to add few mutators just add it using comma separating:</p>
<div id="codeMy"><code><br />
Mutator=ServerPerksMut.ServerPerksMut,WeldArmor.WeldArmorMut<br />
</code></div>
<p>Mutators order may be important. E.g. if you add “weld armor” mutator before “remove weld” mutator then any welding ability disappears. If you exchange this mutators in order you give just welding armor ability only.</p>
<h3>Weapons</h3>
<p>Let’s consider the way to add weapon mutator  <a href="http://forums.tripwireinteractive.com/showthread.php?t=52393" target="_blank">Colt Python</a> version 1.2. In downloaded archive you may find few folders. You need copy all files from mutator folders to KF game subfolders with same name. If all files are in one place for some mutator there are rules: <em>.ukx</em> files should be copied to <em>Animations</em>, <em>.uax</em> to <em>Sounds</em>, <em>.usx</em> to <em>StaticMeshes</em>, <em>.utx</em> to <em>Textures</em>. About <em>.u</em>, <em>.ucl</em> and <em>.ini</em> files it writes above </p>
<p>Open <em>WhiskyColt.ucl</em> file using notepad:</p>
<div id="codeMy"><code><br />
Weapon=(ClassName=WhiskyColt.WColt,PickupClassName=WhiskyColt.WColtPickup, AttachmentClassName=WhiskyColt.WColtAttachment,FriendlyName= WhiskyColt.WColt.ItemName,Description=WhiskyColt.WColt.Description, FallbackName="Colt Python",FallbackDesc="A Colt Python .375")<br />
</code></div>
<p>Find part:</p>
<div id="codeMy"><code><br />
PickupClassName=WhiskyColt.WColtPickup<br />
</code></div>
<p>Using code <em>WhiskyColt.WColtPickup</em> you may add this weapon to Killing Floor shop by way describes below.</p>
<p>Install ServerPerks mutator version  4.36 or higher or install <a href="http://forums.tripwireinteractive.com/showthread.php?t=47740" target="_blank">Custom Shop</a> version 2. If you choose ServerPerks, open ServerPerksV4.ini or ServerPerksV5.ini and add to the end of file this:</p>
<div id="codeMy"><code><br />
TraderInventory=1: WhiskyColt.WColtPickup<br />
</code></div>
<p>If you choose Custom Shop open KFCustomShopMutV2.ini file and add to the end of the file:</p>
<div id="codeMy"><code><br />
WeaponForSale= WhiskyColt.WColtPickup<br />
</code></div>
<p>After that changes weapons appear in  Killing Floor trader shop.</p>
<h3>Specimens</h3>
<p>It’s hard to get code for adding zed directly right in cases above. Usually it available with mutator or exists on KF web resources e.g. <a href="http://killingfloor.ru/forum/index.php?/topic/1271-%d0%ba%d0%be%d0%bc%d0%b0%d0%bd%d0%b4%d1%8b-%d0%b4%d0%bb%d1%8f-%d0%b2%d1%8b%d0%b7%d0%be%d0%b2%d0%b0-%d0%bc%d1%83%d1%82%d0%b0%d0%bd%d1%82%d0%be%d0%b2-%d0%b8-%d0%be%d1%80%d1%83%d0%b6%d0%b8%d0%b9/page__view__findpost__p__26246" target="_blank">here</a>. After you find needed code you may continue. Consider adding of <a href="http://forums.tripwireinteractive.com/showthread.php?t=53345" target="_blank">Shiver</a> zed. Code for adding it in game:  <em>Shiver.ZombieShiver</em>.</p>
<p>Let’s add shiver to regular clots only squad. Open <em>killingfloor.ini</em> file, find <em>[KFmod.KFGameType]</em> section and find lines like:</p>
<div id="codeMy"><code><br />
MonsterClasses=(MClassName="KFChar.ZombieClot",Mid="A")<br />
MonsterClasses=(MClassName="KFChar.ZombieCrawler",Mid="B")<br />
</code></div>
<p>Add new one</p>
<div id="codeMy"><code><br />
MonsterClasses=(MClassName="Shiver.ZombieShiver",Mid="Z")<br />
</code></div>
<p>Pay attension on <em>Mid=&raquo;Z&raquo;</em>. In quotes we set letter identifier that uses in already existing lines (<em>A</em>, <em>B</em>).</p>
<p>Then in same place find lines like:</p>
<div id="codeMy"><code><br />
MonsterSquad=3A1B<br />
MonsterSquad=2A<br />
</code></div>
<p>and add to the end <em>1Z</em>:</p>
<div id="codeMy"><code><br />
MonsterSquad=3A1B1Z<br />
MonsterSquad=2A1Z<br />
</code></div>
<p>Now turn on sandbox on server and we’ll see that shivers appear now with clots (<em>A</em> letter) and crawlers (<em>B</em> letter).</p>
<h3>Characters</h3>
<p>Ability to add custom characters appears in ServerPerks since version 5. Let’s add a <a href=" http://forums.tripwireinteractive.com/showthread.php?t=51161" target="_blank">Stig</a> character. Copy files from downloaded archive according rules below and pay attention on file ending <em>Mod</em>. For Stig it’s <em>KFStigMod.u</em>. The code for adding this character is letters before the <em>mod</em> ending.  it’s <em>KFStig</em> for Stig character. Then open <em>ServerPerksV5.ini</em> and add to the end of the file line:</p>
<div id="codeMy"><code><br />
CustomCharacters=character_name<br />
</code></div>
<p>E.g. for Stig</p>
<div id="codeMy"><code><br />
CustomCharacters=KFStig<br />
</code></div>
<p>Then you may choose Stig character in standart model select menu.</p>
<p>In one of further articles I’ll write about wave squads configuration.</p>



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		<title>Model export from Tekken 6 into 3Ds Max</title>
		<link>https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html</link>
		<comments>https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html#comments</comments>
		<pubDate>Wed, 11 Jan 2012 10:34:39 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[tekken]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1539</guid>
		<description><![CDATA[In this article I show you how to export Tekken 6 characters to 3Ds Max. First of all we need stuff below: - Tekken 6 disc image for XBox - Any DVD drive emulator: Daemon Tools, UltraISO or Alcohol 120% - Xbox Backup Creator (some antivirus tools can find unknow threat in it) - xbdecompression [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html' rel='bookmark' title='GTA 4 Model Export'>GTA 4 Model Export</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-BOqPZi_b2ig/Tw1Zwr78HLI/AAAAAAAAA3g/kAyZfSQfC_U/s481/t6exp00.jpg"  /></p>
<p>In this article I show you how to export Tekken 6 characters to 3Ds Max.<span id="more-1539"></span></p>
<p>First of all we need stuff below:</p>
<ul>
- <a href="http://rutor.org/torrent/49083/tekken-6-rf-2009-xbox360" target="_blank">Tekken 6 disc image for XBox</a><br />
- Any DVD drive emulator: Daemon Tools, UltraISO or Alcohol 120%<br />
- Xbox Backup Creator (some antivirus tools can find unknow threat in it)<br />
- xbdecompression<br />
- poopypants<br />
- Noesis
</ul>
<p>All tools you can download from <a href="http://www.mediafire.com/?7232oqpj69m47hk" target="_blank">there</a>.</p>
<p><span style="color: #00ff00;"><strong>1.</strong></span> The first step is to install DVD drive emulator and mount game image. There are nothing special about it. Do it according your emulator guide.</p>
<p><span style="color: #00ff00;"><strong>2.</strong></span> Run Xbox Backup Creator, go to <em>Image Tools</em> tab and press <em>Image Browser</em> button.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-w64EA0ON4jM/Tw1ZxOUokDI/AAAAAAAAA3k/4F6yF5rbxVE/s585/t6exp01.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-w64EA0ON4jM/Tw1ZxOUokDI/AAAAAAAAA3k/4F6yF5rbxVE/s288/t6exp01.jpg" height="288" width="244" /></a></p>
<p>It opens image file browser window where you can find needed <em>*.bin</em> and <em>*.idx</em> files.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-VJHJfPGN7_U/Tw1Zx2iMchI/AAAAAAAAA3o/KTwuOVt3KeY/s658/t6exp02.jpg" rel="lightbox[1539]"><img src="https://lh5.googleusercontent.com/-VJHJfPGN7_U/Tw1Zx2iMchI/AAAAAAAAA3o/KTwuOVt3KeY/s288/t6exp02.jpg" height="212" width="288" /></a></p>
<p>Every file contains specific character resources:</p>
<p><em>data301 &#8211; Base model without hair and clothes<br />
data305 &#8211; Paul, Law, Lei, King, Yoshimitsu<br />
data306 &#8211; Nina, Hwoarang, Xiaoyu, Christie, Jin<br />
data307 &#8211; Julia, Kuma, Bryan, Heihachi, Kazuya<br />
data308 &#8211; Lee, Steve, Craig, Mokujin, Eddy, Jack<br />
data309 &#8211; Roger, Anna, Wang, Ganryu, Asuka, Bruce<br />
data310 &#8211; Baek, Devil Jin, Raven, Feng, Armor King, Lili<br />
data311 &#8211; Sergei, Bob, Zafina, Miguel, Leo<br />
data312 &#8211; Azazel, Lars, Alisa, Nancy</em></p>
<p>To extract needed files select it and choose <em>Extract</em> in shortcut menu.</p>
<p><span style="color: #00ff00;"><strong>3.</strong></span> After extraction it needs to decompress <em>*.bin</em> files using <em>xbdecompression</em>. Move <em>*.bin</em> files into <em>xbdecompression</em> folder. Edit <em>runXBD.bat</em> in notepad then run it. E.g. to decompress <em>data301.bin</em> file write:</p>
<div id="codeMy"><code><br />
xbdecompress DATA301.BIN Data301_.BIN<br />
pause<br />
</code></div>
<p>After run you get <em>Data301_.BIN</em> decompressed file.</p>
<p><span style="color: #00ff00;"><strong>4.</strong></span> Then you should unpack decompressed *.bin files using <em>poopypants</em>. Move decompressed <em>*.bin</em> and <em>*.idx</em> files to <em>poopypants</em> folder. Edit in notepad <em>runPP.bat</em> file then run it. E.g. to unpack <em>data301_.bin</em> file write:</p>
<div id="codeMy"><code><br />
poopypants.exe Data311.idx Data311_.BIN<br />
pause<br />
</code></div>
<p>All unpacking content will be placed in <em>poopypants</em> folder. We need <em>*.nmd</em> files. You may view it with <em>Noesis</em> tool. Run it and select folder with unpacking content on left panel. You may see folder files on middle panel. To view specific file use double click on it and see file content on right panel. You may export needed content from selected file using <em>File > Export</em> item in main menu. </p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-ejxjaMP_Zo0/Tw1Zyr-cAcI/AAAAAAAAA3s/REzxaV35UDs/s1112/t6exp03.jpg" rel="lightbox[1539]"><img src="https://lh4.googleusercontent.com/-ejxjaMP_Zo0/Tw1Zyr-cAcI/AAAAAAAAA3s/REzxaV35UDs/s288/t6exp03.jpg" height="155" width="288" /></a></p>
<p>In export dialog window you may set output path and file format for models and textures. Use <em>*.obj</em> format to open it in 3Ds Max after. Press <em>OK</em> button to start export.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-TbwQETh8nDw/Tw1ZzYB_ixI/AAAAAAAAA3w/fCvNs6Gveeg/s480/t6exp04.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-TbwQETh8nDw/Tw1ZzYB_ixI/AAAAAAAAA3w/fCvNs6Gveeg/s288/t6exp04.jpg" height="281" width="288" /></a></p>
<p>Often exported textures are needed to mirror vertically.</p>
<p>That&#8217;s all. You may export any Tekken 6 character by finding specific model parts. E. g. I made Miguel Caballero Rojo.</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/q1hox3WB29jaH38niQPVFZqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh3.googleusercontent.com/-ca2CA7bSmaA/Tw1Zv8Y2mgI/AAAAAAAAA3c/0ciFbLPMle0/s288/t6exp05.jpg" height="288" width="154" /></a> <a href="https://lh6.googleusercontent.com/-yRHazvpDXA8/Tw1Zz7ltR4I/AAAAAAAAA30/jm1S5hm1x6o/s607/t6exp06.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-yRHazvpDXA8/Tw1Zz7ltR4I/AAAAAAAAA30/jm1S5hm1x6o/s288/t6exp06.jpg" height="288" width="283" /></a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html' rel='bookmark' title='GTA 4 Model Export'>GTA 4 Model Export</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div></p>]]></content:encoded>
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		</item>
		<item>
		<title>Map making: doors and evevators</title>
		<link>https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html</link>
		<comments>https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html#comments</comments>
		<pubDate>Wed, 21 Dec 2011 19:18:45 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[moovers]]></category>
		<category><![CDATA[doors]]></category>
		<category><![CDATA[elevators]]></category>
		<category><![CDATA[map making]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1494</guid>
		<description><![CDATA[Sorry, this entry is only available in Русский. Share:
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>Sorry, this entry is only available in <a href="https://metalmedved.com/category/tutorials/feed">Русский</a>.</p>



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<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
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		<title>Map making: Geometry</title>
		<link>https://metalmedved.com/en/sozdanie-karty-geometriya.html</link>
		<comments>https://metalmedved.com/en/sozdanie-karty-geometriya.html#comments</comments>
		<pubDate>Sat, 26 Nov 2011 07:10:06 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[bsp]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[map making]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1431</guid>
		<description><![CDATA[In this article: &#8211; BSP geometry basics &#8211; Making geometry &#8211; Overview of tools for working with geometry objects CSG and BSP There is the original geometry world making conception in Unreal engine. It&#8217;s Constructive Solid Geometry (CSG), that represent subtract and addict sequence of map geometry. All the black, a &#171;nothing&#187; that we may [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-ntRFfTOvjtU/Ts-hT3ZKAVI/AAAAAAAAAxs/pAznCr2tqfc/s400/mgg00.jpg"  /></p>
<p>In this article:</p>
<ul>
 &#8211; BSP geometry basics<br />
 &#8211; Making geometry<br />
 &#8211; Overview of tools for working with geometry objects</ul>
<p><span id="more-1431"></span></p>
<h3>CSG and BSP</h3>
<p>There is the original geometry world making conception in Unreal engine. It&#8217;s Constructive Solid Geometry (<strong>CSG</strong>), that represent subtract and addict sequence of map geometry. All the black, a &laquo;nothing&raquo; that we may see during new map making is a solid space. So we should subtract world space and then fill it with stuff. This action is implemented by creating of subtractive brushes. You may add some decor stuff into subtract space. It&#8217;s implemented by another brush: the additive one.<br />
You may combine these actions (subtraction/addition) for creating complicated stuff. E.g. you may subtract room space then add wall dividing this to 2 separate parts and finally subtract a door between it.<br />
You should take care about geometry creation sequence during map making. If you&#8217;ll do it in wrong sequence you may get unexpected result. E. g. if you add divider firstly then door and finally room box you get only one room without divider however it&#8217;ll be looks same in editor. To change CSG action sequence use <em>Order >ToFirst</em> or <em>Order > ToLast</em> context menu items on needed brush(s).</p>
<p>Every room or passage is subtracted separately on closed space maps.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-9DhqdKxxuxM/Ts-beStwJdI/AAAAAAAAAu0/LqHbYYkCzmM/s912/mgg01.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-9DhqdKxxuxM/Ts-beStwJdI/AAAAAAAAAu0/LqHbYYkCzmM/s288/mgg01.jpg" height="191" width="288" /></a></p>
<p>Open world maps are made in huge subtracted box.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-v7W1Wkte-nI/Ts-bfDM-sXI/AAAAAAAAAu4/6UYtUqdww0A/s912/mgg02.jpg" rel="lightbox[1431]"><img src="https://lh6.googleusercontent.com/-v7W1Wkte-nI/Ts-bfDM-sXI/AAAAAAAAAu4/6UYtUqdww0A/s288/mgg02.jpg" height="191" width="288" /></a></p>
<p><strong>BSP</strong> (Binary Space Partitioning) is method of binary subdividing a space that is used during building virtual geometry. With BSP tree help it makes object classification depends of viewer distance. For more information about BSP look <a href="http://www.rsdn.ru/article/alg/bsptrees.xml">here</a> or <a href="http://u3d.agava.ru/doc/theory/bsp_base.shtml"> there </a>. Compiled map BSP cuts depend on its location, shape and brush type. In the complicated sequences it is possible to raise errors during cuts making, so called <a href="http://wiki.beyondunreal.com/Legacy:BSP_Hole">BSP Holes</a> in space.</p>
<h3>Brush copy and layout</h3>
<p>To move brush you should select it then move it holding Ctrl and left mouse button (LMB). You may select few brushes holding Ctrl as well and move it together. You may rotate them around the pivot (crosshair) holding Ctrl and right mouse button (RMB). Brushes are moved in editor grid. You may change grid siae in bottom toolbar. E.g. for tiny objects it should be used 1-8 grid size. There are 3 parameters of rotation: <em>Pitch, Roll</em> and <em>Yaw</em> and its own grid. One unit of this grid equals value 1024 on one of this parameters. You may chage grid size in editor options: <em>View > Advanced Options > Editor > RotationGridSize</em>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-cn6wmrDRi2g/Ts-bfqHhfEI/AAAAAAAAAu8/BJrdO44X-y8/s512/mgg03.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-cn6wmrDRi2g/Ts-bfqHhfEI/AAAAAAAAAu8/BJrdO44X-y8/s288/mgg03.jpg" height="288" width="198" /></a></p>
<p>For rotation you may switch off moving or rotation ability by using <em>Toggle Drag Grid</em> or <em>Toggle Rotation Grid</em> buttons. If one or more brush points are placed on editor grid cross you may align brush relative to this point by selecting it and use RMB. Selected brush(es) will moved to distance from given point to crossing. Brush pivot will be set to point axis as well.<br />
All objects can be copied and duplicated (except builder). To duplicate brush you should click <em>RMB > Duplicate</em> or Ctrl+W on selected brush(es). Duplication uses for copying objects on single map. To copy objects between maps you should click <em>RMB > Edit > Copy</em> on one map object(s) then insert it by clicking <em>RMB > Edit > Paste</em> on other map. It works even between different game maps (e.g. from UT2004). Copied brushes will have same textures and stuff as well. After geometry changing it needs to compile by pressing <img src="https://lh5.googleusercontent.com/-W9zuE6Oc8oY/Ts-bgWz4hXI/AAAAAAAAAvA/G_tF3bgasvM/s24/mgg04.jpg" alt="" /> <em>Build Geometry</em> button. During map full compiling(<em>Build All</em> ) the geometry is handled first.</p>
<h3>Making geometry tools</h3>
<p>There are two general tools for geometry making: <span style="color: #00ff00;"><strong><em>Add</em></strong></span> <img src="https://lh3.googleusercontent.com/-n5ZG-NJ8A8g/Ts-bq0GA7lI/AAAAAAAAAwA/DqQBiZ4w-F4/s30/mgg05.jpg" alt="" /> and <span style="color: #00ff00;"><strong><em>Subtract</em></strong></span> <img src="https://lh6.googleusercontent.com/-badoui7llVY/Ts-bs91_leI/AAAAAAAAAwQ/GV08hRWscLE/s30/mgg06.jpg" alt="" />. You may add and subtract map space by brush builder outlines using this tools.</p>
<p><span style="color: #00ff00;"><strong><em>Intersect</em></strong></span> <img src="https://lh4.googleusercontent.com/-IY0PaSQlfEg/Ts-bsHXYB5I/AAAAAAAAAwI/6z4nIBNS_EI/s30/mgg07.jpg" alt="" /> and <span style="color: #00ff00;"><strong><em>Deintersect</em></strong></span> <img src="https://lh6.googleusercontent.com/-UBiafyhHwf4/Ts-bse99wpI/AAAAAAAAAwM/1AHkij8DPfQ/s30/mgg08.jpg" alt="" /> use for builder shape. It cuts brush builder using outlines and cuts <em>Solid</em> or <em>Non Solid</em>.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-1V1simIPn6I/Ts-bhC1F6YI/AAAAAAAAAvE/nRJDIc3VYl4/s912/mgg09.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-1V1simIPn6I/Ts-bhC1F6YI/AAAAAAAAAvE/nRJDIc3VYl4/s288/mgg09.jpg" height="191" width="288" /></a></p>
<p>Intersect</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/mI_0HnM0tm7rcty0XunzrpqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh6.googleusercontent.com/-8t98PXu6dgk/Ts-bh1tPWFI/AAAAAAAAAvI/f4SZrIRmA78/s288/mgg10.jpg" height="191" width="288" /></a></p>
<p>Deintersect</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/pqxhbDeuQIlqsVn5XkF_jZqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh5.googleusercontent.com/-kpcGxu5Yq7Q/Ts-bimpDM3I/AAAAAAAAAvM/oDtML6IU0YE/s288/mgg11.jpg" height="191" width="288" /></a></p>
<p>You may select all map space and press <em>Deinserect</em> to see BSP cut outlines.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-C6r9arfDpf0/Ts-bjJvp7GI/AAAAAAAAAvQ/wcduWSinrdU/s912/mgg12.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-C6r9arfDpf0/Ts-bjJvp7GI/AAAAAAAAAvQ/wcduWSinrdU/s288/mgg12.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-xRoYjoj3Rns/Ts-bkNXtw9I/AAAAAAAAAvU/Ox59ZP4WOvY/s912/mgg13.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-xRoYjoj3Rns/Ts-bkNXtw9I/AAAAAAAAAvU/Ox59ZP4WOvY/s288/mgg13.jpg" height="191" width="288" /></a></p>
<p>You may see cuts <em>Zone/Portal</em> mode.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-oEbrO8519dE/Ts-bk_RnzHI/AAAAAAAAAvY/Sm9CNmumuqk/s704/mgg14.jpg" rel="lightbox[1431]"><img src="https://lh6.googleusercontent.com/-oEbrO8519dE/Ts-bk_RnzHI/AAAAAAAAAvY/Sm9CNmumuqk/s288/mgg14.jpg" height="147" width="288" /></a></p>
<h3>Geometric figures</h3>
<p>Tools for making shapes are placed at left tools panel. You may create <em>Builder</em> using this tools and edit its params using context menu (RMB).</p>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/--7wx3IMIzcE/Ts-gIA-2YDI/AAAAAAAAAwk/cvDQBfw61ig/s160/mgg15.jpg" alt="" /></p>
<p><span style="color: #00ff00;"><strong><em>Cube</em></strong></span>. Creates parallelepiped. Very simple and useful tool.<br />
 <strong>Height</strong><br />
 <strong>Breadth</strong><br />
 <strong>Width</strong><br />
 <strong>WallThickness</strong> – if <em>Hollow = True</em><br />
 <strong>GroupName</strong><br />
 <strong>Hollow</strong> – Creates hollow brush with <em>WallThickness</em>. Useful for Additive brushes and making buildings.<br />
 <strong>Tessellated</strong> – Splits brush sides to triangles.</p>
<p><span style="color: #00ff00;"><strong><em>Cylinder</em></strong></span>. Creates cylinder-like prism.<br />
 <strong>Height</strong>.<br />
 <strong>OuterRadius</strong> – Radius of base circumscribed circle (if <em>AllignToSides = False</em>) or inscribed circle.<br />
 <strong>InnerRadius</strong> – Radius of base inscribed circle (if <em>Hollow = True</em>).<br />
 <strong>Sides</strong> – Sides quantity.<br />
 <strong>AllignToSides</strong> – Align radius to sides.<br />
 <strong>Hollow</strong> – Same as for cube.</p>
<p><span style="color: #00ff00;"><strong><em>Cone</em></strong></span>. Creates cone like pyramid.<br />
 <strong>Height</strong><br />
 <strong>CapHeight</strong> – If <em>Hollow = True</em><br />
 <strong>OuterRadius</strong> – Radius of base circumscribed circle.<br />
 <strong>InnerRadius</strong> – Radius of base inscribed circle.<br />
 <strong>Sides</strong><br />
 <strong>AllignToSides, Hollow</strong> – The same as above.</p>
<p><span style="color: #00ff00;"><strong><em>Sphere</em></strong></span>. Creates sphere-like tetrahedron.<br />
 <strong>Radius</strong><br />
 <strong>SphereExtrapolation</strong> – Detalization level. Higher &#8211; better (avoid using value above 6).</p>
<h4>Stairs:</h4>
<p>This is brushes consist of several parts.<br />
There are 3 common params for all stairs types below.</p>
<strong>StepHeight</strong><br />
 <strong>StepWidth</strong><br />
 <strong>NumSteps</strong>
<p><span style="color: #00ff00;"><strong><em>LinearStaircase</em></strong></span>.<br />
 <strong>StepLenght</strong><br />
 <strong>AddToFirstStep</strong> – Additional height.</p>
<p><span style="color: #00ff00;"><strong><em>CurvedStaircase</em></strong></span>.<br />
 <strong>InnerRadius</strong> – Distance down to stairs start point.<br />
 <strong>AngleOfCurve</strong> – Turn angle from fist to last step.<br />
 <strong>AddToFirstStep</strong> – Same as <em>LinearStaircase</em>.<br />
 <strong>CounterClockwise</strong> – Stairs turn direction.</p>
<p><span style="color: #00ff00;"><strong><em>SpiralStaircase</em></strong></span>.<br />
 <strong>InnerRadius</strong> – Distance down to stairs start point.<br />
 <strong>StepThickness</strong><br />
 <strong>NumStepsPer360</strong> – Steps quantity during 360 degrees turn.<br />
 <strong>SlopedCelling</strong> – For sloped stairs reverse side.<br />
 <strong>SlopedFloor</strong> – Turns stairs to slope.<br />
 <strong>CounterClockwise</strong> – Stairs turn direction.</p>
<h4>Surfaces:</h4>
<p><span style="color: #00ff00;"><strong><em>Sheet:</em></strong></span> plain quadrangle surface. It uses for map zone dividing and sets creating.<br />
 <strong>Height/Width</strong><br />
 <strong>HorizBreaks</strong> – Horizontal segments quantity.<br />
 <strong>VertBreaks</strong> – Vertical  segments quantity.<br />
 <strong>Axis</strong> – Sheet creating axis. </p>
<p><span style="color: #00ff00;"><strong><em>Volumetric:</em></strong></span> Structure consists of some plain surfaces crossed in middle. Sometimes it uses for sets making.<br />
<strong>Height/Radius</strong><br />
<strong>NumSheets</strong> &#8211; plane parts quantity.</p>
<h4>Landscape:</h4>
<p><span style="color: #00ff00;"><strong><em>BSP Based Terrain:</em></strong></span> Creates cube brush with one side splitting to segments that splitting to triangles. It sets to use for BSP landscapes. Actually it is very inconvenient way to do it.<br />
<strong>Height/Width/Breadth</strong><br />
<strong>Width/Depth Segments</strong> – segments quantity.</p>
<h4>Scales</h4>
<p>There is a special dimension unit: UU (Unreal Unit).<br />
<strong>1 UU = 0.75 inches<br />
1 ft = 16 UU<br />
256 UU = 16 ft</strong></p>
<p>For turning and rotating it uses special units that shows deflection relative to original position.<br />
<strong>1024 = 5.625 degrees<br />
8192 = 45 degrees<br />
16384 = 90 degrees<br />
24576 = 135 degrees<br />
32768 = 180 degrees</strong><br />
If it uses negative values rotation will be done in clockwise.</p>
<h3>Shape editing tools</h3>
<p><img src="https://lh5.googleusercontent.com/-AfIaXVR-nD0/Ts-btkYTWSI/AAAAAAAAAwU/qCEbUKD6STg/s30/mgg16.jpg" alt="" /> <span style="color: #00ff00;"><strong><em>VertexEditing:</em></strong></span> Very useful tool for free shapes making. It ables to change brush shape by moving vertex points.<br />
Select brush then select vertexes holding Ctrl and you may change brush shape moving vertexes with holding Ctrl+LMB.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-Z0o9Flv87F4/Ts-bl_o1vHI/AAAAAAAAAvg/zxbdQeYir-Y/s912/mgg17.jpg" rel="lightbox[1431]"><img src="https://lh4.googleusercontent.com/-Z0o9Flv87F4/Ts-bl_o1vHI/AAAAAAAAAvg/zxbdQeYir-Y/s288/mgg17.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-l_jhkPqHW-M/Ts-bmV1WTeI/AAAAAAAAAvk/JocsvKzwZok/s912/mgg18.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-l_jhkPqHW-M/Ts-bmV1WTeI/AAAAAAAAAvk/JocsvKzwZok/s288/mgg18.jpg" height="191" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-exbPxr2Ypls/Ts-bm0d4YnI/AAAAAAAAAvo/ECyLhbB9QZE/s912/mgg19.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-exbPxr2Ypls/Ts-bm0d4YnI/AAAAAAAAAvo/ECyLhbB9QZE/s288/mgg19.jpg" height="191" width="288" /></a></p>
<p>It is much better to use em>VertexEditing</em> for complicated shape making and brush duplicating then making new one from beginning.<br />
You may use <em>ShowLagreVertices</em> tool button for easy point viewing.</p>
<p><img src="https://lh4.googleusercontent.com/-2v69G24b9E8/Ts-brVvTFxI/AAAAAAAAAwE/kRVzM8Xpf-4/s30/mgg20.jpg" alt="" /> <span style="color: #00ff00;"><strong><em>BrushClipping:</em></strong></span> Tool for brush splitting and cutting. Selecting brush and <em>BrushClipping</em> mode you may put Clipping markers. To put marker you should click LMB on one of brush points then holding Ctrl move it to needed place. 2 markers are enough for brush cutting/splitting. You may see red line between markers with perpendicular segment that marks cutting part.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-8-NTEq1xTtw/Ts-bnw-6UzI/AAAAAAAAAvs/Q4oeR3VJ4-Q/s912/mgg21.jpg" rel="lightbox[1431]"><img src="https://lh5.googleusercontent.com/-8-NTEq1xTtw/Ts-bnw-6UzI/AAAAAAAAAvs/Q4oeR3VJ4-Q/s288/mgg21.jpg" height="191" width="288" /></a></p>
<p>There are 4 tools for BrushClipping mode: <img src="https://lh5.googleusercontent.com/-Rl132rugMos/Ts-gImHjJhI/AAAAAAAAAwo/TecZVc0fqu0/s64/mgg22.jpg" alt="" /><br />
<strong>Clip Selected Brushes</strong> &#8211; Clip a brush towards segment.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-uN5oa1GlJCU/Ts-bpAnXNrI/AAAAAAAAAv0/isOINcrioFI/s912/mgg23.jpg" rel="lightbox[1431]"><img src="https://lh3.googleusercontent.com/-uN5oa1GlJCU/Ts-bpAnXNrI/AAAAAAAAAv0/isOINcrioFI/s288/mgg23.jpg" height="191" width="288" /></a></p>
<p><strong>Split Selected Brushes</strong> &#8211; Split a brush along the line of cut.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-QYiKqOKXmB4/Ts-bpxlhv6I/AAAAAAAAAv4/Rciw1-Orn2Q/s912/mgg24.jpg" rel="lightbox[1431]"><img src="https://lh4.googleusercontent.com/-QYiKqOKXmB4/Ts-bpxlhv6I/AAAAAAAAAv4/Rciw1-Orn2Q/s288/mgg24.jpg" height="191" width="288" /></a></p>
<p><strong>Flip Clipping Normal</strong> – Flip cut side.<br />
<strong>DeleteClippingMarkers</strong> – Remove all markers.</p>
<p>Finally couple of useful tools. <img src="https://lh5.googleusercontent.com/-hdBUUkbdIIw/Ts-gI7Sq3UI/AAAAAAAAAws/B__yt-zvBww/s64/mgg25.jpg" alt="" /><br />
<strong>Mirror X/Y/Z</strong> – Mirror reflection of geometry relative to pivot at one of axis.<br />
<strong>Select All Inside</strong> – Select all objects inside builder.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1543-kf-sdk-%d0%b3%d0%b5%d0%be%d0%bc%d0%b5%d1%82%d1%80%d0%b8%d1%8f/" target="_blank">Source link</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div></p>]]></content:encoded>
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		<title>Making map: Static Meshes</title>
		<link>https://metalmedved.com/en/sozdanie-karty-statik-meshi.html</link>
		<comments>https://metalmedved.com/en/sozdanie-karty-statik-meshi.html#comments</comments>
		<pubDate>Mon, 17 Oct 2011 19:06:55 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[map making]]></category>
		<category><![CDATA[static meshes]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1318</guid>
		<description><![CDATA[In this article: &#8211; Static Mesh browser overview. &#8211; Mesh import. &#8211; How to import static meshes from 3rd party games. &#8211; Properties. Static meshes is polygon mesh that are the most part of game world objects in many game engines including Unreal Engine. “Static” means that they have no animations but they may be [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-8qvSD376D3E/Tpx09mcORwI/AAAAAAAAAp8/HliGLyra7t8/s400/mgsm0.jpg" alt="" /></p>
<p>In this article:</p>
<ul>
 &#8211; Static Mesh browser overview.<br />
 &#8211; Mesh import.<br />
 &#8211; How to import static meshes from 3rd party games.<br />
 &#8211; Properties.</ul>
<p><span id="more-1318"></span></p>
<p>Static meshes is polygon mesh that are the most part of game world objects in many game engines including Unreal Engine. “Static” means that they have no animations but they may be moved and resized at real-time without recompiling. Static meshes can be of any forms and dimensions (2D or 3D).<br />
They are more better for making complicated objects than BSP geometry objects and more flexible as well. Engine work with complicated static meshes more faster than equal BSP objects.</p>
<p>Static meshes examples inKilling Floor:</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-sZPBk1uIglw/Tpx03YZtEeI/AAAAAAAAApI/kF-2_egs-vc/s912/mgsm1.jpg" rel="lightbox[1318]"><img src="https://lh3.googleusercontent.com/-sZPBk1uIglw/Tpx03YZtEeI/AAAAAAAAApI/kF-2_egs-vc/s288/mgsm1.jpg" height="191" width="288" /></a></p>
<h3>Static Mesh Browser</h3>
<p>There are own browser for static meshes in Killing Floor. It may be opened by clicking tool button <img src="https://lh3.googleusercontent.com/-oa6xq5zyZ_0/Tpx03tLIMII/AAAAAAAAApM/0n3wz9nP5yc/s24/mgsm2.jpg" alt="" /> or selecting menu item <em>View > Static Meshes Browser</em>.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-JYpOnjY_UJs/Tpx04AKcHuI/AAAAAAAAApQ/SqxO3bS_MMI/s635/mgsm3.jpg" rel="lightbox[1318]"><img src="https://lh5.googleusercontent.com/-JYpOnjY_UJs/Tpx04AKcHuI/AAAAAAAAApQ/SqxO3bS_MMI/s288/mgsm3.jpg" height="277" width="288" /></a></p>
<p>As in texture browser here you may look at object and map texture on it. You may move camera in static meshes browser viewport just as in map viewport. This tool uses usx package format. Texture may be maped on <em>Materials</em> tab. Mesh may consist of sevral parts with its own textures. Each part has a tab with number (starts at 0). To map texture you should select it in texture browser firstly then on needed part tab click <em>Use</em> button on <em>Material</em> field. To add mesh on map it needs to click <em>RMB > Add Static Mesh: ‘name’</em> at target map point or press <em>Insert Static Mesh into Level</em> button <img src="https://lh3.googleusercontent.com/-viO1AE7KHH0/Tpx04rugYhI/AAAAAAAAApY/oSfrCI6viug/s22/mgsm5.jpg" alt="" /> in static mesh browser. Using <em>Frame Current</em> button <img src="https://lh6.googleusercontent.com/-WwqJFtHTaDo/Tpx04ZScg9I/AAAAAAAAApU/D-uUhLm81TU/s22/mgsm4.jpg" alt="" /> you may set angle view in browser as at map viewport.</p>
<h3>Import</h3>
<p>To import static mesh you should select <em>File > Import</em> menu item. Supported formats: ase (mainly) and lwo. During import you may see window below that should be filled with package, group and name data.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-jyMTS7L_0Kc/Tpx05cNhgTI/AAAAAAAAApc/LUqAeDXDIII/s366/mgsm6.jpg" alt="" /></p>
<p>Mesh is imported without own texture if you don’t import texture with the same name before. Use <em>Materials</em> tab to set textures.</p>
<h3>How to import static meshes from 3rd party games</h3>
<p>There are many programs for 3D model working. I offer to use MilkShape 3D. It is tiny, simple and powerful tool for model converting. Firstly you should import 3rd party mesh into Milkshape using <em>File > Import</em> menu item.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-7Oh6HdFeTaE/Tpx06FzTuwI/AAAAAAAAApg/OyQAnruLhik/s640/mgsm7.jpg" rel="lightbox[1318]"><img src="https://lh4.googleusercontent.com/-7Oh6HdFeTaE/Tpx06FzTuwI/AAAAAAAAApg/OyQAnruLhik/s288/mgsm7.jpg" height="288" width="132" /></a></p>
<p>Then you may export mesh in needed format by <em>File > Export</em> menu item.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-3R5tiz3TE5Y/Tpx06k-RN6I/AAAAAAAAApk/xZnVngjGuX0/s912/mgsm8.jpg" rel="lightbox[1318]"><img src="https://lh4.googleusercontent.com/-3R5tiz3TE5Y/Tpx06k-RN6I/AAAAAAAAApk/xZnVngjGuX0/s288/mgsm8.jpg" height="209" width="288" /></a></p>
<h3>How to convert static mesh to brush and vice versa</h3>
<p>Solid brush may be converted to static mesh using <em>RMB > Convert > To Static Mesh</em> on it. It opens window below.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-ba-XVjXJyaY/Tpx07IpdgzI/AAAAAAAAApo/XYmxvW7ogt8/s912/mgsm9.jpg" rel="lightbox[1318]"><img src="https://lh6.googleusercontent.com/-ba-XVjXJyaY/Tpx07IpdgzI/AAAAAAAAApo/XYmxvW7ogt8/s288/mgsm9.jpg" height="191" width="288" /></a></p>
<p>Brush edges will be divided to faces with the same textures and Pivot. If you convert several brushes at the same time then they merge to one object. You may convert mesh group iteratively to unite it to one object (books pile).</p>
<p>To convert static meshes to brush select <em>Convert > To Brush</em>.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-gZcuudRJIk0/Tpx077SGwPI/AAAAAAAAAps/leA6DFGuiMQ/s912/mgsm10.jpg" rel="lightbox[1318]"><img src="https://lh6.googleusercontent.com/-gZcuudRJIk0/Tpx077SGwPI/AAAAAAAAAps/leA6DFGuiMQ/s288/mgsm10.jpg" height="191" width="288" /></a></p>
<h3>Properties</h3>
<p>Take a look at basic properties of static meshes that is on map (<em>Display</em> tab). You may see default values at screenshot below. Don’t change it if you don’t know what you do.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-QVFlEGzGGa4/Tpx08YjS-PI/AAAAAAAAApw/YKIoe-iD8ac/s550/mgsm11.jpg" rel="lightbox[1318]"><img src="https://lh4.googleusercontent.com/-QVFlEGzGGa4/Tpx08YjS-PI/AAAAAAAAApw/YKIoe-iD8ac/s288/mgsm11.jpg" height="288" width="183" /></a></p>
<p><em>AmbientGlow</em> – Independent inner glow.<br />
<em>bAcceptsProjectors</em> – Accept traces (blood, bulletholes).<br />
<em>bAlwaysFaceCamera</em> &#8211; For 2D objects only. Set True to place front surface in front of player view always.<br />
<em>bShadowCast</em> – Cast shadows<br />
<em>bUnlit</em> – Force full glow.<br />
<em>CullDistance</em> – View distance.<br />
<em>DrawScale</em> – General object multiplier.<br />
<em>DrawScale3D</em> &#8211; X, Y, and Z sizes. <img src="https://lh5.googleusercontent.com/-9mfC-drLTEE/Tpx0868Vn4I/AAAAAAAAAp0/PKLm2GHFSLE/s265/mgsm12.jpg" alt="" /><br />
<em>ForcedVisibilityZoneTag</em> – Object can be viewed only in that zone.<br />
<em>Skins</em> – Overrides previous textures.<br />
<em>StaticMesh</em> – Selected static mesh (package, group, name).</p>
<p>Collision propeties.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-RbJFXrxUZL0/Tpx09ZiZm3I/AAAAAAAAAp4/UgzkoTCH9tc/s350/mgsm13.jpg" rel="lightbox[1318]"><img src="https://lh3.googleusercontent.com/-RbJFXrxUZL0/Tpx09ZiZm3I/AAAAAAAAAp4/UgzkoTCH9tc/s288/mgsm13.jpg" height="234" width="288" /></a></p>
<p><em>bAutoAlignToTerrain</em> – Surface binding.<br />
<em>bBlockActors and bBlockKarma</em> – Useless. Overriding by other params.<br />
<em>bBlockNonZeroExtentTraces</em> – Block players, zeds, dropped gears etc.<br />
<em>bBlockZeroExtentTraces</em> – Block bullets, grenades etc.<br />
<em>bCollideActors</em> – Interaction with other objects (set to false to override <em>bBlock</em>).<br />
<em>bPathColliding</em> – To block AI path building during compilation.<br />
<em>bUseCylinderCollision</em> – Use cylinder collision? (Better set to False).<br />
<em>CollisionHeight&#038;Radius</em> &#8211; cylinder collision height and radius.<br />
<em>SurfaceType</em> – Surface type. Useless. It is sets by mesh texture.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1571-kf-sdk-static-meshes/" target="_blank">Source link</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
</div></p>]]></content:encoded>
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		<title>Making map: Working with textures</title>
		<link>https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html</link>
		<comments>https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html#comments</comments>
		<pubDate>Mon, 10 Oct 2011 01:27:24 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[sdk]]></category>
		<category><![CDATA[working with textures]]></category>
		<category><![CDATA[map making]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1284</guid>
		<description><![CDATA[In this article it describes: &#8211; Texture browser overview. &#8211; Texture mapping. &#8211; Texture export/import. &#8211; Properties and options. &#8211; How to create simple animated texture. I think everybody knows what texture is. It’s picture that puts to different surfaces. In this article I make advanced tutorial about textures using in Unreal Editor. Texture browser [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-F8u026kxH5U/TpI-jzn0LcI/AAAAAAAAAos/E-HGE9KC-Qw/s470/mgtex0.jpg"  /></p>
<p>In this article it describes:
<ul>
 &#8211; Texture browser overview.<br />
 &#8211; Texture mapping.<br />
 &#8211; Texture export/import.<br />
 &#8211; Properties and options.<br />
 &#8211; How to create simple animated texture.</ul>
<p><span id="more-1284"></span></p>
<p>I think everybody knows what texture is. It’s picture that puts to different surfaces. In this article I make advanced tutorial about textures using in Unreal Editor.</p>
<h3>Texture browser</h3>
<p>This is tool for texture choosing, viewing and editing. You may open it by using <em>View > Show Texture Browser</em> menu item or just appropriate button clicking (at top tools panel) <img src="https://lh4.googleusercontent.com/-LXaLbxJOjVw/TpI9hAXB55I/AAAAAAAAAnQ/NDU-jcZ6mvo/s24/mgtex1.jpg" alt="" />. Also it opens at Unreal Editor starts.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-2JMPGw4AZUs/TpI9hRwuoeI/AAAAAAAAAnU/dwtfqzacM4o/s635/mgtex2.jpg" rel="lightbox[1284]"><img src="https://lh6.googleusercontent.com/-2JMPGw4AZUs/TpI9hRwuoeI/AAAAAAAAAnU/dwtfqzacM4o/s288/mgtex2.jpg" height="241" width="288" /></a></p>
<ul>
1 – current texture package<br />
2 – texture group<br />
3 – show all package content<br />
4 – general view mode<br />
5 – textures used by current map<br />
6 – most recently used textures<br />
7 – show texture properties<br />
8 – open texture original package<br />
9 – fast switching between groups<br />
10 – selected texture
</ul>
<p>Texture browser may be used to open texture package and make new one in utx format. Package may consists of texture groups. You can elect package at top field and chose group at bottom one. You may use filter for better viewing and fast searching. Also you may set texture view size on <em>View</em> tab..</p>
<h3>Texture mapping</h3>
<p>To map texture on brush you should select brush surface and click on texture in browser. Frequently texture maps incorrectly. You may tune it using <em>Pan, Rotate</em> and <em>Scale</em> tools in <em>Surface Properties</em></p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-6EcpAvWCwuM/TpI9hwO0hlI/AAAAAAAAAnY/cn8EeAjWFE8/s437/mgtex3.jpg" rel="lightbox[1284]"><img src="https://lh6.googleusercontent.com/-6EcpAvWCwuM/TpI9hwO0hlI/AAAAAAAAAnY/cn8EeAjWFE8/s288/mgtex3.jpg" height="176" width="288" /></a></p>
<ul>
1 – Texture shift (in pixels, relative to size)<br />
2 – Rotation/reflection<br />
3 – Texture size relative to pixels/Unreal Unit<br />
4 – The same for height/width separately<br />
5 – Use relative to current size<br />
6 – Light map size of current surface<br />
 U – width, V – height.</ul>
<p>Holding Shift you may rotate/move texture indirect. You may also use <img src="https://lh3.googleusercontent.com/-srQ6HPQhGWQ/TpI9iOcs69I/AAAAAAAAAnc/4FtRYfAINUI/s30/mgtex4.jpg" alt="" /> <em>Texture Pan</em> and <img src="https://lh5.googleusercontent.com/-HedoX7UBhr8/TpI9ixUzc2I/AAAAAAAAAnk/aLE7wHMut-Q/s30/mgtex5.jpg" alt="" /> <em>Texture Rotate</em> . tools. In <em>Texture Pan</em> you may move texture by holding Ctrl with LMB/RMB or resize holding Ctrl with both buttons. <em>Texture Rotate</em> is the same for texture rotating.</p>
<h3>Import</h3>
<p> To import texture select <em>File > Import</em> menu item in texture browser. It opens window below.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-d3y-dvPmW-A/TpI9jIXlTAI/AAAAAAAAAno/WzePJgoBnCA/s366/mgtex6.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-d3y-dvPmW-A/TpI9jIXlTAI/AAAAAAAAAno/WzePJgoBnCA/s288/mgtex6.jpg" height="201" width="288" /></a></p>
<p>Теперь подробнее.</p>
<ul>
1 – <em>Package</em>. Where you want import. It should uses <em>MyLevel</em> to save textures inside main map file.<br />
2 –<em> Group</em>. Package group.<br />
3 – <em>Name</em>. Texture name (same name will replace old one).<br />
4 &#8211; <em>LOD</em>. Levels of texture detalization. It makes several quality kinds of texture for using on different view distances. Set 0 for maximum quality.<br />
5 – <em>Masked</em>. Check if texture has transparent parts. E.g.:
</ul>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-BXItmhYDz4o/TpI-8ATLOPI/AAAAAAAAAo0/cUWJFaeXXVA/s256/mgtex7.jpg" alt="" /></p>
<ul>
6 – <em>Alpha</em>. Same as <em>Masked</em> but handles different transparency degree (alpha channel). If you don’t care always use instead <em>Masked</em>. Alpha texture example:</ul>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-nFrmU5hedMM/TpI-48Gi_sI/AAAAAAAAAow/A1cXO4gPzp8/s512/mgtex8.jpg" alt="" /></p>
<ul>
7 – <em>Generate MinMaps</em>. Generate texture copies in lower resolution.<br />
8 &#8211; <em>Detail Hack?</em> Only for Detail textures (read below). For blurring textures depends of distance.
</ul>
<p>Texture dimensions must be equal to power of 2 (16; 32; 64; 128; 256; 512 etc.).<br />
Supported texture formats: dds, tga, bmp, pcx, upt.<br />
dds (DirectDraw Surface) is the best choice. After import you may convert any texture to dds using <em>Tools > Compress</em>. There are 3 types of compression: DXT1 – non transparent (best compression), DXT3 – with explicit alpha channel (good for light stuff), DXT5 – with interpolated alpha. DXT5 is most versatile. More about dds format read <a href="http://www.gamedev.ru/code/articles/DDS_DXT1_DXT3_DXT5" target="_blank">here</a>.</p>
<p>To export any texture select <em>File > Export</em> or <em>RMB > Export to File…</em></p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-GNbqrDDHACo/TpI9jv2PgHI/AAAAAAAAAns/pFbYHfgCnfY/s692/mgtex9.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-GNbqrDDHACo/TpI9jv2PgHI/AAAAAAAAAns/pFbYHfgCnfY/s288/mgtex9.jpg" height="265" width="288" /></a></p>
<ul>
<em>Animation</em> &#8211; For making animated texture. But not the best way to create it.<br />
<em>Material</em> &#8211; Texture material. Select required one in <em>Surface Type</em> for collision sound and particles effect (wood, glass, metal etc.).<br />
<em>Quality</em> &#8211; Color and Texture quality. Actually useless.<br />
<em>Surface</em> &#8211; Has few parameters. <em>bAlphaTexture</em> and <em>bMasked</em>  have same purposes as in import window. <em>bTwoSided</em> – make 2-sided texture.<br />
<em>Texture</em> &#8211; Here you may add some details for texture (for better edges look).
</ul>
<p>See examples in default KF package Detailtextures_T.utx</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-XU972v52A54/TpI9ivzW47I/AAAAAAAAAng/nKyRcHO-118/s635/mgtex10.jpg" rel="lightbox[1284]"><img src="https://lh3.googleusercontent.com/-XU972v52A54/TpI9ivzW47I/AAAAAAAAAng/nKyRcHO-118/s288/mgtex10.jpg" height="241" width="288" /></a></p>
<p>You may add detail by pressing Use in <em>Detail</em> field. In <em>DetailScale</em> you may set relation between details and main texture sizes. See example with(top)/without(bottom) details below.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-JoiyERO71X4/TpI9j02KSFI/AAAAAAAAAnw/XBF0L99OJ2g/s700/mgtex11.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-JoiyERO71X4/TpI9j02KSFI/AAAAAAAAAnw/XBF0L99OJ2g/s288/mgtex11.jpg" height="146" width="288" /></a><br />
<a href="https://lh4.googleusercontent.com/-CG4BvHfgW-0/TpI9kWL4jdI/AAAAAAAAAn0/3OM2eMYlnFU/s700/mgtex12.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-CG4BvHfgW-0/TpI9kWL4jdI/AAAAAAAAAn0/3OM2eMYlnFU/s288/mgtex12.jpg" height="146" width="288" /></a></p>
<p>On this tab you may set <em>LOD</em> itself and its type as well.</p>
<ul>
<em>TextureFormat</em> &#8211; Just info.</ul>
<h3>Making animated texture</h3>
<p>There are 2 ways to make it. The first is to import animation frames with ends of filenames <em>_aXX</em>, where <em>XX</em> – frame number starts from <em>00</em>. E.g.:<br />
<em>name1_a00<br />
name1_a01<br />
name1_a02</em><br />
etc.<br />
It sets frame number on <em>Animation</em> tab automatically. You may set <em>FrameRate</em> property as well. This way uses for monitors on KF-Icebreaker map.</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/x82YH6ukzIdC0Im2HhW0bQ?feat=embedwebsite"><img src="https://lh5.googleusercontent.com/-SeFZFuwfkDg/TpI9kmzMEOI/AAAAAAAAAn4/5IxkN5e6iTI/s288/mgtex14.jpg" height="146" width="288" /></a></p>
<p>The second way is <em>MaterialSequence</em> creating. To make it press <em>File > New</em> and window opens:</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-DvEt9YkZD-c/TpI9kyeO2PI/AAAAAAAAAn8/owScTIlmBa4/s594/mgtex15.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-DvEt9YkZD-c/TpI9kyeO2PI/AAAAAAAAAn8/owScTIlmBa4/s288/mgtex15.jpg" height="221" width="288" /></a></p>
<p>Fill package, group, name and set <em>MaterialClass</em> to <em>MaterialSequence</em>. In <em>SequenceItems</em> fields you may add frames by pressing <em>Add</em>. There are 3 params. <em>Action field</em>: <em>FadeToMaterial</em> – smooth animation (mainly for map previews) and <em>ShowMaterial</em> – sharp frame change. Add texture-frame in Material field. Set the frame duration in <em>Time</em> property.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-NYlQ41JBppk/TpI9lTfk3OI/AAAAAAAAAoA/KLbng6ZkC_A/s640/mgtex16.jpg" rel="lightbox[1284]"><img src="https://lh4.googleusercontent.com/-NYlQ41JBppk/TpI9lTfk3OI/AAAAAAAAAoA/KLbng6ZkC_A/s288/mgtex16.jpg" height="288" width="269" /></a></p>
<p>Created texture is 1 pass now.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1532-kf-sdk-%d1%80%d0%b0%d0%b1%d0%be%d1%82%d0%b0-%d1%81-%d1%82%d0%b5%d0%ba%d1%81%d1%82%d1%83%d1%80%d0%b0%d0%bc%d0%b8/" target="_blank">Source link</a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-statik-meshi.html' rel='bookmark' title='Making map: Static Meshes'>Making map: Static Meshes</a></li>
<li><a href='https://metalmedved.com/en/sozdanie-karty-dveri-i-lifty.html' rel='bookmark' title='Map making: doors and evevators'>Map making: doors and evevators</a></li>
</div></p>]]></content:encoded>
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		<title>How to make a map for Killing Floor</title>
		<link>https://metalmedved.com/en/how-to-make-a-map-for-killing-floor.html</link>
		<comments>https://metalmedved.com/en/how-to-make-a-map-for-killing-floor.html#comments</comments>
		<pubDate>Fri, 30 Sep 2011 21:06:50 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[sdk]]></category>
		<category><![CDATA[map making]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1244</guid>
		<description><![CDATA[In this article it describes: &#8211; Where you can get map editor. &#8211; How to use viewports and camera. &#8211; Basics of editor using. &#8211; 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 [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-karty-rabota-s-teksturami.html' rel='bookmark' title='Making map: Working with textures'>Making map: Working with textures</a></li>
<li><a href='https://metalmedved.com/en/kak-sozdat-mutator-dlya-killing-floor.html' rel='bookmark' title='How to create mutator in Killing Floor'>How to create mutator in Killing Floor</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-IpE_yaNUrE0/ToXy2v0qLRI/AAAAAAAAAi0/Kh5i4nR8E9M/mapgm0.jpg"  /></p>
<p>In this article it describes:</p>
<ul>
 &#8211; Where you can get map editor.<br />
 &#8211; How to use viewports and camera.<br />
 &#8211; Basics of editor using.<br />
 &#8211; Making simple map.</ul>
<p><span id="more-1244"></span><br />
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 <em>System</em> 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&#8217;t confuse it with Unreal Engine 3).<br />
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.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-N8ZBTbjHJQU/ToXyahAZr9I/AAAAAAAAAhQ/-5gGpFUumLE/s800/mapgm1.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-N8ZBTbjHJQU/ToXyahAZr9I/AAAAAAAAAhQ/-5gGpFUumLE/s288/mapgm1.jpg" height="216" width="288" /></a></p>
<p>I think default viewports configuration is the best but you can change througth menu <em>View > Viewports > Configure…</em></p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-tvXe5Ys9Hm8/ToXybFyD7qI/AAAAAAAAAhU/4t54fFGqHjA/mapgm2.jpg" alt="" /></p>
<p>You should use a camera to navigate in 3D view (&laquo;eye&raquo; 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 <em>Change Camera Speed</em>. For openers make a cube volume by clicking appropriate button on tools panel <img src="https://lh3.googleusercontent.com/-T8fVdzhMaEg/ToYr4kzWRQI/AAAAAAAAAjQ/3wId5v1X23k/mapgmb6.jpg" alt="" />. If you clivk RMB on it it opens CubeBuilder window, where you can set cube dimensions. Enter 512х512х512.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-v-R5ReZw-60/ToXybslWsRI/AAAAAAAAAhY/jVuxeHGlPec/mapgm3.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-v-R5ReZw-60/ToXybslWsRI/AAAAAAAAAhY/jVuxeHGlPec/s288/mapgm3.jpg" height="241" width="288" /></a></p>
<p>It appers so called brush with red edges.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-fkWEzyNcU3s/ToXycroz3tI/AAAAAAAAAhc/9a4iEBseWSI/s800/mapgm4.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-fkWEzyNcU3s/ToXycroz3tI/AAAAAAAAAhc/9a4iEBseWSI/s288/mapgm4.jpg" height="216" width="288" /></a></p>
<p>To make a room press <em>Subtract</em> <img src="https://lh3.googleusercontent.com/-GQ_1Pw8S-FU/ToYr5KNseAI/AAAAAAAAAjY/nRmJaxOHa4M/mapgmb8.jpg" alt="" /> button on left tools panel. It makes empty room covered with bubbles texture.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-NuRgEF1dGSo/ToXyc_IqXlI/AAAAAAAAAhg/gNWncZKIQnU/mapgm5.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-NuRgEF1dGSo/ToXyc_IqXlI/AAAAAAAAAhg/gNWncZKIQnU/s288/mapgm5.jpg" height="147" width="288" /></a></p>
<p>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 <em>Add</em> <img src="https://lh3.googleusercontent.com/-B4i_ydQvH5k/ToYr402h-yI/AAAAAAAAAjU/wABVKwXbA5Y/mapgmb7.jpg" alt="" /> button.<br />
Move brush in 2D viewport by holding Ctrl and moving mouse. It moves on editor grid. You may set grid unit by pressing <em>RMB > Grid</em> or in bottom tools panel. You may see subtractive brush with yellow edges. This is the room.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-5TpK9gUXNIU/ToXyfCPt-GI/AAAAAAAAAhk/W6PUcjB7F-s/s800/mapgm6.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-5TpK9gUXNIU/ToXyfCPt-GI/AAAAAAAAAhk/W6PUcjB7F-s/s288/mapgm6.jpg" height="216" width="288" /></a></p>
<p>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.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-L1enfi-OtHM/ToXyf8jNXJI/AAAAAAAAAho/NNcfXco_SqQ/mapgm7.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-L1enfi-OtHM/ToXyf8jNXJI/AAAAAAAAAho/NNcfXco_SqQ/s288/mapgm7.jpg" height="147" width="288" /></a></p>
<p>Open Texture Browser <img src="https://lh5.googleusercontent.com/-f2V7PQhE9eY/ToYr3OlqCQI/AAAAAAAAAi8/1DHK_2V5u8I/mapgmb1.jpg" alt="" /> and using <em>File > Open…</em> 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 <em>All</em> button. Reduce texure scale for better look using <em>View > 25%</em> menu item.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-o2brbYRfrhM/ToXygVpa-UI/AAAAAAAAAhs/Tm_Hk4fJDv8/mapgm8.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-o2brbYRfrhM/ToXygVpa-UI/AAAAAAAAAhs/Tm_Hk4fJDv8/s288/mapgm8.jpg" height="241" width="288" /></a></p>
<p>Put textures to selected surfaces. E.g. BrickWall for walls and wood_floor for floor and ceiling.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-pL5k2CasSz0/ToXyhc15SII/AAAAAAAAAhw/iYZBW9OsZA8/mapgm9.jpg" rel="lightbox[1244]"><img src="https://lh4.googleusercontent.com/-pL5k2CasSz0/ToXyhc15SII/AAAAAAAAAhw/iYZBW9OsZA8/s288/mapgm9.jpg" height="147" width="288" /></a></p>
<p>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.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-jL-IojyDdXw/ToXyhwyjv2I/AAAAAAAAAh0/0xBKl1-zX78/mapgm10.jpg" rel="lightbox[1244]"><img src="https://lh4.googleusercontent.com/-jL-IojyDdXw/ToXyhwyjv2I/AAAAAAAAAh0/0xBKl1-zX78/s288/mapgm10.jpg" height="176" width="288" /></a></p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-pPr5teL9wWA/ToXyiX-On6I/AAAAAAAAAh4/TVKntAJyNWA/mapgm11.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-pPr5teL9wWA/ToXyiX-On6I/AAAAAAAAAh4/TVKntAJyNWA/s288/mapgm11.jpg" height="147" width="288" /></a></p>
<p>Then make a passage. Open CubeBuilder and set 256х1024х256 dimensions. Place it near the room and subtract the hole by pressing <em>Substract</em>. It is textured by last material already. Textured it just like room before.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-0alKhtv66Tw/ToXyj00ZLhI/AAAAAAAAAh8/DG6VO5oIINI/s800/mapgm12.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-0alKhtv66Tw/ToXyj00ZLhI/AAAAAAAAAh8/DG6VO5oIINI/s288/mapgm12.jpg" height="216" width="288" /></a></p>
<p>Make a passage fork. Move brush again and click on passage edge to select it at top viewport. Than make a copy using <em>RMB > Duplicate</em> (or Ctrl+W).</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-8Tv1Mjcyz98/ToXylAtgEYI/AAAAAAAAAiA/lN0wy7AmIVc/s800/mapgm13.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-8Tv1Mjcyz98/ToXylAtgEYI/AAAAAAAAAiA/lN0wy7AmIVc/s288/mapgm13.jpg" height="216" width="288" /></a></p>
<p>Rotate the copy by 90 degrees holding RMB and place it to the center.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-d5373vwIbdA/ToXynBvXM5I/AAAAAAAAAiE/7wmdw3Je1aQ/s800/mapgm15.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-d5373vwIbdA/ToXynBvXM5I/AAAAAAAAAiE/7wmdw3Je1aQ/s288/mapgm15.jpg" height="216" width="288" /></a></p>
<p>To see passage copy at 3D viewport it needs to build map geometry by clicking <em>Build Geometry</em> <img src="https://lh5.googleusercontent.com/-YzkddMSbkEw/ToYr4R9FTeI/AAAAAAAAAjM/Befpo9dKnIg/mapgmb5.jpg" alt="" /> 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.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-SzyzQRgKClo/ToXyoc6CngI/AAAAAAAAAiI/HZpeKVtJNGM/mapgm16.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-SzyzQRgKClo/ToXyoc6CngI/AAAAAAAAAiI/HZpeKVtJNGM/s288/mapgm16.jpg" height="96" width="288" /></a></p>
<p>Then add some lights to map. Use <em>RMB > Add Light Here</em> at any surface. To see lights effects click <em>Build Lightning</em> <img src="https://lh4.googleusercontent.com/-xhX2mbhROb8/ToYr3ymGlKI/AAAAAAAAAjI/BuDxYfJm8LY/mapgmb4.jpg" alt="" /> button. 3D view should be set to <em>Dynamic Light</em> mode (Alt+5).</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-UBsv5APQtDY/ToXyow2wjcI/AAAAAAAAAiM/mWPv5axkvnw/mapgm17.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-UBsv5APQtDY/ToXyow2wjcI/AAAAAAAAAiM/mWPv5axkvnw/s288/mapgm17.jpg" height="147" width="288" /></a></p>
<p>Move light to room center and open <em>Light Properties</em> (by F4). You may set <em>Light Color</em> by pressing <em>Color</em> and brightness, hue and saturation as well. And set light radius in <em>Lightning</em> settings also.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-kmROu5gB1BI/ToXypY1y_uI/AAAAAAAAAiQ/U1IPJMbr4eU/mapgm18.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-kmROu5gB1BI/ToXypY1y_uI/AAAAAAAAAiQ/U1IPJMbr4eU/s288/mapgm18.jpg" height="288" width="198" /></a></p>
<p>Place some more light emitters with less bright in passage.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-V1XTvLgaHHA/ToXyqeyGcPI/AAAAAAAAAiU/7bmmcwkF7i0/s800/mapgm19.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-V1XTvLgaHHA/ToXyqeyGcPI/AAAAAAAAAiU/7bmmcwkF7i0/s288/mapgm19.jpg" height="216" width="288" /></a></p>
<p>Make zeds spawns at passage fork. Make a cude 256х256х256 and place it to fork end. Click <em>RMB > ZombieVolume</em> on <em>Volume</em> <img src="https://lh4.googleusercontent.com/-LbFS4Ad3A0I/ToYr5rPjo4I/AAAAAAAAAjc/kumFAZ7Dl9w/mapgmb9.jpg" alt="" />, it looks like transparent brush with white edges. Make another one at other fork.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-SlmE3j7hy20/ToXyrkLHc7I/AAAAAAAAAiY/fExNTOsddRQ/s800/mapgm20.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-SlmE3j7hy20/ToXyrkLHc7I/AAAAAAAAAiY/fExNTOsddRQ/s288/mapgm20.jpg" height="216" width="288" /></a></p>
<p>To enable moving zeds smart and find players without visual contact It needs special path nodes. You should create it using <em>RMB > Add Path Node Here</em> on surface at 3D viewport.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-atdtlZTMCOs/ToXysTzQMFI/AAAAAAAAAic/oiDx3nSHcbo/mapgm21.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-atdtlZTMCOs/ToXysTzQMFI/AAAAAAAAAic/oiDx3nSHcbo/s288/mapgm21.jpg" height="147" width="288" /></a></p>
<p>Make a path with some nodes.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-RzVaEVLavaQ/ToXytTMzibI/AAAAAAAAAig/ItOwB5RihuY/s800/mapgm22.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-RzVaEVLavaQ/ToXytTMzibI/AAAAAAAAAig/ItOwB5RihuY/s288/mapgm22.jpg" height="216" width="288" /></a></p>
<p>Now add player start spawn. Use <em>RMB > Add Player Start Here</em> item.<br />
Then add some ammo spawn to map. Open Actor Class Browser <img src="https://lh3.googleusercontent.com/-wxunaxlfG-A/ToYr543JTNI/AAAAAAAAAjg/DfDsE4VgJkc/mapgmb10.jpg" alt="" /> and choose <em>Actors > Pickup</em>. For ammo adding choose <em>Pickup > Ammo > KFAmmoPickup</em>.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-xczof_D10FY/ToXyubg3c2I/AAAAAAAAAik/OKJV6SDnNXM/mapgm23.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-xczof_D10FY/ToXyubg3c2I/AAAAAAAAAik/OKJV6SDnNXM/s288/mapgm23.jpg" height="241" width="288" /></a></p>
<p>Add it to map by pressing <em>RMB > Add KFAmmoPickup Here</em> on any surface. If it doesn&#8217;t appear try again on other surface.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-nrXrAdG1Bf4/ToXywQob8yI/AAAAAAAAAio/UbwiqzLJwYQ/s800/mapgm24.jpg" rel="lightbox[1244]"><img src="https://lh6.googleusercontent.com/-nrXrAdG1Bf4/ToXywQob8yI/AAAAAAAAAio/UbwiqzLJwYQ/s288/mapgm24.jpg" height="216" width="288" /></a></p>
<p>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 <em>xPickupBase > KFRandomSpawn > KFRandomItemSpawn</em>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-FlGilcLrQto/ToXyyVhI-nI/AAAAAAAAAis/dHd2iM8Uve8/s800/mapgm25.jpg" rel="lightbox[1244]"><img src="https://lh3.googleusercontent.com/-FlGilcLrQto/ToXyyVhI-nI/AAAAAAAAAis/dHd2iM8Uve8/s288/mapgm25.jpg" height="216" width="288" /></a></p>
<p>You should build your map before testing using <em>Build All</em> <img src="https://lh6.googleusercontent.com/-rE1__w_IHbs/ToYr3iH1nvI/AAAAAAAAAjE/AQRJEDix8G0/mapgmb3.jpg" alt="" /> button. After that you may make a test run by pressing <em>Play Map!</em> <img src="https://lh3.googleusercontent.com/-6Z6MV7DtW8s/ToYr3UzjUSI/AAAAAAAAAjA/SUBAlC_olug/mapgmb2.jpg" alt="" /> button.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-nafzrEBA2fI/ToXy2A8vy8I/AAAAAAAAAiw/ritI_uYfPqk/s800/mapgm26.jpg" rel="lightbox[1244]"><img src="https://lh5.googleusercontent.com/-nafzrEBA2fI/ToXy2A8vy8I/AAAAAAAAAiw/ritI_uYfPqk/s288/mapgm26.jpg" height="230" width="288" /></a></p>
<p>That&#8217;s all. Your 1st map is done. Not a msterpiece but good enough for beginner.<br />
You may expand map, add some items and so on. Good luck.</p>
<p><a href="http://killingfloor.ru/forum/index.php?/topic/1525-kf-sdk-%d1%81-%d1%87%d0%b5%d0%b3%d0%be-%d0%bd%d0%b0%d1%87%d0%b0%d1%82%d1%8c/" target="_blank">Source link</a></p>



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