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	<title>MetalMedved &#187; sdk</title>
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	<description>Скины, оружие и мутаторы для Killing Floor</description>
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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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		</item>
		<item>
		<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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