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Call of Juarez 2 Part 6: Creating Roads and RiversNovember 14, 2009
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Part 6 covers:
Road Tool
Road properties
How to edit roads
Creating rivers
Creating a custom material for water
Call of Juarez 2 Level Design Part 6: Roads and Rivers
CoJ2 Bound in Blood Video Notes:
Road Tool


Create New Road and Name it

Double Mouse Click on your road and open up the properties

Create a new road by placing road control points

Double Mouse Click on your road and open up the properties
Set the way you want your road to look like. Defining width, length, material etc.

Define your Road Material and your Roadside Material

With select tool active, you can move road control points around and reshape your road.
Insert a new control point on the road by select 2 control points and click on Insert New Control Point


Split the road by selecting a single control points and click on Split


Merge the road by selecting two control points and click on Merge
Double Mouse Click on your road name and open up the properties. Check off 'align road to terrain'.

Use the select tool to move the control points up above the terrain.
Select the road then press Adjust the Road to Terrain


Creating Rivers in ChromEd is similar to roads, with few tweaks.

Materials choose: data/shaders/master/templates/river_a.mat
You want to insert a visbox.msh that will control the way water functions when player enters it.
Model Browser --> All --> Mask: visbox
Position and Resize/Scale the visbox.msh to fit into the body of water you created

Custom water material is simple to create. Use notepad and copy/paste the following text
import "liquid.mtt"
sub material()
{
extern float TIME;float f_wave_0_scale = 0.125;
float f_wave_1_scale = 5.0;
mtx m_nrm_0_xfm = translate( 0.08 * TIME, 0.051 * TIME, 0.0 ) * rotate( 0.0, 0.0, 5.0 ) * scale( 16.0, 0.55, 1.0 );
mtx m_nrm_1_xfm = translate( -0.01 * TIME, -0.03 * TIME, 0.0 ) * rotate( 0.0, 0.0, -2.0 ) * scale( 16.4, 0.52, 1.3 );
mtx m_nrm_2_xfm = translate( -0.081 * TIME, 0.055 * TIME, 0.0 ) * rotate( 0.0, 0.0, -5.0 ) * scale( 14.0, 0.5, 1.2 );
mtx m_nrm_3_xfm = translate( 0.001 * TIME, 0.005 * TIME, 0.0 ) * rotate( 0.0, 0.0, -1.0) * scale( 0.4, 0.025, 0.025 );extern string s_water_cubemap;
use mtt_liquid(
e_opq_order = or_seetrough_1,
e_nrm_order = 2,
e_trn_order = 2,
e_bdf_order = 2,f_blend_distance = 16.0,
f_blur_distance = 500.0,
f_blur_falloff = 5000.0,
f_blur_falloff_shift = 500.0,
f_blur_fresnel_power = 1.0,
f_blur_strength = 1.0,v_deep_color = [0.12, 0.13, 0.08],
f_deep_distance = 379.0,
f_deep_opacity = 1.0,f_deform_distance = 100.0,
f_deform_falloff = 2500.0,
f_deform_strength = 0.25,e_shadows = e_shadows_pp_simple,
s_env = "data/mapsextra/yourmapname_rfl.dds",
v_env_factor = [0.22, 0.2, 0.2],
f_env_fresnel_bias = 0.5,
f_env_fresnel_power = 1.0,
f_env_fresnel_scale = 1.5,v_liquid_clr = [1.0, 1.0, 1.0, 0.0],
s_nrm_0 = "water_waves_n.dds",
f_nrm_0_scale = 2.0,
m_nrm_0_xfm = m_nrm_0_xfm,s_nrm_1 = "water_waves_2_n.dds",
f_nrm_1_scale = 2.5,
m_nrm_1_xfm = m_nrm_1_xfm,s_nrm_2 = "water_waves_n.dds",
f_nrm_2_scale = 1.5,
m_nrm_2_xfm = m_nrm_2_xfm,s_nrm_3 = "water_waves_2_n.dds",
f_nrm_3_scale = 2.0,
m_nrm_3_xfm = m_nrm_3_xfm,f_spc_power = 555.0
);
}
Save the water material as mapname_water.mat
Place the material file inside the map folder you are working on.
Make sure you replace a line where it says
s_env = "data/mapsextra/yourmapname_rfl.dds", to match your _rfl.dds
Double Mouse Click on your river name and open up the properties.
Under Road Material, input the location of your mapname_water.mat by typing in manually where the mat file is stored. In my case it was
data/mapsextra/lostcollateral/lostcollateral_water.mat

Call of Juarez 2: Bound in Blood Level Design Tutorial List 1. Installing Tools. File Structure of Custom Maps, Support 2. Interface and Navigation Advanced Mode 3. Creating the Initial Environment 4. Adding Objects and Environment Props 5. Custom Objects: Maya to ChromEd 6. Adding Roads and Working with Terrain 7. Detailing and Using Brushes 8. Placing Enemies and AI:
9. Adding Items, Effects and Map Objectives:
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