Ogier Instruction (Enclave)
Here is an instruction on how to create a map in Ogier.The OGIER
XMP TUTORIAL of the finished file to the card can be downloaded from:
http://members.shaw.ca/AmranX/TestLevel.xmp
Also, I'm not talking about saving until the end of this tutorial, but I suggest you save it via every few steps just in case.
For this tutorial, you will need Ogier and the GDK.
---- Installation ----
When you first open Ogier, a window titled "Select Project" will appear. You must select the XRG file located in the Sbz1 game directory you would like to work with, which in this case is Enclave. (If this is your first time using Ogirel, click the Browse button and go to the XRG selection.) Once selected, click the Open button
http://members.shaw.ca/AmranX/001XRG.jpg
The main Ogier window will open on a gray flat screen with three menus at the top. In this tutorial we are creating a new map, so you select "File" and then "New Map". (Ctrl-N for short) the editor will load resources and play a new window containing all the tools needed to create our level.
http://members.shaw.ca/AmranX/002NEWMAP.jpg
There will be four open windows covering most of the screen. These windows project our object from above, from the side, from the front and in 3D.
http://members.shaw.ca/AmranX/003MAIN.jpg
There is also a menu with other elements on the screen next to it. The two most important of which are:
Node bar located on the right side of the screen. This area contains the most recent textures that we are using, since the properties of the brush and organizations we have selected. If the window titled "Node bar" does not appear, press "E" to toggle it on and off.
- at the bottom are buttons that are used to edit brushes, curves, textures, etc. cards.
http://members.shaw.ca/AmranX/004BUTTON.jpg
1. Resize / Scale
2. Rotate
3. Bend (for use with curves / splines)
4. Editing vertices (To change shape angles or splines)
5. Module Texturing
6.?
7. Delete selected
8.?
nine. ?
10. Lock texture
Some basic navigation information: To navigate the three 2D views (top / front / side), hold down the Navigation buttons while the cursor is over the viewing area. Also, in top / front / side, use the +/- buttons or the mouse wheel to zoom in and out. In 3D, select an object and then either move the mouse and watch, or use the W, S, A, D keys to move around. To inspect, just press "Shift" + move the loose cursor.
---- Zoom in ----
Let's start by zooming in on the 2D view closer. Place your mouse cursor at the top center and click the + button three times. Repeat this step from both the front and the side.
http://members.shaw.ca/AmranX/005ZOOM.jpg
---- Creation and resizing on first encounter ----
Now, let's make our first acquaintance. Press the "1" key to create a field at the cursor point. (Number keys create brushes, holding shift and pressing a number key creates a curved surface or spline.)
Http://members.shaw.ca/AmranX/006MAKEBOX.jpg
Making sure the Scale Tool is selected (L shaped yellow icon on the left side button bar.) Drag the orange-colored corners of the window outward as shown.
http://members.shaw.ca/AmranX/007TOPRESIZE.jpg
Now, click and move the corners of the margin to the front (or side) to resize it as shown below.
http://members.shaw.ca/AmranX/008FRONTRESIZE.jpg
---- Editing Vertices ----
Ok, now let's take a look at some top editing. Click the vertex edit button on the button bar (a sphere with three gray lines extending out of it), then click on one of the pink angles in the top view and extend it outside one mesh.
http://members.shaw.ca/AmranX/009VERTEX.jpg
As you can see the brush has now turned red due to the way one vertex is projecting out. (It will either not build, or compile, but there are some problems, I'm sure, in the Enclave engine.)
You should fix this by dragging to a different corner, and more.
http://members.shaw.ca/AmranX/010VERTEX.jpg
Much better. Now repeat these steps for the other side of the brush.
http://members.shaw.ca/AmranX/012VERTEX.jpg
---- Duplicate ----
Next, we will duplicate this brush to make our room out of the walls. With the brush still selected, press Ctrl-C then Ctrl-V to create another copy.
http://members.shaw.ca/AmranX/013DUPLICATE.jpg
From the mouse cursor to the top view, press the "V" key to rotate it 90 ", then click and drag anywhere inside the brush to move it to the desired location position.http:
//members.shaw.ca/AmranX/014MOVE.jpg
Hold Ctrl and click on the original brushes. This will select both at the same time. Now do another Ctrl-C Ctrl-V and with the cursor on top press open "V" four times. Moving these two sections is duplicated into place as shown below.
http://members.shaw.ca/AmranX/015CONTIN.jpg
To undo our brushes, right click anywhere from them in any mode.
http://members.shaw.ca/AmranX/016DESEL.jpg
---- Floor / Ceiling ----
Let's now add the floor and ceiling to our room. Hold the cursor on the 2D viewport again and press "1" keys to create another box. Re-select the size of the tool on the button bar and resize / move the box as shown.
http://members.shaw.ca/AmranX/017FLOOR.jpg
Copy this with a brush and then move it in place to create on the ceiling of the room.
http://members.shaw.ca/AmranX/018ROOF.jpg
---- Texturing number ----
And now we have a simple room done with some of the basic tools. Let's add some textures. First, right-click Off Your ceiling to uncheck it, then hold down the right mouse button, drag the selection box over the entire room and release the mouse button. Now your entire room will be selected and you can see in the 3D view that all the brushes have a tint showing this.
http://members.shaw.ca/AmranX/019SELALL.jpg
Click on the tool texture in the button bar (dark purple inset) and you will see the brushes in the 3D View are now Purple. Click once with the left mouse on the surface in front of the camera for 3D views and it will return with no tint. In texture mode This means that the surface will be selected.
http://members.shaw.ca/AmranX/020SELTEX.jpg
Place your cursor over the 3D view and hold the shift. Use your mouse and W, S, A, D to look and move around the room so that you can see other surfaces. Now, hold down Ctrl and left-click on the other 5 surfaces to add them to the selection.
http://members.shaw.ca/AmranX/021SELTEX.jpg
We now have all the surfaces inside our numbers selected for texturing. You will see how they currently all have a default "NoDraw" texture, which means that the engine will not show their textures and they will appear invisible in the game. Let's find a texture and change this situation.
Place your cursor over any of the 4 Open windows and press the "~" key to open the browser textures. The various textures in the collection are in groups listed on the tabs at the top, and the textures themselves are displayed in the window below. Lets you use DM3 now. Click on the DM3 tab and you will see the textures for this group.
http://members.shaw.ca/AmranX/022TEXBROWS.jpg
Click once with the left mouse button on the third shown texture (DM03_01_02) to select it causing the browser texture to close this texture and appear in the node bar of the selected window texture ...
http://members.shaw.ca/AmranX/023NODEBAR.jpg
To apply the texture to all selected surfaces, press the K key once. You should now see the interior of your room with brick textures applied to it.
http://members.shaw.ca/AmranX/024TEXTUREROOM.jpg
Right click anywhere from your room to uncheck it, and move around in the 3D View to see that the texture has only been applied to what you have selected, and not outside an edge or in a room where the player cannot see.
http://members.shaw.ca/AmranX/025TEXTUREROOM.jpg
---- Adding detail: Cutting and mesh size ----
Time to add some details and demonstrate some additional features. Add a niche with an arch above the topmost wall.
Select the tool size, and move the 2D box cursor then press the "1" key to create another box. Move this box and resize it as shown.
http://members.shaw.ca/AmranX/026BOX.jpg
At the top of the screen, select from the selection menu, then click the Carve button (Ctrl-X)
http://members.shaw.ca/AmranX/027CARVE. jpg
The box disappears and is separated by the wall leaving the door.
http://members.shaw.ca/AmranX/028CARVE.jpg
(* Note * I personally do not use the cut function to create doorways and the like, I prefer to create them "by hand" to make sure there are no unnecessary brushes created when the surface is split. The reason why I use it is to do it in This tutorial is mainly to show you the various possibilities of Ogier, and how to do things.)
Lets you close the access at the end of this hole in another window. Repeat the usual step of creating a new box, and then resizing it so that it covers the holes we made in the previous step.
http://members.shaw.ca/AmranX/029BLOCK.jpg
Make another field and drag it into place like this.
http://members.shaw.ca/AmranX/030SIDE.jpg
Now we want to adjust the size of this a little more precisely, but we cannot with the current mesh. To decrease the size of the grid, key "Q" once. You will see these changes immediately, and then you can resize the window as shown below. (I'm zoomed in for the top view still.)
Http://members.shaw.ca/AmranX/031SIDE.jpg
---- Adding detail: Splines ----
The next step is to try and compose half of the arch that rises above this.
Place the cursor on the 2D view and hold Shift then press "4". This creates a type of curve or spline for us to use as the top of our arch. With the cursor on top view, press "V" twice to rotate it to the right direction, then dimensions and move it into place.
http://members.shaw.
For some fun, it allows you to reduce the number of sides in this spline. With it still selected, click on the bend tool. (a magenta box with a line in the lower right corner.) You will see several points appear allowing you to modify this spline. Hold down the right mouse button and drag the selection box over the four points in the curve in front view to select them. (The selected points will turn yellow.)
Http://members.shaw.ca/AmranX/033ARCH.jpg
Keypad + sign to change the number of sides in the spline. We will beat it 5 times, giving the spline 5 sides.
http://members.shaw.ca/AmranX/034ARCH.jpg
Right-click away from it to deselect.
---- Adding in detail: filling in gaps ----
We will need to add some wedges to fill in the gap between the arch and the wall. Place the 2D Open cursor and press "2" to create the wedge. Hold your cursor over the top view and press "V" twice to rotate it.
http://members.shaw.ca/AmranX/035WEDGE.jpg
Click on the dimensions of the tool, and place it like this.
http://members.shaw.ca/AmranX/036WEDGE.jpg
Select the Vertex Edit tool, press Q to reduce the mesh size and edit the wedge vertices as shown below.
http://members.shaw.ca/AmranX/037WEDGE.jpg
Copy copy and paste it and over again as the top edit so.
http://members.shaw.ca/AmranX/038WEDGE.jpg
Right-click off the form to deselect.
---- Texturing add-ons: Alignment ----
Now let's texture these add-ons. Select the two wedges and wall options for the block to retreat (press Ctrl), then click on the texture mode icon.
http://members.shaw.ca/AmranX/039TEX.jpg
Left click the back wall surface facing your room and then Ctrl left click on the two wedge faces facing the room so that all three surfaces are selected ... As the brick textures we want more selected, press "K".
http://members.shaw.ca/AmranX/040TEX.jpg
Right-click to the side to deselect.
Next, select the top and side surfaces of the arch pieces. (Left button side piece, press Ctrl top left piece)
http://members.shaw.ca/AmranX/041TEX.jpg
Adjust the 3D image and left click on the inside to select a piece of the surface, then Ctrl the other surfaces shown three:
http://members.shaw.ca /AmranX/042TEX.jpg
Place your cursor over the preview and press "~" to open the texture browser again. Click on the texture DM3_01_01. The Texture browser closes as before and the texture is added to the Node panel. Key "K" to apply this texture to the four selected surfaces.
http://members.shaw.ca/AmranX/043TEX.jpg
Left click on the front of the piece and then Ctrl left click on the front of the top. The other four surfaces will be automatically removed and you now have only two selected surfaces. Reopen the texture browser, and left click on DM03_01_04. The "K" key The
way the texture will be applied won't look very good as you'll see. This is because it is rotating in the wrong direction. To fix this, press "Enter" to bring up the window alignment.
http://members.shaw.ca/AmranX/044TEX.jpg
On the right side of "Rotate", press the "90" button once.
http://members.shaw.ca/AmranX/045TEX.jpg
Well done with that, it looks better, but they still haven't matched properly. Let's tweak the arch texture yet. Click "OK" on the alignment window and press Ctrl left texture on the bottom of the arch to undo it, leaving only the texture on the curved part selected. Left-click on the selected surface and hold down the mouse button and drag it to move the texture and align it with others.
http://members.shaw.ca/AmranX/046TEX.jpg
right click away from the brush to deselect.
---- Texturing Addons: Duplication and Alignment ----
Now we are going to duplicate half of the arch, we created and flipped it to create one whole. Click on the dimensions tool and then select all the parts of the arch we have achieved so far.
http://members.shaw.ca/AmranX/047TEX.jpg
Copy / Paste this selection, and then choose to go with it "Selection", "Flip X" (Alt + X)
http://members.shaw.ca /AmranX/048TEX.jpg
Move it to this position one line with the first. Right click off the brushes to deselect.
http://members.shaw.ca/AmranX/049TEX.jpg
Select the side part of the right half of the arch and then enter texture mode. Press the aligned texture on the front and press "Enter". On the right side of "Scale" there are two boxes from the current texture scale. To reflect this texture, we need to add - up to 0.25 in the right of the box itself.
http://members.shaw.ca/AmranX/050TEX.jpg
This is now fixed, so let's move on to the curved section. Hit OK and right click off the brush, then select the curved section, select the one with an offset texture. This time lets try it with a different method. Hold down the right mouse button and select / drag on the surface to rotate it with your hands. Do this to rotate the texture 180 "onto the surface.
Http://members.shaw.ca/AmranX/051TEX.jpg
Hold the left mouse button and drag the texture so one line with the others. Remove it.
Http://members.shaw. ca / AmranX / 052TEX.jpg
Although we can also provide the word for a new texture for this. I used DM03_01_95.
http://members.shaw.ca/AmranX/053TEX.jpg
---- Structure ----
SO now we have a room with a nice little niche attached. The next thing we need to take care of is the structure. I'll just paste in the section with answers to this as it explains it well.
"It's an art form. I'll give you a short one, but this section could take advantage of more detail from someone better than me.
The structure is what the engine uses to figure out which polygons to exclude when rendering the world. Basically, if the polygon is behind the block structure will not be rendered.The
fact is that the brush structure is extremely difficult for such a processor, if it covers many polygons it is cheaper to just make polygons.
THE STRUCTURE SHOULD BE BUILT AS PRIMITIVELY AS POSSIBLE WITH A MINIMUM NUMBER OF BRUSHES. In general, if you are building a room you should cover it in a window structure that has as little holes as possible for doors.
Never make structures at an angle (if you really know what you are doing). Always keep the brushes in line with the grid lines.
The brush structure should always have a "NoOverlap" texture on all faces. This will make it invisible in the engine as long as it is inside the regular visible brush (the face of the structure block can be in the same space as the regular visible side if you want). "
Now, as this is just a tentative map, we'll just add the Bush structure outside the level so that it compiles. (If one of them is not in the level it will not compile or run.)
Create a new window and move it outside the room we created. Adjust its size with the dimensions of the tool, and then with the selected click on the texture with the tool.
http://members.shaw.ca/AmranX/054TEX.jpg
The "X" key to select all the faces of this at once with the brush, then open the browser with the "~" texture and click the "Special" button on the tab. Press * Nooverlap and press "K". Now go back to the tool size and on the right side of the screen in the Node bar, check the box that says "Structure". Press Ctrl-R to show only the brushes structure to make sure everything is correct, and then press Crtl-R again to go watch everything.
http://members.shaw.ca/AmranX/055TEX.jpg
Remove the brush.
---- Objects and Lighting ----
All our geometry is complete, let's add lighting and objects.
Go "Edit", "Create Object"
http://members.shaw.ca/AmranX/056OBJ.jpg
http://members.shaw.ca/AmranX/057OBJ.jpg
Scroll down the list and expand the "info" group. Click on player_start Then click the "Create" button in the upper right corner. (Alternatively, you can simply double-click on player_start.)
The player's start will now be added to your map. Move it to a position on the floor in your room, and use the "V" in the top view to rotate it until the niche is facing.
http://members.shaw.ca/AmranX/058OBJ.jpg
Go back to create the object and it's time to expand "light" and select "light_metaltorch" and then create.
http://members.shaw.ca/AmranX/059OBJ.jpg
Rotate it with V until the arrow points outward from the alcove then move it to the desired position.
http://members.shaw.ca/AmranX/060OBJ.jpg
Immediately managed to create the object a third time and select "light" and then create.
http://members.shaw.ca/AmranX/061OBJ.jpg
You will notice that the lighting properties are displayed at the bottom of the node panel, and can be edited. Let's click on "color" and give it a yellowish tint. Now change the "light" (brightness) area to 150 and move it to the center of your room.
http://members.shaw.ca/AmranX/062OBJ.jpg
(* Note * You can preview by going to "View", "Preview Lighting". I suggest you keep until then because there have been some troubles since version 1.02 of Ogier .)
We can also increase the grid size one at a time, now again. Do this by holding Ctrl and pressing the "Q" key.
---- Saving ----
That's it! Now we can collect and see how he plays. "File", "Save" map as TestLevel.xmp (For this tutorial, I saved it in the Enclave folder.)
Http://members.shaw.ca/AmranX/063SAVE.jpg
Close Ogier.
---- Mapping and Programming ----
Open "XWC_Static.exe" (installed with the GDK) and then drag the TestLevel.xmp file from the Windows Explorer window to the area containing the text in the XW Compiler window.
http://members.shaw.ca/AmranX/064COMPILE.jpg The
map will now collect and place TestLevel.XW (compiled level) in ... Enclave Sbz1 Worlds.
---- Activating the console window ----
Go to the folder with the game file "environment.cfg"
and add the following line:
"CON_ENABLE = 1" (no habit)
Ok, it's time to test this out from the sucker, pop the open enclave and when you reach the main screen press "~" Key to lower the console. Type "map TestLevel" (without quotes) and then press the "Enter" key.
http://members.shaw.ca/AmranX/065CONSOLE.jpg
http://members.shaw.ca/AmranX/066CONSOLE.jpg
After loading, press "~" again to remove the console, and then use the arrow keys and "Enter" to select a class and start.
http://members.shaw.ca/AmranX/067GAME.jpg
If your ESC key miraculously stops working at this point, turn your console back on and type "Quit" and "Enter".
So that is all ! You now have a small challenge level that works in Enclave. Hope this tutorial was clear enough to help you and good luck with your future projects!
Here is the GDK (program for converting maps), use it, I hope it helps you.
Please send your maps to the site in the files section.