Our house is rather bare at the moment so it would probably be a good idea to add some furniture to it. Furniture and other pre-made objects are stored as xmodel files in the game's .pk3 files. You can open up the .pk3 files using PakScape and look at the list of the avaliable .pk3 files or you can go here.
The map made in tutorial 4 is avaliable here. Extract all files and place them in [game directory]/UOTools/map_source
To furnish our house we first need to know what each room is for. When building your own maps you should have this in mind before you make the rooms or you may end up too cramped or with too much empty space. I am making the green room into a living room, the blue room into a bedroom and the small room into a toilet.
Lets start with the bedroom and add some models. As with the spawnpoints, models must be placed using the right click drop down menu. Right click and go to Misc > Model. You will see the entity window appear and a file browsing window. Close the browse window, the models we want are already embedded in the game. If you look around the house to where you placed the model, you will find a red box, which is obviously not what we want. In the entity box there are two text lines, one labelled Key and one labelled Value. Type 'model' in Key and 'xmodel/canopybed' in Value. The red box will change to a four poster bed, this house's owner is obviously very well off. Search this website for more items for the house and add them in (you can use the rotation compass in the entity window to rotate models too) until you have something like this.

Our house will be very bright and uniformly lit unless we add our own lighting to it. It makes sense for light to come from somewhere and it looks really bad if it doesn't so we need to add models of lights to our house. I suggest that we have some table lamps and a ceiling light in the middle of the room. For the table lamps I am using xmodel/lamp_ornate_on and for the cieling lights xmodel/light_ind_ceiling2on. These lights look nice but will not actually produce any light. We must create a light from the right click menu. Take the light you have created, shown by a diamond, and place it just above the light. You cannot place lights within models, they end up being completely black.
Compile and play the map and you will find that the lights are way too bright, giving the feel that there is actually no lighting. We need to change this so return to Radiant and select a light. Bring up the entity window and type in light as the key and 50 as the value. Lights are set to an intensity of 300 by default so this light will be one sixth of its origional intensity. Change the lamps to 50 and the ceiling lights to 100 for the best effect.

You can now make complete, fully finished interiors in Call Of Duty and are ready to begin linking floors and making external environments.
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