S W A T 3 M O D H Q |
MISSION TOPIC - CLOSE WINDOW WHEN FINISHED |
Building Map and Materials
Build Types
The button to build looks like this: ![]() |
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Ents Only builds the entities in the map only; no geometry is built and no materials list is created or applied. This is a time-saving intermediate build that is useful when you have the materials and geometry in your scene already built using another build type, but would merely like to move entities around. Linked Entities that change the light calculations or geometry calculations, such as decals, triggers, and lights will require a at least a fast full build if they are changed; Ents Only will not show you the proper results. This is a rarely-used build type, but is useful for quickly moving character start positions around.
Fast Build + Materials Dat runs a speed-optimized version of the map builder, and also creates the materials data file that you will need to edit (see below) to properly assign material effects to the textures in the map. When you have added or subtracted textures to the map, you should run this build type to generate a materials data file. Information on this file is given below.
Fast Full Build runs a speed-optimized version of the map builder, and does not build a materials data file. Rather, it reads the materials data file if it exists, and incorporates the data into the map. Therefore, if you have created a materials data file from a previous build (and edited it, perhaps), this build will integrate that data into the map and the textures will behave with the material properties outlined in the data file. Note that this is not a full build, and will not optimize for quality; it is not recommended for a final release.
Full Build is the big one. Quality-optimized, this build does not build a materials data file, but rather reads the materials data file if it exists and incorporates the data into the map. This is the build type that should be used before releasing a map to the public.
The Materials Data File
The materials data file is an intermediate file created when the map is built in "Fast Build + Materials Dat" or, more simply, when the build program is executed with the "-buildmat" parameter. What this file does is identify which textures in the map correspond to which materials. There are 12 materials, ranging from mud to sheetmetal. Anything which doesn't fall under any of the given material types must occupy the default material type. When this file is created, it is set up according to defaults and must be changed to suit the actual materials in the map.
To create this file, build your map using the "Fast Build + Materials Dat" build type. This will create the file and drop it off in your main game directory, not necessarily the directory that your map occupies. The name of the file will be the same as the name of your map, with a .dat extension. For instance, if your map is named mymap, the name of the file will be "mymap.dat".
Open this file in any text editor (notepad works nicely) and have a look at the contents. You will see, at the very top, a line marked [DEFAULT]. This is a material heading; specifically, it is the default material heading. Below this may be a list of texture names. Below that will be a line marked [BRICK]. This is the next material heading. All of the textures that are below the [DEFAULT] heading but are above the [BRICK] heading are assigned default material. Anything below [BRICK] but above the next material heading are assigned brick material. Cut out the texture names you want to change, and paste them underneath their proper material headings, and then save the file.
DO NOT RUN Fast Build + Materials Dat AGAIN unless you want to start over with your materials; it will overwrite the file that you have just saved with default settings. From here on in, if you are satisfied with your materials, you will probably want to stick with Fast Full Build or Full Build.
Sequence Of Builds
Ideally, the level designer should try to develop as much of the level geometry as possible before building, in order to avoid needlessly rebuilding material data files.
While building initial geometry, the designer should use the Fast Full Build type.
Upon finishing initial geometry, the designer should run the Fast Build + Materials Dat type, ONCE. They should then return to Fast Full Build, but will be required to run Fast Build + Materials Dat again if textures are added or removed.
Upon beginning character placement, the designer may use the Ents Only build type if placement of characters does not affect geometry.
When all elements of map are complete including materials, character starts, etc. Full Build should be run to prepare the map for distribution. Note that light maps will not be generated at the Worldcraft level. Separate instructions for lightmap building can be found in the AI and Lightmap Building section.
Figure 2.9 - Running Maps From Command Line