I'm a doctor, not a mechanic
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On this page I will list out ideas for pages I am thinking about. Please add anything you can think of. The things on this page will probably constitute ideas I'm forming that could represent fairly large changes so this is also partly a way to avoid any surprises.
As always, in the Wiki way, feel free to go ahead and do anything you see here and just wanna do. :) You can add it to the ChangeLog as well if you like with your name and comments and mark the item on this page as done with a date (someone will delete it when it gets really old).
If a project ever solidifies into an idea much larger than just my ramblings, I'll move all the related material out to a better, more public area.
- Looks interesting. Feel free to make changes :) →Tarquin
- 1 News
- 2 Warning - Brainstorming Territory.
- 3 Mapping Lessons
- 4 = Mapping Lessons/Creating a Basic Room
- 5 == Subtracting Space
- 6 === Setup
- 7 === Step 1
- 8 === Step 2
- 9 === Step 3
- 10 == Adding Textures
- 11 === Setup
- 12 === Step 4
- 13 == Adding Textures
Warning - Brainstorming Territory.
A Concept for Lessons
I would like to put forth an interpretation of a concept that I have on the difference between a Lesson, and a Raw Data or Guide page. I think this is an important distinction to make where the two can present data in different ways. A Lesson would present a congruent path to a result and verbalized examples, where a Guide would expose the variables, descriptions, tips and other info as factual, indexed, data. A Lesson should then link to the Guide wherever appropriate. For instance, a hot tip would be better integrated into the actual design of the Tutorial if possible, and listed in the Guide as well for reference. The concept needs further expansion of course. What do you think? - Niaht
I've always been fond of the whole Idea/Synopsis/Description/Example/Bugs/Reference thing and I think parts of its methodology can be applied here on the Wiki, though I realize that some of the structure is/may be unnecessary. Thoughts? – Niaht
High level topic classification
Should tutorials, or lessons, go under a sub structure like Lessons/Name? For one this is slightly more difficult to link with in a 'pretty' manner and it creates more text to be stored overall. Another idea is to have somewhat of a naming convention for such things, such as lesson names being prefixed, suffixed or being non object names. "Lesson: Building rooms", "Working with Brushes", "Basic Lighting".
There is a series of pages named Topic_Topics, such as Mover Topics.I think that along with a couple other similar namings can come in handy big time. This is a reminder to self to think about it more. I have created a Topics page with a list of a few topics pages that do, or could exist.
This is a tentitive idea to create some fun. I've got all kinda ideas, but I can't tell you or I'd have ta' frag ya. Think about it :D
I just thought to seperate out the idea of short lessons and extended lessons. I think a QuickStart page with only the short lessons would be good to cover that, along with a reference to the NotSoQuickStart??? page :)
Seems like a very Wiki thing to do! Links were never easy to maintain.. But this might be the most sucessful way ever, but then maybe not, who knows.
Here are any specific pages/areas I've got ideas for.
- Add Guides section for important "textbook" material that doesn't constitute as an actual Lesson.
- Streamline the "Level" sections so that they provide a task oriented logical path and consistant result.
- Some of the subsections may need to be reorganized in order to accomplish this, and lots of Lesson material written.
This is a rough Task Set idea. There is a good amount of thought that needs to be put into the way the naming is done, and also regarding the idea that Basic and Intermediate and such are perspective and a well written Lesson can change those boundaries.
== Subtracting Space
In the Unreal Universe we think of space in reverse. Imagine that in the 3D Viewport the black "space" that you see with the blue grid-lines is in fact not space, but solid matter. Your new world is a block of clay, now we shall cut it.
Start a fresh map by clicking on the File\New menu. For the following lessons we will reuse this new map.
You will want to start off with your 3d view in Textured Mode. Find the Textured (IMAGE) icon immediately above the 3d viewport.
I also suggest using the Realtime Preview (IMAGE) option on all viewports in order to keep them syncronized as you modify your map. It is located on the far left side of each viewports top bar.
=== Step 1
Find the Cube Builder icon on your lefthand toolbar and Right Click on it. It appears as a blue-green, three-dimentional cube.(IMAGE) If you float your mouse over it for a moment a tooltip will appear with the word "Cube".
A dialog box should appear with the title CubeBuilder.
=== Step 2
Change the dimentions of the cube to 128\256\256 (That's Height:128, Width: 256, Breadth: 256) and click on the Build button. It is important to note that any time you set a value in UnrealEd, you should select a value that is evenly divisible by two. See Crashing UnrealEd
You should now see a red rectangular wireframe in each of your viewports. If you have difficulting finding the Builder Brush, try zoming in and out, and moving side to side in one of viewports.
=== Step 3
Now locate and click on the Subtract Brush button. The icon is a pair of colored squares one overlapping the other. Floating the mouse over the icon will reveal the tooltip "Subtract".
Your brush will now appear solid in the 3d window. In the Top Viewport, select the builder brush and move it in any direction by holding down the shift key and dragging the mouse. You will notice that the builder brush is not attached to your room. I suggest turning on Real-Time Preview so that your views will be synched as you modify your map, otherwise your changes in one window, won't affect others.
Unless you skipped ahead (tisk-tisk :) ), you will have a large cube in your 3d viewport something like this:
Well, that's pretty drab, so lets add some texture!
== Adding Textures
Lets start off by moving the 3d viewport camera so that you are inside the room. It should look
=== Step 4
== Adding Textures
- Learn The Interface
- Creating Keybindings
- Creating Buttons
- Custom Viewports
- Working with Brushes
- Cylinders and Cones
- Volumetric Trickery
Niaht: I'm not even to this level yet, so categorizing is a bit difficult.
- The UnrealEd Interface
- Using the Mouse
- Using the Keyboard
- Standard Buttons
- Viewport Controls
- About Mapping
- Mapping Preparation
- Mapping Concepts (Map Space, Actors, etc)
- Working with Brushes
- Building a Room
- Applying Textures
- Lighting Rooms
- Level Ambient Light
- Adding Lights
- Adding Actors
- PlayerStart Actor
Lesson Topic Notes
Notes: Has some stuff that really belongs somwhere else, and needs to be rewritten as a tutorial/lesson.
- Detail Machismo's tutorial permission notice.
- Add picture of 2d screen solution
- Add some further explanation
- Maybe merge this over to Keyframing and make this a definition.
Notes: Consider this and the others on the side-bar. The names remain appropriate in my mind, but I think they can work together better. Redirects?