Call Of Duty II - Radiant Editor Manual
by John Barradale
Copyright 2007
Version 1.03 - 02/11/2007
Updated as of 11 February 2007
This manual endeavors to explain the procedures and familiarize the reader with the tools required to create
their own single player or multi player game maps for Call of Duty 2. It's main objective is to provide a clear
and concise explanation of the steps involved without leaving any guess work to the reader. Any suggestions,
criticism, complaints or requests can be emailed to jbarradale@gmail.com. Thank you.
This manual is free to use by anyone of the Internet and Gaming Community and has no restrictions on it
whatsoever, as I believe the Internet to be a place where people can locate information at no cost to them. I
would only wish, but do not require, at least a mention of who wrote this manual. You may include the manual
or a link to this manual on your own website at no charge. Updates will be posted only on this website and not
any other. To get the most recent version, this is the place to go.
The people who have contributed to this manual and a great deal of thanks to them. They are as follows:
John Barradale Creator and researcher for this manual, appropriate since he is a published author,
instructor, and all around computer expert for over 20 years.
modsonline.com For their contribution, the lists of names would fill several pages.
I would also like to thank the many posts found on the Internet with too many user names to mention here,
especially to the work done on the Quake 3 Editor manual, found at:
http://www.qeradiant.com/manual/Q3Rad_Manual/index.htm
Q3Radiant Editor Manual
Based on Version 192 - partly updated to GtkRadiant
By Paul Jaquays
"With additional contributions by Astrocreep, Christian Antkow,
EutecTic, Inolen, Mr. Elusive, Maddog, Martin Ka'ai Cluney,
Robert A. Duffy, Small Pile of Gibs, Suicide20, and The Dog!
Special thanks go out to the members of the Quake3world Editing forum.
Your questions prompted many of the sections in this manual.
QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version."
Conventions used in this manual.
Procedures or steps will be shown as follows:
STEP ONE: Start The Editor. {Double Left Click} on your brand new icon for the Radiant Editor, if it is not
already running.
The step will be numbered, bold, light blue, followed by an optional summary of what we are doing in bold
black. The menu choices, mouse clicks, or buttons to be pressed will be shown. The way they are shown is as
follows:
Step Numbers: STEP ONE
Mouse Clicks: {Left Click}, {Right Click}, {Left Click Hold}, {Double Left Click} ...
Keyboard Keys: <A>, <1>, <Backspace>, <Enter>, <Tab>, <PageUp>, <Home>, <End>,
<Delete> ...
Menu Choices: [File]->[Save As...], [Selection]->[CSG]->[Hollow], ....
Each of the words or phrase enclosed in brackets are a {Left Click} on a menu
item. The first item is the word along the top of the screen, the main menu item.
It is followed by the {Left Click} on each of the sub-menus that appear with an
arrow connecting them.
Buttons: (Save), (OK), (Rotate X), (Hollow), ....
There are many ways of doing things, if there is another way I have found, then this will be shown by
the phrase Alternate Method in bold and italic type face.
II. Editor Fundamentals - The Functions, Commands and Procedures (cont.)
8. PROJECT THREE: Adding a bunker to the map.
In this section we are going to learn how to make a halfway decent looking
bunker. I know a lot of people put an effort into some things. They are all better than I
am with terrain. Being a builder and a mason myself I know what a concrete structure
should look like. For example, there is a technique for fitting a texture to a brush to make
it more natural looking. This applies to wood, metal and other textures. However, when it
comes to concrete, this is different. The way they make it is by using wood forms. These
forms make marks on the concrete, like lines and patches. So, to fit the texture on a
concrete bunker is wrong in my view. Keep it splotchy and patchy, because that is how
they probably put it together in the first place. Do not make it smooth and nice. No one in
any war took the time to make a bunker look nice. They rushed to place the wooden
forms into place and then poured the concrete and that was it. No one took the time to
smooth off the sides to paint them with murals or put on vinyl siding. They left any
imperfections and just moved on to the next bunker in the line of fortresses and
emplacements.
So, let's get right down into it.
STEP ONE: Draw a Rectangle. Press <Escape> to deselect any objects you may have
selected. Move the Mouse Cursor to a point on the graph paper 2D View Window. Press
{Left Click Hold} and drag the Mouse to the right and down and release after drawing a
rectangle that is 64 units wide and 128 units long. The depth or height is not important,
as we will transform it to a patch. I keep my grid at 4 or 8, so mine was 8 units high.
Figure 131 - Create Rectangle 64 by 128.
STEP TWO: Make it into a Curve Patch. Press {Left Click} on the main menu item
"Patch" and then {Left Click} on the item labeled "Simple Curve Patch...".
[Patch]->[Simple Curve Patch...]
Figure 132 - Create A Simple Curve Patch
STEP THREE: Make it 3 by 3 in density. Press {Left Click} on the small down arrow
to the right of the number to display the full list. Chose the number three for both the
width and height if it is not already, by pressing {Left Click} on the number three. Press
the (OK) Button. Now you will see as in Figure 66 the brush or wire frame has changed
to show that it is a patch. The height or depth is totally gone. It is like a piece of paper.
Figure 133 - Use a Density of 3 by 3.
Figure 134 - Now a Patch.
STEP FOUR: Start Bend Mode. Press the letter <B> to begin the
bending process. This is also referred to as bend mode. A box will appear that will give instructions. This is the Information Box.
Figure 135 - Start Bend Mode.
STEP FIVE: Select the Bend Axis. Press <Tab> to cycle through
the various bend axis. Press <Enter> when the center vertical or up
and down ones are selected to accept the choice. The Information
box will change to show the next step.
STEP SIX: Select the Rotational Axis. Press <Enter>, as you will have no other choice
other than the center row, to accept the choice. This is the point at which the patch will
rotate around and the vertex or vertices that are fixed. All other vertices will move with
the rotation. Since we are bending it down the whole row is highlighted.
STEP SEVEN: Choose the side to bend. Press <Tab> to cycle through the two different
ends to bend and press <Enter> when the left hand row of vertices are selected.
Figure 136 - Select Left Side To Bend.
Figure 137 - Switch Views.
STEP EIGHT: Switch the 2D View Window to the Front View. Press <Control> +
<Tab> to change to the Front View. Now you can see the smaller side of the rectangle
from the end.
STEP NINE: Bend it. Press {Left Click Hold} and drag the mouse until the patch is
bent down at a 90 degree angle and release the button. Having snap to grid turned on is
helpful to keep it straight. Press <Enter> to accept it and the Information Box will close.
Figure 138 - Bend It.
We have the first portion of the bunker. This is going to be the top of the bunker,
the roof. It is sloped down this way as bunkers tended to have these to deflect bullets and
other rounds. Often they would be below the ground level so that the roof was really the
only part exposed. Some bunkers did not bother with this design but had squared off
edges to speed up production. I just like this design, so this is the way I am doing it. So
there! Now we need to move on and do the corners of the bunker which will also be
rounded off, but in both directions.
STEP TEN: Change to Top View. Press <Control> + <Tab> twice to return back to
Top View in the 2D View Window.
Figure 139 - Top View Of Bent Patch.
STEP ELEVEN: Copy It. Press <Spacebar> to copy it.
STEP TWELVE: Move It. Press {Left Click Hold} inside the rectangle and drag it
above the first one in the 2D View Window and release the mouse button. Not above it in
height wise, just so it is touching the upper edge of the first rectangle. Now you have
double the length with only one highlighted or selected.
Figure 140 - Copied and New Rectangle Moved Above First One.
STEP THIRTEEN: Start Bend Mode. Press the letter <B> to begin the bending
process. This is also referred to as bend mode. A box will appear that will give
instructions.
STEP FOURTEEN: Select the Bend Axis. Press <Tab> to cycle through the various
bend axis. Press <Enter> when the center horizontal ones in the 2D View are selected to
accept the choice. The Information box will change to show the next step. In the 3D
View Window it is the vertices that are vertical, or rather the ones that follow the bend
around that we made in the first one, because we are looking from the bottom up through
the patches and at an angle.
STEP FIFTEEN: Select the Rotational Axis. Press <Tab> to cycle through the various
bend axis. Press <Enter> when the right side vertex is chosen.
STEP SIXTEEN: Choose the side to bend. Press <Tab> to cycle through the two
different ends to bend and press <Enter> when the upper section is selected.
Figure 141 - Start Bend Mode On Second Rectangle.
Figure 142 - Select Right Side Rotational Point.
STEP SEVENTEEN: Bend it. Press {Left Click Hold} and drag the mouse until the
patch is bent to the right at a 90 degree angle and release the button. Having snap to grid
turned on is helpful to keep it straight. Press <Enter> to accept it and the Information
Box will close.
Figure 143 - Bend The Bent Rectangle To The Right.
Figure 144 - Select Both Rectangles.
STEP EIGHTEEN: Select Both Rectangles. Press <Shift> + {Left Click} on the first
bent rectangle in the 3D View to select it in addition to the rectangle you just bent. I have
to use the 3D View to select as if I use the 2D View, it will select my sky box and I do
not want to mess with that.
Figure 145 - Rotate Mode.
Figure 146 - Rotate To Right.
STEP NINETEEN: Copy. Press <Spacebar> to copy it.
STEP TWENTY: Move It. Press {Left Click Hold} inside the rectangle and drag it
above the first one in the 2D View Window and release the mouse button. We will just
need to move it out of the way. We will be rotating it in a bit.
STEP TWENTY-ONE: Start Rotate Mode. Press <R> to enter into Rotate Mode. The
rectangle will change color and a small dot will appear to the right.
STEP TWENTY-TWO: Rotate It. Press {Left Click Hold} to the right of the rectangle
and move the Mouse until you rotate the rectangle 90 degrees to the right.
Figure 147 - Move Next To First Set Of Rectangles.
STEP TWENTY-THREE: End Rotate Mode. Press <R> to exit Rotate Mode. The
rectangle will change color back to red.
STEP TWENTY-FOUR: Move Rectangle. Press {Left Click Hold} inside the
rectangle and drag it to the left so it touches the first pair in the 2D View Window and
release the mouse button.
STEP TWENTY-FIVE: Copy It. Press <Spacebar> to copy it.
STEP TWENTY-SIX: Move It. Press {Left Click Hold} inside the rectangle and drag it
above or to the right of the first two pairs in the 2D View Window and release the mouse
button. We will just need to move it out of the way. We will again be rotating it in a bit.
STEP TWENTY-SEVEN: Start Rotate Mode. Press <R> to enter into Rotate Mode.
The rectangle will change color and a small dot will appear to the right.
STEP TWENTY-EIGHT: Rotate It. Press {Left Click Hold} to the right of the
rectangle and move the Mouse until you rotate the rectangle 90 degrees to the right or
clockwise. Press <R> to exit Rotate Mode.
Figure 148 - Rotate Clockwise.
Figure 149 - Move To Join Others.
STEP TWENTY-NINE: Move Rectangle. Press {Left Click Hold} inside the rectangle
and drag it to the left so it touches the second pair in the 2D View Window and release
the mouse button. Now you can start to see the shape we are making. You can make any
shape you wish to with this technique. You can make a "T-Shaped" bunker if you wish
to, or an "S-Shaped" one, whatever your imagination says to do.
STEP THIRTY: Copy It. Press <Spacebar> to copy it.
STEP THIRTY-ONE: Move It. Press {Left Click Hold} inside the rectangle and drag
it above or to the right of the first two pairs in the 2D View Window and release the
mouse button. We will just need to move it out of the way. We will again be rotating it in
a bit.
STEP THIRTY-TWO: Start Rotate Mode. Press <R> to enter into Rotate Mode. The
rectangle will change color and a small dot will appear to the right.
STEP THIRTY-THREE: Rotate It. Press {Left Click Hold} to the right of the
rectangle and move the Mouse until you rotate the rectangle 90 degrees to the right or
clockwise. Press <R> to exit Rotate Mode.
STEP THIRTY-FOUR: Move Rectangle. Press {Left Click Hold} inside the rectangle
and drag it to the left so it touches the third pair in the 2D View Window and release the
mouse button.
In my bunker I added a step. I copied one of the straight bent pieces and made the
bunker longer on one side than the other. Again, you can create nearly any shape you
want.
Figure 150 - Finished Outer Edge of Roof.
STEP THIRTY-FIVE: Find Texture. In the Main Menu, press
[Textures]->[Usage]->[exterior wall]
Scroll down through the list of pictures and choose the cement that you want. I happen
to choose the one named "egypt_concrete_exteriorbunker1". You can choose plaster, or
wood if you really want to. It is after all your bunker. Once you click on the picture of the
texture, since the roof edge is selected already, the texture will be applied to it.
Figure 151 - Add Texture To Roof Edge.
STEP THIRTY-SIX: Draw Rectangle. Press <Escape> to deselect any objects you
may have selected. Move the Mouse Cursor to a point on the graph paper 2D View
Window that is at the left corner of the roof edge you just drew. Press {Left Click Hold}
and drag the Mouse to the right and down and release after drawing a rectangle that is
256 units wide and 384 units long. If you followed the instructions, using the
measurements given, this should be the right dimension. The depth or height is not
important, as we will transform it to a patch. I keep my grid at 4 or 8, so mine was 8 units
high. This is the top of the roof and it only needs to cover the inside edge of the roof
edge, that is the inner wall of the structure we just drew.
Figure 152 - Draw The Top Of The Roof.
Figure 153 - Side View Of Roof Top.
STEP THIRTY-SEVEN: Make it into a Terrain Patch. Make sure you are in the Top
View and press {Left Click} on the main menu item "Patch" and then {Left Click} on
the item labeled "Simple Terrain Patch...". [Patch]->[Simple Terrain Patch...] Use a
density of 15 for both width and height. Press the (OK) Button. Press <Control> +
<Tab> twice to switch to the Side View to see what we have.
STEP THIRTY-EIGHT: Move it down onto the roof edge. Press {Left Click Hold}
on the red line that is the patch and drag it down onto the roof. Use the Side View in the
2D View Window.
Figure 154 - Patch Was Created At Top Of Brush.
As you can see in Figure 85 when we changed the wire frame or brush to a patch,
it became a single line based upon the top of the brush. So, we have to move it down
onto the top of the roof.
STEP THIRTY-NINE: Resize the Patch Press {Left Click Hold} outside of the red
line that is the patch and drag it down onto the roof. You may need to change the grid
value in order to do so. Do the same for all four sides of the rectangle and make sure you
are lined up with the inside edges of the roof edge.
Figure 155 - Resize Patch To Fit Roof Inside.
STEP FORTY: Begin Vertex Edit Mode Press <V> to show the Vertices.
Figure 156 - Vertex Editing Mode.
STEP FORTY-ONE: Change the Grid Down to One In the Main Menu press
[Grid]->[Grid1] to change the grid value to 1.
Alternate Method: Press the number key <1>.
Figure 157 - Change Grid To 1.
STEP FORTY-TWO: Move Each Vertex To The Inside Line Press {Left Click Hold}
on each of the Vertices, one at a time and drag them to the inside line of the Roof Edge
and then release the Mouse Button.
Figure 158 - Move Vertices To Inside Line.
Figure 159 - Roof Top Fits!.
STEP FORTY-THREE: Exit Vertex Edit Mode Press <V> to exit Vertex Editing
Mode and hide the vertices.
STEP FORTY-FOUR: Find Texture. In the Main Menu, press
[Textures]->[Usage]->[exterior wall] if the wall textures are not already showing.
Scroll down through the list of pictures and choose the cement that you want. I happen
to choose the one named "egypt_concrete_exteriorbunker1". Once you click on the
picture of the texture, since the roof top is selected already, the texture will be applied to
it.
STEP FORTY-FIVE: Draw Another Rectangle. Press <Escape> to deselect any
objects you may have selected. Move the Mouse Cursor to a point on the graph paper 2D
View Window that is at the left corner of the roof edge or the exact dimensions of the
roof top. Press {Left Click Hold} and drag the Mouse to the right and down and release
after drawing a rectangle that is 256 units wide and 384 units long. This will be the roof
bottom. If you move the camera around in the 3D View Window, you may have noticed
that when you convert to a patch, the brush becomes one-sided, in that the other side is
see through. Well, we are not making a sun-roof on this bunker, so we need to build the
roof bottom. Then we will rotate it around and place it under the structure we have
already created. Simple?
Figure 160 - Draw Another Rectangle.
STEP FORTY-SIX: Move Rectangle. Press <Control> + <Tab> twice to change the
view to Side View in the 2D View Window. Press {Left Click Hold} inside the wire
frame and drag it upwards out of the way and release the Mouse Button. We have a lot of
building to do and flipping or rotating, and all kinds of stuff.
STEP FORTY-SEVEN: Make it into a Terrain Patch. Make sure you are in the Top
View and press {Left Click} on the main menu item "Patch" and then {Left Click} on
the item labeled "Simple Terrain Patch...". [Patch]->[Simple Terrain Patch...] Use a
density of 15 for both width and height. Press the (OK) Button.
STEP FORTY-EIGHT: Draw Yet Another Rectangle. Press <Escape> to deselect
any objects you may have selected. Move the Mouse Cursor to a point on the graph paper
2D View Window that is away from all other objects, so we can see. Press {Left Click
Hold} and drag the Mouse to the right and down and release after drawing a rectangle
that is 32 units wide and 128 units long.
If you have been paying attention, you will notice that in Figure 138 when we bent
the first rectangle, the first bend, we changed the width of the rectangle from 64 to 32
units wide. This is because the bend took one-half of the width, or we bent one half of
the width to face downwards. We chose the middle or center to bend on. Now we are
going to create some building blocks that are the same size as the ones above on the
structure we just created. They will not be bent. The sloped part of the roof is only on the
top and it is not sloped on the bottom. If you wished to, you could slope the bottom the
same as the top, you could just copy all the top portions and flip them around, a faster
way of doing this. I chose not to.
Figure 161 - Draw Yet Another Rectangle.
STEP FORTY-NINE: Make it into a Curve Patch. Press {Left Click} on the main
menu item "Patch" and then {Left Click} on the item labeled "Simple Curve Patch...".
[Patch]->[Simple Curve Patch...] Choose the density of 3 for both width and height.
Press the (OK) Button.
STEP FIFTY: Start Bend Mode. Press the letter <B> to begin the bending process.
This is also referred to as bend mode. A box will appear that will give instructions. This
is the Information Box.
STEP FIFTY-ONE: Select the Bend Axis. Press <Tab> to cycle through the various
bend axis. Press <Enter> when the center horizontal ones in the 2D View are selected to
accept the choice. The Information box will change to show the next step.
We are bending this piece to match the pieces we made above, as shown in Figure
75. The main difference being that we are not going to bend it down first. It will be flat
like as shown in Figure 93.
STEP FIFTY-TWO: Select the Rotational Axis. Press <Tab> to cycle through the
various bend axis. Press <Enter> when the right side vertex is chosen.
STEP FIFTY-THREE: Choose the side to bend. Press <Tab> to cycle through the two
different ends to bend and press <Enter> when the upper section is selected.
STEP FIFTY-FOUR: Bend it. Press {Left Click Hold} and drag the mouse until the
patch is bent to the right at a 90 degree angle and release the button. Having snap to grid
turned on is helpful to keep it straight. Press <Enter> to accept it and the Information
Box will close.
Figure 162 - Bend Rectangle.
STEP FIFTY-FIVE: Move it. Press {Left Click Hold} and drag the mouse until the
patch is directly over the portion of the roof it is to be placed onto.
This is the technique I always try to use. Build an object over the very pattern that
it will be placed. This way you can line it up prior to being placed onto or into the object.
I have moved the patch we first created above the structure we created first. I lined it up
length and width, but left it high above as shown in Figure 94.
Figure 163 - Keep The New Rectangle Above The Roof.
Figure 164 - Move To Align With Top Of Roof.
STEP FIFTY-SIX: Align it Vertically. Press <Control> + <Tab> twice to change the
2D View Window to Side View. If the new patch is not aligned with the patch we just
drew and made into a terrain patch, then move it in all the views so that it is properly
aligned.
Figure 165 - Align With Previous Patch.
It was at this point (you may of noticed) that I had forgotten to convert the first
portion of the roof bottom into a terrain patch. I then aligned the patches together to
make sure they were correct.
Now we are going to do something completely different from what we have done
previously. We are going to thicken the patch we just made in order to create an
indentation in the roof ceiling on the inside of the bunker. In this way the ceiling will be
above the portion of the roof that is the outside edge or overhang.
STEP FIFTY-SEVEN: Thicken it Vertically. Press <Control> + <Tab> to change the
2D View Window to Top View if you changed to Side View. In the Main Menu, press
[Patch]->[Thicken] and the "Thicken Patch" dialog box will appear. Choose the default
of 8 for thickness and make sure that the seams box is checked. Press the (OK) Button.
Seams in this case is not the joined edge between two flat objects like in a pair of
pants, but is the option of having all sides of the rectangle filled in. Without seams
checked it will thicken the patch, but will draw the sides as invisible. You will be left
with an upper and a lower piece, with the texture side facing outwards. With seams, the
four side pieces of a rectangle will have been drawn and can be textured. We want all the
sides, so we choose to have seams. We will later select a few of these sides and delete
them, as they would be hidden under another piece.
Figure 166 - Thicken Patch Dialog Box.
Now we are going to duplicate a procedure that we have already done. We are
going to copy this pattern, rotate it and move it to the next corner. We will do this three
times to create the three other corners of the roof bottom.
STEP FIFTY-EIGHT: Copy. Press <Spacebar> to copy it.
STEP FIFTY-NINE: Move It. Press {Left Click Hold} inside the rectangle and drag it
out of the way to the right and release the Mouse Button.
STEP SIXTY: Start Rotate Mode. Press <R> to enter into Rotate Mode. The rectangle
will change color and a small dot will appear to the right.
STEP SIXTY-ONE: Rotate It. Press {Left Click Hold} to the right of the rectangle and
move the Mouse until you rotate the rectangle 90 degrees to the right and release the
Mouse Button.
STEP SIXTY-TWO: End Rotate Mode. Press <R> to exit Rotate Mode. The rectangle
will change color back to red.
STEP SIXTY-THREE: Move It. Press {Left Click Hold} inside the rectangle and drag
it to the next corner in the 2D View Window and release the mouse button. Make sure it
is aligned with the first structural portion of the roof, the roof top.
STEP SIXTY-FOUR through SEVENTY-FIVE: Repeat Steps 58-63 Two Times. In
order to create the last two corners, repeat the above steps two more times, one for each
of the corners.
STEP SEVENTY-SIX: Draw Another Rectangle. Press <Escape> to deselect any
objects you may have selected. Move the Mouse Cursor to a point on the graph paper 2D
View Window that is away from all other objects, so we can see. Press {Left Click
Hold} and drag the Mouse to the right and down and release after drawing a rectangle
that is 128 units wide and 32 units long.
Notice that we are drawing another rectangle wider than it is deep because it is
the piece we are going to put at the top of the structure we are building. See Figure 167. It
is the piece connecting the two corner pieces at the narrow end of the roof bottom. You
can see it at the top of the roof bottom in the figure. It is not highlighted.
Figure 167 - Draw Another Rectangle.
This is another difficult part we are going to do. Before we start to fill in the gaps
between the corner pieces we need to delete some parts that we do not need to have. This
is why the piece we just created is not inserted yet in Figure 167.
STEP SEVENTY-SEVEN: Select the Faces That Are Hidden. Press <Escape> to
deselect any brushes that may be selected. Press <Control> + <Shift> + {Left Click} on
all the faces or sides that will have another piece up against it. We don't need it. One of
those faces is displayed in Figure 168.
Figure 168 - Select The Faces That Are Hidden.
STEP SEVENTY-EIGHT: Delete the Faces That Are Hidden. Press <Backspace> to
delete the faces that are selected. After deletion, the rectangle will appear as it is shown
in Figure 169. Figure 170 shows all the inside faces selected. Figure 171 shows the
underside that also needs to be deleted.
Figure 169 - Surface or Face Was Deleted.
Figure 170 - All Faces To Be Deleted Are Selected.
Figure 171 - Underside Face To Be Deleted Also.
STEP SEVENTY-NINE: Select The Texture. In the Main Menu, press
[Textures]->[Usage]->[exterior wall] if the wall textures are not already showing.
Scroll down through the list of pictures and choose the cement that you want. I happen
to choose the one named "egypt_concrete_exteriorbunker1". Once you click on the
picture of the texture, since the roof top is selected already, the texture will be applied to
it.
Alternate Method: In the Main Menu, press [Textures]->[Show In Use]
or you can press the <U> key. This will display the textures you are already using.
Since we want the same texture on all the parts of the bunker, we use the same
one. If you want a multi-faceted and textured bunker, feel free to experiment with
slightly different textures.
Figure 172 - Faces Textured With Concrete.
STEP EIGHTY: Place the New Piece Into the structure. Now it is time to move the
new piece we made into the roof bottom structure. Press {Left Click Hold} inside the
rectangle and drag it into the space between the two corners, and release the Mouse
Button. Make sure it is properly aligned in all the 2D Views (Top, Front and Side) and
the 3D View Window.
Figure 173 - Align The Rectangle.
STEP EIGHTY-ONE: Copy. Press <Spacebar> to copy it.
STEP EIGHTY-TWO: Move It. Press {Left Click Hold} inside the rectangle and drag
it down and insert it at the bottom of the 2D View Window, Top View between the two
corner pieces.
STEP EIGHTY-THREE: Draw Another Rectangle. Press <Escape> to deselect any
objects you may have selected. Move the Mouse Cursor to a point on the graph paper 2D
View Window that is away from all other objects, so we can see. Press {Left Click
Hold} and drag the Mouse to the right and down and release after drawing a rectangle
that is 32 units wide and 256 units long.
Notice that in my bunker I have one dimension longer than the other, instead of a
square. So, this piece is twice the length of the other two we just created. This will fit
between the corner pieces on the longer end of the bunker, right and left side in the top
view.
Figure 174 - Draw Another Rectangle.
STEP EIGHTY-FOUR: Align Rectangle. Make sure it is properly aligned in all the
different views. Make sure that it is the same thickness, I am using 8 units.
Figure 175 - Align Rectangle.
This view is a good one, as it shows us a lot. It shows the structure we are
working on, Roof Bottom, above the Roof Top. It shows the proper alignment and
thickness of the new rectangle we just created. It shows that the Roof Bottom is lined up
ready to place underneath the Roof Top. We can see where it is going to go.
STEP EIGHTY-FIVE: Move Rectangle. Press {Left Click Hold} inside the rectangle
in Top View and drag it to the right until it fits between the two corner pieces and release
the Mouse Button.
STEP EIGHTY-SIX: Copy Rectangle. Press <Spacebar> to copy the rectangle.
STEP EIGHTY-SEVEN: Move Rectangle. Press {Left Click Hold} inside the
rectangle in Top View and drag it to the right until it fits between the two corner pieces
on the right side and release the Mouse Button.
STEP EIGHTY-EIGHT: Select All Rectangle Faces For Texture. Press <Escape> to
deselect any brushes that may be selected. Press <Shift> + <Control> + {Left Click} to
select the individual faces of the rectangles that are showing, to put texture on them. That
is three faces for each of the four rectangles, or twelve faces altogether.
STEP EIGHTY-NINE: Select The Texture. In the Main Menu, press
[Textures]->[Usage]->[exterior wall] if the wall textures are not already showing.
Scroll down through the list of pictures and choose the cement that you want. I happen
to choose the one named "egypt_concrete_exteriorbunker1". Once you click on the
picture of the texture, since the roof top is selected already, the texture will be applied to
it.
Alternate Method: In the Main Menu, press [Textures]->[Show In Use]
or you can press the <U> key. This will display the textures you are already using.
Since we want the same texture on all the parts of the bunker, we use the same
Figure 176 - Add Texture To Exposed Faces.
STEP NINETY: Improve The Textures. This is where you can decide for yourself how
much to play with. I did not care for the look of some parts, but liked others. So I fixed
the ones I did not like. To do this open the Surface Inspector. Press <S> and the "Surface
inspector" dialog box opens. I do not recall all the ones that I used on each of the
surfaces. I believe I chose "Fit". To do this Press the (Fit) Button on the "Surface
inspector" dialog box. Then press (Done) to close the box.
Figure 177 - Surface Inspector Dialog Box.
STEP NINETY-ONE: Draw A Rectangle. Press <Escape> to make sure that nothing is
selected. Move the Mouse Cursor in the 2D View Window, Top View, to a point to the
left and above the Roof Bottom. Press {Left Click Hold} and drag the Mouse down and
to the right to cover the entire Roof Bottom Structure and release the Mouse Button.
Figure 178 - Draw Rectangle.
STEP NINETY-TWO: Change The View. Press <Control> + <Tab> to switch to
Front View. Make sure that the Rectangle covers the structure completely in all of the 2D
Views.
Figure 179 - Move Box To Surround Structure.
Figure 180 - Use The "Select Inside" Tool Bar Button.
STEP NINETY-THREE: Select The Entire Roof Bottom. Press (Select Inside) Button
in the Tool Bar. The entire Roof Bottom should now be highlighted.
STEP NINETY-FOUR: Rotate The Entire Roof Bottom. Press (y-axis Rotate) Button
in the Tool Bar, twice. The first time it will rotate 90 degrees and be straight on its edge,
the second time it will flip over and be upside down. This is the way we need it to be in
order to place it underneath the Roof Top.
STEP NINETY-FIVE: Move The Entire Roof Bottom. Press <Control> + <Tab>
twice to switch views from the Top View to the Side View. Press {Left Click Hold}
inside the structure and drag it down under the Roof Top and place it touching the
bottom of the Roof Top and release the Mouse Button. Make sure it is aligned in all the
views. Press <Escape> to deselect all the brushes.
Figure 181 - Roof Bottom Placed Under Roof Top.
Okay. That was the easy part. Now on to build the rest of the bunker. Just
kidding. Actually that was probably the only hard part. The rest is just building blocks of
concrete. The only bending we are going to do is in the outer walls. And it should be
easier now that you know how to do it.
Figure 182 - Finished Entire Roof.
STEP NINETY-SIX: Draw A Rectangle. Press <Escape> to make sure that nothing is
selected. Move the Mouse Cursor in the 2D View Window, Top View, to a point where
you will place the bunker. Press {Left Click Hold} and drag the Mouse down and to the
right to cover the entire bunker plus an area above it for a special treat and release the
Mouse Button. This rectangle with my bunker is 384 units wide by 832 units long. It is
the floor of the bunker and also an area to place other things, such as an 88mm Flak Gun
for example.
Figure 183 - Draw Bunker Floor.
STEP NINETY-SEVEN: Add Texture. In the Main Menu, press
[Textures]->[Usage]->[exterior wall] if the wall textures are not already showing.
Scroll down through the list of pictures and choose the cement that you want. I happen
to choose the one named "egypt_concrete_exteriorbunker1". Once you click on the
picture of the texture, since the roof top is selected already, the texture will be applied to
it.
Alternate Method: In the Main Menu, press [Textures]->[Show In Use]
or you can press the <U> key. This will display the textures you are already using.
Since we want the same texture on all the parts of the bunker, we use the same
In my bunker I added a terrain patch with grass and then raised it up to put the
bunker on a higher level, thus giving soldiers a better firing range and field of view.
Figure 184 - Bunker Floor And Terrain.
STEP NINETY-EIGHT: Draw Yet Another Rectangle. Press <Escape> to deselect
any objects you may have selected. Move the Mouse Cursor to a point on the graph paper
2D View Window that is away from all other objects, so we can see. Press {Left Click
Hold} and drag the Mouse to the right and down and release after drawing a rectangle
that is 16 units wide and 128 units long. Our walls are going to 16 units thick.
STEP NINETY-NINE: Make it into a Curve Patch. Press {Left Click} on the main
menu item "Patch" and then {Left Click} on the item labeled "Simple Curve Patch...".
[Patch]->[Simple Curve Patch...] Choose the density of 3 for both width and height.
Press the (OK) Button.
STEP ONE-HUNDRED: Start Bend Mode. Press the letter <B> to begin the bending
process. This is also referred to as bend mode. A box will appear that will give
instructions. This is the Information Box.
STEP ONE-HUNDRED-ONE: Select the Bend Axis. Press <Tab> to cycle through the
various bend axis. Press <Enter> when the center horizontal ones in the 2D View are
selected to accept the choice. The Information box will change to show the next step.
We are bending this piece to match the pieces we made above, as shown in Figure
75 and in Figure 93. This patch will not be bent down and then right, just one bend to the
left.
STEP ONE-HUNDRED-TWO: Select the Rotational Axis. Press <Tab> to cycle
through the various bend axis. Press <Enter> when the left side vertex is chosen.
STEP ONE-HUNDRED-THREE: Choose the side to bend. Press <Tab> to cycle
through the two different ends to bend and press <Enter> when the upper section is
selected.
STEP ONE-HUNDRED-FOUR: Bend it. Press {Left Click Hold} and drag the mouse
until the patch is bent to the left at a 90 degree angle and release the button. Having snap
to grid turned on is helpful to keep it straight. Press <Enter> to accept it and the
Information Box will close
Now we are going to do something slightly different from what we have done
previously. We are going to thicken the patch we just made in order to create a curved
wall. This time we will thicken it to 84 units high, with seams.
STEP ONE-HUNDRED-FIVE: Thicken it Vertically. In the Main Menu, press
[Patch]->[Thicken] and the "Thicken Patch" dialog box will appear. Choose 84 for
thickness by entering the number in the box and make sure that the seams box is
checked. Press the (OK) Button.
Figure 185 - Create Wall.
STEP ONE-HUNDRED-SIX: Move it. Press {Left Click Hold} and drag the mouse
until the patch is directly under the portion of the roof that is to be placed on top of it.
Make sure that the inside wall lines up with the inside portion of the roof to give us an
overhang outside. Make sure that the wall is at ground level and on the floor we created.
Now we are going to duplicate a procedure that we have already done. We are
going to copy this pattern, rotate it and move it to the next corner. We will do this three
times to create the three other corners of the bunker walls.
STEP ONE-HUNDRED-SEVEN: Copy. Press <Spacebar> to copy it.
STEP ONE-HUNDRED-EIGHT: Move It. Press {Left Click Hold} inside the
rectangle and drag it out of the way to the right and release the Mouse Button.
STEP ONE-HUNDRED-NINE: Start Rotate Mode. Press <R> to enter into Rotate
Mode. The rectangle will change color and a small dot will appear to the right.
STEP ONE-HUNDRED-TEN: Rotate It. Press {Left Click Hold} to the right of the
rectangle and move the Mouse until you rotate the rectangle 90 degrees to the right and
release the Mouse Button.
STEP ONE-HUNDRED-ELEVEN: End Rotate Mode. Press <R> to exit Rotate Mode.
The rectangle will change color back to red.
STEP ONE-HUNDRED-TWELVE: Move It. Press {Left Click Hold} inside the
rectangle and drag it to the next corner in the 2D View Window and release the mouse
button. Make sure it is aligned with the roof and the floor.
STEP ONE-HUNDRED-THIRTEEN through ONE-HUNDRED-TWENTY-FOUR:
Repeat Steps 107-112 Two Times. In order to create the last two corners, repeat the
above steps two more times, one for each of the corners.
Figure 186 - Bend The Wall.
Figure 187 - Line Up With Inside Curve Of Roof.
STEP ONE-HUNDRED-TWENTY-FIVE: Draw Yet Another Rectangle. Press
<Escape> to deselect any objects you may have selected. Move the Mouse Cursor to a
point on the graph paper 2D View Window that is away from all other objects, so we can
see. Press {Left Click Hold} and drag the Mouse to the right and down and release after
drawing a rectangle that is 16 units wide and 256 units long and 84 units high.
Figure 188 - Create Straight Wall.
STEP ONE-HUNDRED-TWENTY-SIX: Move It. Press {Left Click Hold} inside the
rectangle and drag it in between the corners and release the mouse button. Make sure it is
aligned with the roof and the corner wall.
STEP ONE-HUNDRED-TWENTY-SEVEN: Copy. Press <Spacebar> to copy it.
STEP ONE-HUNDRED-TWENTY-EIGHT: Move It. Press {Left Click Hold} inside
the rectangle and drag it to the left side in the 2D View Window and release the mouse
button. Make sure it is aligned with the roof and the corners.
STEP ONE-HUNDRED-TWENTY-NINE: Draw Yet Another Rectangle. Press
<Escape> to deselect any objects you may have selected. Move the Mouse Cursor to a
point on the graph paper 2D View Window that is away from all other objects, so we can
see. Press {Left Click Hold} and drag the Mouse to the right and down and release after
drawing a rectangle that is 16 units wide and 128 units long and 84 units high. Draw it
left to right, as it will go between the corners at the top and lower ends of the bunker in
the 2D View Window.
STEP ONE-HUNDRED-THIRTY: Move It. Press {Left Click Hold} inside the
rectangle and drag it to the upper wall section between the two corners in the 2D View
Window and release the mouse button. Make sure it is aligned with the roof and the
corners.
STEP ONE-HUNDRED-THIRTY-ONE: Copy. Press <Spacebar> to copy it.
STEP ONE-HUNDRED-THIRTY-TWO: Move It. Press {Left Click Hold} inside the
rectangle and drag it to the lower wall section between the two corners in the 2D View
Window and release the mouse button. Make sure it is aligned with the roof and the
corners.
STEP ONE-HUNDRED-THIRTY-THREE: Draw Another Rectangle. Press
<Escape> to deselect any objects you may have selected. Move the Mouse Cursor to a
point on the graph paper 2D View Window - Top View that is to the left and above the
Roof Structure. Press {Left Click Hold} and drag the Mouse to the right and down and
release after drawing a rectangle that is larger than the roof. This is another Selection
Wire Frame as we did before. Make sure to adjust the rectangle in all the 2D Views in
order to ensure that the entire Roof Structure is surrounded completely. It will have to
surrender!
STEP ONE-HUNDRED-THIRTY-FOUR: Select Roof. Press (Select Inside) Button in
the Tool Bar. The entire Roof Structure should now be highlighted.
STEP ONE-HUNDRED-THIRTY-FIVE: Move Roof. Press {Left Click Hold} inside
the rectangle and drag it down to on top of the walls and corners we created.
You may have noticed in Figure 114 where I created a terrain patch and raised it
up for the floor to be higher than the rest of the ground, there was the mesh displayed in
the 2D View Window that made it very dark and busy. In the rest of the figures this
terrain and the floor are missing. They are still there though, they are hidden. To take
something away in order to draw better, hide this portion of the map. To do this is
simple. As before, draw a rectangle wire frame around the objects you wish to hide in
order to select them all at once, press the (Select Inside) button in the tool bar and then
press <H> to hide it. You can also use the menu to use the same hide function.
[View]->[Hide Selected]
Figure 189 - Move Roof Onto Walls.
Figure 190 - Bunker Nearly Complete.
STEP ONE-HUNDRED-THIRTY-SIX: Select Front Wall. Press <Escape> to
deselect any objects you may have selected. Press <Shift> + {Left Click} in the 3D View
Window to select and highlight the front wall. Press <Control> + <Tab> twice to change
the view to Side View.
Figure 191 - Select Front Wall.
Before we get into this part let's summarize what we are going to do. We need to
have some windows to shoot out of, or the enemy will just walk right past our bunker. To
do this we will be using the Clipper Function of the editor. We will be making a large
number of cuts. I have summarized and diagramed the cuts before hand. If you wish to
speed up and make these cuts you can use this as a guide. Otherwise the steps will be
included as below. Got your diamond stone cutting saw with you? That's okay, we will
use mine.
Figure 192 - Measurements Of Windows.
STEP ONE-HUNDRED-THIRTY-SEVEN: Start The Cutter. Okay pull on that
starter cord, get that chain saw motor humming and let's get to cutting. Press the
(Clipper) Button in the Tool Bar or press <X>. The first cuts we will make are
horizontal cuts, left to right on the front wall in the Side View of the 2D View Window.
STEP ONE-HUNDRED-THIRTY-EIGHT: Place Point 1. The clipper works with 2 or
3 points to determine the cutting line. We will use two points. In the 2D View
Window/Side View press {Left Click} at the top/left end of the window inside edge. This
point will be 8 units down from the top of the wall. This is not 8 units down from the top
of the roof, but the top of the 84 unit high wall. The point will also be anywhere on this
line near the left edge of the wall, not the corner.
STEP ONE-HUNDRED-THIRTY-NINE: Place Point 2. Press {Left Click} at the
top/right end of the window. This point will be 8 units down from the top of the wall.
The point will also be anywhere on this line near the right edge of the wall, not the
corner. The Clipper function cuts a line all the way through the selected objects, not just
between the two points.
Figure 193 - Clipper Point One Circled.
Figure 194 - Second Point, Cut Is Made.
STEP ONE-HUNDRED-FORTY: Keep Cut Piece. Press <Shift> + <Enter> to keep
the piece in place and not delete it.
STEP ONE-HUNDRED-FORTY-ONE: Place Point 1. Press {Left Click} at the
top/left end of the window outside. This point will be 12 units down from the top of the
wall. This is the outside edge of the window. The gun ports will be beveled as they
should be giving shooting room on the inside and less space on the outside to shoot in
The point will also be anywhere on this line near the left edge of the wall, not the corner.
STEP ONE-HUNDRED-FORTY-TWO: Place Point 2. Press {Left Click} at the
top/right end of the window outside. This point will be 12 units down from the top of the
wall. The point will also be anywhere on this line near the right edge of the wall, not the
corner.
STEP ONE-HUNDRED-FORTY-THREE: Keep Cut Piece. Press <Shift> + <Enter>
to keep the piece in place and not delete it.
STEP ONE-HUNDRED-FORTY-FOUR: Place Point 1. Press {Left Click} at the
bottom/left end of the window outside edge. This point will be 28 units down from the
top of the wall.
STEP ONE-HUNDRED-FORTY-FIVE: Place Point 2. Press {Left Click} at the
bottom/right end of the window outside edge. This point will be 28 units down from the
top of the wall.
STEP ONE-HUNDRED-FORTY-SIX: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
STEP ONE-HUNDRED-FORTY-SEVEN: Place Point 1. Press {Left Click} at the
bottom/left end of the window inside edge. This point will be 32 units down from the top
of the wall.
STEP ONE-HUNDRED-FORTY-EIGHT: Place Point 2. Press {Left Click} at the
bottom/right end of the window inside edge. This point will be 32 units down from the
top of the wall.
STEP ONE-HUNDRED-FORTY-NINE: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
Figure 195 - Second Point Of Third Line.
STEP ONE-HUNDRED-FIFTY: Unselect Portions That Will Not Be Cut. Press
<Shift> + {Left Click} on the upper and lower pieces of the front wall. This is to un-highlight these portions, as we do not need to cut them vertically.
Figure 196 - Unselect The Portions Not To Be Cut.
We have eight more cuts to go. These next ones will be vertical cuts, up and
down. We will cut the outer rectangle first, which actually represents the inside edges of
the gun ports, then deselect the upper and lower portions and then cut the inner
rectangles, which represent the outside edges of the gun ports. This is because they are
beveled inwards, in other words larger on the inside than the outside.
STEP ONE-HUNDRED-FIFTY-ONE: Place Point 1. Press {Left Click} at the top/left
end of the window inside edge. This point will be 8 units down from the top of the wall
and 32 units from the left edge.
STEP ONE-HUNDRED-FIFTY-TWO: Place Point 2. Press {Left Click} at the
bottom/left end of the window inside edge. This point will be 32 units down from the top
of the wall and 32 units from the left edge..
STEP ONE-HUNDRED-FIFTY-THREE: Keep Cut Piece. Press <Shift> + <Enter>
to keep the piece in place and not delete it.
Figure 197 - Vertical Cut 32 inches From Left Side.
STEP ONE-HUNDRED-FIFTY-FOUR: Place Point 1. Press {Left Click} at the
top/right end of the window inside edge. This point will be 8 units down from the top of
the wall and 96 units from the left edge.
STEP ONE-HUNDRED-FIFTY-FIVE: Place Point 2. Press {Left Click} at the
bottom/right end of the window inside edge. This point will be 32 units down from the
top of the wall and 96 units from the left edge..
STEP ONE-HUNDRED-FIFTY-SIX: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
STEP ONE-HUNDRED-FIFTY-SEVEN: Place Point 1. Press {Left Click} at the
top/left end of the second window inside edge. This point will be 8 units down from the
top of the wall and 160 units from the left edge.
STEP ONE-HUNDRED-FIFTY-EIGHT: Place Point 2. Press {Left Click} at the
bottom/left end of the second window inside edge. This point will be 32 units down from
the top of the wall and 160 units from the left edge..
STEP ONE-HUNDRED-FIFTY-NINE: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
STEP ONE-HUNDRED-SIXTY: Place Point 1. Press {Left Click} at the top/right end
of the second window inside edge. This point will be 8 units down from the top of the
wall and 224 units from the left edge.
STEP ONE-HUNDRED-SIXTY-ONE: Place Point 2. Press {Left Click} at the
bottom/right end of the second window inside edge. This point will be 32 units down
from the top of the wall and 224 units from the left edge..
STEP ONE-HUNDRED-SIXTY-TWO: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
Now we will cut the second pair of inner rectangles in the window or gun port
that are the smaller ones and represent the outside edges of the gun ports. First we will
deselect the portions we will not be cutting.
STEP ONE-HUNDRED-SIXTY-THREE: Unselect Portions That Will Not Be Cut.
Press <Shift> + {Left Click} on the upper and lower pieces of the front wall. This is to
un-highlight these portions, as we do not need to cut them vertically.
Figure 198 - Begin Cutting Inner Rectangles.
STEP ONE-HUNDRED-SIXTY-THREE: Place Point 1. Press {Left Click} at the
top/left end of the first window outside edge. This point will be 12 units down from the
top of the wall and 36 units from the left edge.
STEP ONE-HUNDRED-SIXTY-FOUR: Place Point 2. Press {Left Click} at the
bottom/left end of the window outside edge. This point will be 28 units down from the
top of the wall and 36 units from the left edge..
STEP ONE-HUNDRED-SIXTY-FIVE: Keep Cut Piece. Press <Shift> + <Enter> to
keep the piece in place and not delete it.
STEP ONE-HUNDRED-SIXTY-SIX: Place Point 1. Press {Left Click} at the top/left
end of the window inside edge. This point will be 12 units down from the top of the wall
and 92 units from the left edge.
STEP ONE-HUNDRED-SIXTY-SEVEN: Place Point 2. Press {Left Click} at the
bottom/left end of the window inside edge. This point will be 28 units down from the top
of the wall and 92 units from the left edge..
STEP ONE-HUNDRED-SIXTY-EIGHT: Keep Cut Piece. Press <Shift> + <Enter>
to keep the piece in place and not delete it.
STEP ONE-HUNDRED-SIXTY-NINE: Place Point 1. Press {Left Click} at the
top/left end of the window inside edge. This point will be 12 units down from the top of
the wall and 164 units from the left edge.
STEP ONE-HUNDRED-SEVENTY: Place Point 2. Press {Left Click} at the
bottom/left end of the window inside edge. This point will be 28 units down from the top
of the wall and 164 units from the left edge..
STEP ONE-HUNDRED-SEVENTY-ONE: Keep Cut Piece. Press <Shift> + <Enter>
to keep the piece in place and not delete it.
STEP ONE-HUNDRED-SEVENTY-TWO: Place Point 1. Press {Left Click} at the
top/left end of the window inside edge. This point will be 12 units down from the top of
the wall and 220 units from the left edge.
STEP ONE-HUNDRED-SEVENTY-THREE: Place Point 2. Press {Left Click} at the
bottom/left end of the window inside edge. This point will be 28 units down from the top
of the wall and 220 units from the left edge..
STEP ONE-HUNDRED-SEVENTY-FOUR: Keep Cut Piece. Press <Shift> +
<Enter> to keep the piece in place and not delete it. Press the (Clipper) Button in the
Tool Bar, or press <X> to exit the Clipper Mode.
STEP ONE-HUNDRED-SEVENTY-FIVE: Select Piece To Delete. Press <Escape> to
deselect all brushes. Press <Shift> + {Left Click} in the 3D View Window on the center
portion of the gun port. This is the part that we will be able to shoot through, or be shot
at! Yuck! Repeat this for the second gun port to the right.
STEP ONE-HUNDRED-SEVENTY-SIX: Delete. Press <Backspace> to delete these
two pieces.
Figure 199 - Delete The Middle Portion Of Both Gun Ports.
Figure 200 - Gun Ports Open. Ready To Fire!
STEP ONE-HUNDRED-SEVENTY-SEVEN: Move Piece to be Cut. Press <Escape>
to deselect all brushes. Press <Shift> + {Left Click} in the 3D View Window on the
portion of the gun port that is to be beveled. This is the lower thin Outer Rectangle in the
gun port that is currently 64 units long by 16 units wide by 4 units high. Select this lower
piece first (B in Figure 128). Change back to Front View, press <Control> + <Tab>. In
the 2D View Window/Top View press {Left Click Hold} inside this red wire frame and
drag it outside of the bunker where it is clear of other lines and release the Mouse Button.
Figure 201 - Pieces To Be Beveled Are Labeled.
In Figure 128 we can see the bevel that we will be cutting on these pieces. It is
beveled inward so that the dimensions are larger on the inside of the bunker. It will be
beveled such that the pieces will be 4 inches on the outside and 1 inch on the inside.
STEP ONE-HUNDRED-SEVENTY-EIGHT: Cut Pieces. Switch to the Front View,
press <Control> + <Tab> to view the pieces from the end we will be cutting. Change
the Grid value to 1 by pressing the number <1> key. Press the (Clipper) Button in the
Tool Bar, or press <X>. Press {Left Click} on the upper right corner of the rectangle to
place Point 1. Press {Left Click} one inch above the lower left corner of the rectangle to
place Point 2. Press <Shift> + <Enter> to keep the piece.
Figure 202 - Rectangle Beveled With Clipper Tool.
Figure 203 - Beveled Piece With Texture.
STEP ONE-HUNDRED-SEVENTY-NINE: Add Texture. Press <Escape> to deselect
all brushes, press <Shift> + {Left Click} on the upper portion to be deleted. You can
alternatively before pressing the <Escape> key, select the brush that is to be saved which
is already selected and it will be unselected. Press <Backspace> to delete the selected
brush, the upper portion. Press <Escape> to deselect all brushes, press <Control> +
<Shift> + {Left Click} on the upper face, on the front outside face and the small one
inch high inside face to add texture to them. Scroll down through the Texture Window
and {Left Click} on the concrete graphic and the faces will be textured.
You may notice that I have included more in each step. This is because as you
learn, you can move faster along and skip the explanation junk. I hope this is a workable
way for you.
STEP ONE-HUNDRED-EIGHTY: Move It. Press <Escape> to deselect the faces and
press <Shift> + {Left Click} on the beveled piece in the 3D View Window to select the
whole object. Press <Control> + <Tab> twice to return to Top View. Press {Left Click
Hold} inside that wire frame and drag it back into the position you just pulled it out
from. It should just slide right back into place. Use the other views to make sure that it is
properly lined up.
STEP ONE-HUNDRED-EIGHTY-ONE: Repeat 177 - 180. Repeat the steps 177
through 180 for the upper piece in the same window (A in Figure 128). The important
difference is that instead of cutting from the upper right corner down to the lower left
corner, we will cut it from the lower right corner upwards to one inch below the upper
left corner. Remember the slant is inwards, the larger opening is on the inside of the
bunker, so the taller face of these pieces is on the outside of the bunker.
STEP ONE-HUNDRED-EIGHTY-TWO: Repeat 177 - 180. Repeat the steps 177
through 180 for the lower piece in the right window (B in Figure 128).
STEP ONE-HUNDRED-EIGHTY-THREE: Repeat 177 - 180. Repeat the steps 177
through 180 for the upper piece in the right window (A in Figure 128).
We need to next cut the smaller pieces (the pieces marked C and D in Figure 128)
to each side of the ones we just cut. In this case because of the bevel we just added, these
pieces need to be cut on three edges. The bevel in the gun port or window and also the
bevel on both the lower and upper pieces we just cut.
STEP ONE-HUNDRED-EIGHTY-FOUR: Move Piece to be Cut. Press <Escape> to
deselect all brushes. Press <Shift> + {Left Click} in the 3D View Window on the portion
of the gun port that is to be beveled. This is the left thin piece in the gun port that is
currently 4 units wide by 16 units deep by 16 units high. Select this left piece first (C in
Figure 128). Change back to Front View, press <Control> + <Tab>. In the 2D View
Window/Top View press {Left Click Hold} inside this red wire frame and drag it outside
of the bunker where it is clear of other lines and release the Mouse Button. Press
<Control> + <Tab> to switch to Front View.
STEP ONE-HUNDRED-EIGHTY-FIVE: Resize It. The small pieces to each side
need to be raised in height. Change the Grid Value to 1 by pressing the <1> key. In the
2D View Window/Front View press {Left Click Hold} above the wire frame to pull one
side up by 6 units, to make it 22 units high. This is because of the two bevels, the two
inside measurements are three inches different each. Remember, four inches on the
outside and one inch on the inside. A total of six inches difference.
STEP ONE-HUNDRED-EIGHTY-SIX: Cut It. Press the (Clipper) Button in the Tool
Bar, or press <X>. Press {Left Click} three units up from the bottom right corner to
place Point 1. Press {Left Click} on the left bottom corner to place Point 2. Now the cut
will be made. Press <Shift> + <Enter> to keep the piece in place.
Figure 204 - Rectangle To Be Cut and Result.
Figure 205 - Resized First, Then Cut.
Figure 206 - First Cut Made.
Figure 207 - Second Cut.
STEP ONE-HUNDRED-EIGHTY-SEVEN: Cut It Again. Press {Left Click} three
units down from the top right corner to place Point 1. Press {Left Click} on the left top
corner to place Point 2. Now the second cut will be made. Press <Shift> + <Enter> to
keep the piece in place. Notice the label at the top left in Figure 133, "XZ Front", make
sure you do all of this from the correct view.
STEP ONE-HUNDRED-EIGHTY-EIGHT: Select Brushes To Delete. Press <Shift>
+ {Left Click} in the 3D View Window on the middle section that we wish to keep. This
will cause the middle section to be no longer selected and the two pieces that we wish to
delete will be selected.
STEP ONE-HUNDRED-EIGHTY-NINE: Delete. Press <Backspace> to delete these
two small pieces.
Figure 208 - Select Pieces To Delete.
STEP ONE-HUNDRED-NINETY: Switch Views, Cut Again. Press <Control> +
<Tab> twice to switch to the Top View. The label in the upper left should now read,
"XY Top". Press {Left Click} at the top right corner to place Point 1. Press {Left Click}
one unit up from the left bottom corner to place Point 2. Now the third cut will be made.
Press <Shift> + <Enter> to keep the piece in place.
STEP ONE-HUNDRED-NINETY-ONE: Select the brush to Delete. Press <Shift> +
{Left Click} in the 3D View Window on the piece you need to keep. This will leave the
piece to delete as selected.
STEP ONE-HUNDRED-NINETY-TWO: Delete. Press <Backspace> to delete this
piece.
Figure 209 - Last Cut In Brush.
You might ask: Q: Why are we keeping the cut piece and then deleting it? A:
Here is how the Clipper Function works! Pressing <X> (ToggleClipper Function) enters
Clipper Mode, pressing <X> the second time exits Clipper Mode.
In Clipper Mode, pressing {Left Click} on a spot in the 2D View Window places
a point for the cut, the second time places a second cut and cuts the full length of the
selected brush or brushes. It does not stop on a border of a brush if another brush is next
to it is also selected. The cut is made in the entire selection as if it were one piece. The
cut travels in a flat plane in all directions until it meets the border of the selection.
At this point the two pieces are still there in the view. The one piece is still
highlighted red, a second piece is now highlighted in magenta. As a default when you
first install the editor, the piece to be deleted, which is the one that is in red, is the one on
the left side of the line you cut. The piece that gets saved is highlighted in Magenta
and that is the one on the right side. For example, when cutting, placing one point on the
right side of the brush and then placing the second point of the left side of the brush, you
are cutting right to left. The left hand piece is the one below the line because of the
direction of travel along that line is right to left. In Figure 135 we see that point 1 is on
the right side, point 2 is on the left side. The cut is therefore right to left. The one in
Magenta is on the right side and the one in red is on the left side. If you had placed the
first point on the left side and the second point on the right side, then the left hand side to
be cut would be the upper portion. At this point pressing <Enter> (ClipSelected
Function) deletes the unselected brush that is NOT highlighted in Magenta, the one in
red gets deleted..
If you press <Control> + <Enter> (FlipClip Function) the side that gets
highlighted in Magenta, and therefore the one that is saved, after you place the second
point is switched from the right side to the left side. If you press it again it gets switched
back. There is therefore no indication or way for me to know which way you have
chosen, nor which direction you have decided to cut. To save time and energy, I simply
keep all the pieces there until I am finished and then delete the ones I do not need. This
way I do not have to keep track of which one is red and which one is magenta.
Or you can do it this way, keep it switched to one side or the other, your choice
and always remember which way it is. Remember to cut in the correct direction to have
the piece you are deleting highlighted in red and the piece you are keeping
highlighted in magenta. With a simple cut, I use this technique to always have the piece
I am deleting on the left side and place the points in such a way as to have the correct
piece deleted. If you make a mistake, you can still press <Shift> + <Enter>
(SplitSelected Function) to keep the piece and then later delete the one you want to.
Now that I have thoroughly confused you, let's get back to the bunker.
STEP ONE-HUNDRED-NINETY-THREE: Add Texture. Press <Escape> to deselect
all brushes. Press <Control> + <Shift> + {Left Click} on the outer face that is away
from the wall, facing the opening in the bunker. Press <Control> + <Shift> + {Left
Click} on the outside face, outside of the bunker. Press <Control> + <Shift> + {Left
Click} on the inside face, inside of the bunker that is only one unit thick. Scroll down
through the Texture Window and {Left Click} on the concrete graphic and the faces will
be textured.
STEP ONE-HUNDRED-NINETY-FOUR: Move It. Press <Escape> to deselect the
faces and press <Shift> + {Left Click} on the beveled piece in the 3D View Window to
select the whole object. Press <Control> + <Tab> twice to return to Top View. Press
{Left Click Hold} inside that wire frame and drag it back into the position you just
pulled it out from. It should just slide right back into place. Use the other views to make
sure that it is properly lined up.
STEP ONE-HUNDRED-NINETY-FIVE: Repeat 184 - 194. Repeat the steps 184
through 194 for the right side piece in the same window (D in Figure 128). The important
difference is that instead of cutting from the upper right corner down to the lower left
corner, we will cut it from the lower right corner upwards to one inch below the upper
left corner. Remember the slant is inwards, the larger opening is on the inside of the
bunker, so the taller face of these pieces is on the outside of the bunker.
STEP ONE-HUNDRED-NINETY-SIX: Repeat 184 - 194. Repeat the steps 184
through 194 for the left piece in the right window (C in Figure 128).
STEP ONE-HUNDRED-NINETY-SEVEN: Repeat 184 - 194. Repeat the steps 184
through 194 for the right piece in the right window (D in Figure 128).
Figure 210 - Finished Gun Ports With Added Interior Wall.
You can decorate your bunker interior however you want to. I believe you have
more than enough information to perform this portion of the bunker creation on your
own. I have simply added one interior wall as a protection against grenades being thrown
inside. You can also at this point put in a door at the rear of the bunker and be done with
it. You can add more windows. In this project I am going to add a twist, so if you want to
follow along, be my guest. I am finished with the main structure of the bunker. Now to
add an entrance that is a bit different. Proceed with caution, this next part may be too
exciting for those faint of heart.
Figure 211 - Rear of Bunker, Location For the Entrance, Needs a Wall.
Figure 212 - Terrain and Meshes Make It A Mess. A Mess Mesh, or a Mesh Mess?
STEP ONE-HUNDRED-NINETY-EIGHT: Draw Rectangle. Press {Left Click Hold}
in the 2D View Window / Top View to the left and above the bunker as I did in Figure
138 and drag the Mouse Cursor to the right and below the bunker and release the Mouse
Button.
STEP ONE-HUNDRED-NINETY-NINE: Resize Rectangle. Press <Control> +
<Tab> to switch the 2D View to Front View. Press {Left Click Hold} outside of the wire
frame and drag it upwards over the top of the bunker roof. If you have terrain mesh under
your bunker, make sure to either delete them as I did later, or hide them now by pulling
the wire frame down below the bunker floor.
Figure 213 - Resize Wire Frame Around Bunker.
STEP TWO-HUNDRED: Select The Bunker. Press the (Select Inside) Button in the
Tool Bar.
Figure 214 - Bunker Selected.
STEP TWO-HUNDRED-ONE: Deselect The Floor and Walls. Move the camera into
the bunker in the 3D View Window, as shown in Figure 141. Press <Shift> + {Left
Click} on the walls and floor to deselect them.
STEP TWO-HUNDRED-TWO: Hide The Bunker. Press <H> to hide all the selected
wire frames or brushes and end up with something like Figure 142.
Figure 215 - Deselect The Floor And Walls.
Figure 216 - Hide The Bunker. Where's My Roof? It's Raining Out!
STEP TWO-HUNDRED-THREE: Draw A Rectangle. Press {Left Click Hold} at the
far wall, top of the 2D View Window and drag downwards to draw a wall about 8 units
thick and 192 units long.
STEP TWO-HUNDRED-FOUR: Resize Rectangle. Press <Control> + <Tab> to
switch the 2D View Window to Front View. Press {Left Click Hold} outside the wire
frame and drag downwards and/or upwards to make the wall about 84 units high and
release the Mouse Button.
Figure 217 - Resize Wall To 84 Units High.
STEP TWO-HUNDRED-FIVE: Select Floor. Press <Escape> to deselect the wall we
just drew. Press <Control> + <Tab> twice to switch back to Top View. Press <Shift> +
{Left Click} on the floor in the 3D View Window to select it.
STEP TWO-HUNDRED-SIX: Start Clipper. Press <X> to enter Clipper Mode.
STEP TWO-HUNDRED-SEVEN: Start to Cut the Floor. Press {Left Click} at a point
near the far wall at the top of the 2D View Window / Top View to place point 1. I am
leaving a shelf of 8 inches to the left of the whole I am cutting in the floor. So, I placed
the point one square, grid is at value of 8 units, to the right of the rear wall of the bunker.
Press {Left Click} at any point along this line downward in the 2D View Window and
press <Shift> + <Enter> to keep the cut piece.
STEP TWO-HUNDRED-EIGHT: Make Second Cut in the Floor. Press {Left Click}
at a point six squares, Grid at 8, or 48 units to the right of the first cut. Press {Left Click}
at any point along this line downward in the 2D View Window and press <Shift> +
<Enter> to keep the cut piece. Make sure that you keep the other portions of the floor
selected, even though I did not in some of the figures, to make sure that when you add
texture to the faces, the texture does not continue past the exposed faces. This way the
compiler does not have to draw faces that are never seen by the player.
Figure 218 - Make Second Cut In Floor.
STEP TWO-HUNDRED-NINE: Make Third Cut in Floor. Press {Left Click} 40
units down from the left side wall of bunker, which is at the top of the 2D View Window
/ Top View. Press {Left Click} to the right of that point along the same horizontal line.
Press <Shift> + <Enter> to keep the cut piece.
Figure 219 - Make A Third Cut In The Floor.
STEP TWO-HUNDRED-TEN: Make Fourth Cut in Floor. Press {Left Click} 144
units below the third cut for the first point. This will place the point just 8 units above the
end of the wall we drew before. Press {Left Click} to the right of that point along the
same horizontal line. Press <Shift> + <Enter> to keep the cut piece.
STEP TWO-HUNDRED-ELEVEN: Delete The Hole. Press <Shift> + {Left Click}
on the pieces that are around the hole,( OR you can press <Escape> to deselect all
brushes and then press <Shift> + {Left Click} on the middle piece that is the hole).
Press <Backspace> to delete this middle wire frame or brush.
Figure 220 - Hole In The Floor.
STEP TWO-HUNDRED-TWELVE: Draw A Rectangle. Press <Escape> to deselect
all brushes. Press {Left Click Hold} 8 units to the left of the top left corner of the hole.
Drag the Mouse down 144 units and to the right 8 units and release the Mouse Button.
STEP TWO-HUNDRED-THIRTEEN: Resize Rectangle. Press <Control> + <Tab>
to switch to Front View. Press {Left Click Hold} outside the wire frame and drag it so
that it is 128 units high. Make sure that it is directly under and touching the bottom of the
floor.
Figure 221 - Create Wall.
Figure 222 - Resize Wall To 128 inches High.
STEP TWO-HUNDRED-FOURTEEN: Copy Rectangle. Press <Spacebar> to copy
the rectangle.
STEP TWO-HUNDRED-FIFTEEN: Move Rectangle. Press {Left Click Hold} inside
of the wire frame and drag it to the right under the floor at the edge of the hole.
STEP TWO-HUNDRED-SIXTEEN: Draw A Rectangle. Press <Control> + <Tab>
twice to switch to the Top View. Press <Escape> to deselect all brushes. Press {Left
Click Hold} just to the right of the left edge of the first wall we just created and drag it
across the hole to the right hand wall, making it 8 units thick and release the Mouse
Button.
STEP TWO-HUNDRED-SEVENTEEN: Resize If Needed. Press <Control> + <Tab>
to switch to the Front View and make sure it is aligned with the other two walls.
Figure 223 - Create Third Wall.
STEP TWO-HUNDRED-EIGHTEEN: Draw A Rectangle. Press the <3> key to
change the Grid Value to 4. Press <Control> + <Tab> twice to switch to the Top View.
Press <Escape> to deselect all brushes. Press {Left Click Hold} just to the right of the
left edge of the first wall we just created and drag it across the hole to the right hand
wall, making it 12 units thick and release the Mouse Button. Press <Control> + <Tab>
twice to switch to Side View. Press {Left Click Hold} outside the wire frame and drag
the rectangle to resize the height to 8 units. Make sure it is 8 units down from the top of
the floor and it is in front of (or above in the 2D View Window / Top View) the third
wall we created. This is the first step in the stairs. Stairs you say? But there is nothing
under us, we will fall! Okay we will put in a floor for you later.
Figure 224 - First Step Created.
STEP TWO-HUNDRED-NINETEEN: Copy and Move Rectangle. Press the
<Spacebar> to copy the rectangle. Press {Left Click Hold} inside the wire frame and
drag it so that it is below and in front of the first step and release the Mouse Button.
Figure 225 - Second Step.
STEP TWO-HUNDRED-TWENTY: Copy and Move Rectangle. Press the
<Spacebar> to copy the rectangle. Press {Left Click Hold} inside the wire frame and
drag it so that it is below and in front of the second step and release the Mouse Button.
STEP TWO-HUNDRED-TWENTY-ONE through TWO-HUNDRED-TWENTY-NINE: Repeat Step 220 Nine Times. Repeat Step 220 nine more times to make twelve
steps in all.
Figure 226 - Create Twelve Steps.
STEP TWO-HUNDRED-THIRTY: Resize Last Step. Press {Left Click Hold} outside
of the last wire frame and drag it across the 2D View Window / Side View to the right to
make it 48 units long and release the Mouse Button. This is the stair landing where we
will turn around and go back the other direction to continue down to the next level floor.
STEP TWO-HUNDRED-THIRTY-ONE: Resize Last Step Again. Press <Control> +
<Tab> to switch back to Top View. Press {Left Click Hold} outside the wire frame and
drag it to the right to make it 104 units wide.
Figure 227 - Resize Last Step To Create Landing.
STEP TWO-HUNDRED-THIRTY-TWO: Resize Wall. Press <Escape> to deselect
the brushes. Press <Shift> + {Left Click} in the 3D View Window to select the wall next
to the stairs, the outside wall. Press {Left Click Hold} in the 2D View Window / Top
View and drag the wall so that it is lined up with the landing we created from the last
stair step.
Figure 228 - Move Wall To Line Up With Landing.
STEP TWO-HUNDRED-THIRTY-THREE: Draw A Rectangle. Press <Escape> to
deselect all brushes. Press {Left Click Hold} just above the landing in the 2D View
Window / Top View. Drag the Mouse to the right and up to create another wall 112 units
long and 8 units thick and release the Mouse Button.
Figure 229 - Create Wall At End Of Landing.
STEP TWO-HUNDRED-THIRTY-FOUR: Draw A Rectangle. Press <Escape> to
deselect all brushes. Press {Left Click Hold} just below the landing in the 2D View
Window / Top View on the other side of the landing for the steps downward in the
opposite direction of the first set of stairs. Drag the Mouse to the right and down to create
another stair step 48 units long and 12 units thick and release the Mouse Button. Press
<Control> + <Tab> twice to switch to Side View. Press {Left Click Hold} outside this
wire frame and resize it to 8 units high and make sure that it is below the top of the
landing.
Figure 230 - Begin Making Steps.
STEP TWO-HUNDRED-THIRTY-FIVE: Copy Rectangle. Press <Spacebar> to
copy the rectangle. Press {Left Click Hold} inside the wire frame and drag it so that it is
below and in front of the first step from the landing.
STEP TWO-HUNDRED-THIRTY-SIX through TWO-HUNDRED-FORTY-FIVE:
Repeat Step 235 Ten Times. Repeat Step 235 ten more times to create twelve steps
going down.
Figure 231 - Stairs To Basement.
STEP TWO-HUNDRED-FORTY-SIX: Resize Two Walls Downward. Still in the
Side View, press <Escape> to deselect all brushes. Press <Shift> + {Left Click} on the
two walls in the 3D View Window on each side of the first set of stairs. You can
alternatively resize one at a time. Press {Left Click Hold} below the wire frame and drag
it downward until it is lined up with the last stair step and release the Mouse Button.
Figure 232 - Resize The Two Walls Downward.
STEP TWO-HUNDRED-FORTY-SEVEN: Draw A Rectangle. Press <Escape> to
deselect all brushes. In the 2D View Window / Side View, press {Left Click Hold} over
the same wire frame of the other two walls behind it that you just resized and draw
another wall, the third one covering the sides of all the stairs.
Figure 233 - Stairs Finished.
STEP TWO-HUNDRED-FORTY-EIGHT: Add Texture. Press <Escape> to deselect
all the brushes. Move the camera through the 3D View Window and select all the faces
that are exposed by pressing <Control> + <Shift> + {Left Click} on each one. When
you have them all selected, press {Left Click} on the graphic of the cement.
Now you are on your own. I had to experiment with many ideas and make many
changes that it was impossible to keep taking screen shots. The rest is straightforward.
Put in a floor in the basement, put walls all around that floor. Then you can cut a hole in
one wall, put in a hallway to behind or to the side of the bunker and add another set of
stairs back up to ground level. Viola! You have a functioning bunker. Besides, if I told
you all the secrets about my bunker, then it would not be as fun playing the level when I
am done. Right?
Figure 234 - Finished Bunker Basement.
Figure 235 - The Secret Entrance. Don't Tell John! Shhh!.
This Home Page was created with Notepad
by Barry Stephen Nieuport
on 03 February 2007
Revised On Saturday, 03 February 2007 20:25 EST
Copyright © 2007
Barry Stephen Nieuport
barrynieuport@hotmail.com