Fast Level Creation Tools: First steps

Program bases video:

Script Wizard video:

Installation

The progam is in the archive. Unzip it (by pressing right button on it and select unzip). You can run the program now.

Importing generated files to UDK

1.Default name for exported file is comp.t3d and it locates in directory with the program. If you have loaded a file, than it appear in directory where file was loaded from. This file will have same name and extention .t3d.

2.Import .t3d file to the UDK by select File/Import/New map menu command.

3.Load in text editor (notepad.exe) .kis file, select all text (Ctrl+A) and cmpy to the clipboard (Ctrl+C).

4.Then go to the UDK, press kismet button (green K), and past file (Ctrl+V)

5.You can change world options: turn on or off Global Illumination, set KillZ parameter select Gametype and Gametype PIE (monsters with default classes will be visible with UTDeathmatch type).

6.After importing press "Build all" button. Than press right mouse button and select "Play from here".

Constructing first level

1.Fast Level Creation based on two main ideas: cells and styles. For the first meeting with the program a cells is enough.

2.All space are divided into square cells, this like chars in text editor or matrix.

3.There are cells with buildings, cells with fields and empty cells.

4.You can make buildings by pressing point (.) key. Building cells are red.

5.You can make fields by pressing equal sign (=) key. Field cells are green.

6.You can make empty cells by pressing space. Empty spaces are yellow.

7.Run the program.

8.You see big green field divided to the squares (default 10x10). Each square is cell.

9.You can navigate through the map by using arrows keys or mouse.

10.Go to the center of the map and type point key (.). One square become red. This is building. Very small (approximately one square meter), it has one level and default style.

11.You can press F9 key for exporting your first file to .t3d format and import it to the UDK (File/Import/New map). Default name for exported file is comp.t3d and it locates in directory with the program file (flct.exe). If you have loaded a file, in directory of that file with the same name (and extention .t3d).

After importing press "Build all" button. Than press right mouse button and select "Play from here".

12.If you want to make a large building, you can mark (using (.)) adjacent cells. For example, draw a square 5x5.

Creating doors and windows

1.Now you must create windows and doors. Go to to the red cell on the edge of the building and press Ctrl and arrow to direction, where you want a window.

2.Dialog box will appear. Select from the list "Wide 3 part window". In next box select same (first dialog is for first level (ground floor) and second for high levels). Windows and doors are shown by bold line.

3.Make other windows by repeating same step many time. For corners (upper left corner, for example), press Ctrl-Left arrow and after dialogs press Shif-Ctrl-Up.

4.Door is makes same way, select in dialogs "Openable door" (to open that door you must press E(use) key) or "Auto openable door" (opens automatically, when you came to the door).

5.Compile you work and Import level to the UDK. If you want working doors than find .kis file, load in text editor (notepad.exe), select all text (Ctrl+A) and copy to the clipboard (Ctrl+C).

6.Then go to the UDK, press kismet button (green K), and past file (Ctrl+V). All must be OK.

7.Go back to the Fast Level Creation window. You can add internal walls by pressing f key (several times because it wall rotate wall). If internal walls are crossing use Shift+F for additional walls.

8.You can add chair, table, desk, school desk, box, shelf, bed to the map, by pressing 2 and selecting object from a list.

9.You can add different static meshes to the level by pressing 1 and select required object.

10.You can build diagonal walls by pressing / and \ chars.

11.You can change size of the working field (add or delete lines and columns with cells) by pressing F4 and typing number of lines/columns to add/delete.

12.You can press Shift-F4 to start a new map.

Styles

1.A style is main characteristic of the cell. Forest, park, swamp has different style and identical other characteristics. Brick building and wooden house too.

2.The style contains texture infomation (wall, ceil, floor, items ...), type of a roof, "forest style" (which types of trees/grass can grow here)...

3.You can create style by pressing F8 and click Add, then select base style, style name and style parameters. Textures selected from Texture library, which can be edited same way (F8, then Texture libary).

4.You can modify or delete styles, textures or other objects (forest styles (trees), doors, static meshes, monster types).

5.For assigning a style to the cell, press F6. For more options (number of levels, level height etc.) press Ctrl-F6.

6.You can assign style to the more than one cell: press Ctrl-F6 and select "Current building" option. All red cells around cursor will be with the style.

7.Remember: walls is maked by two adjacent cell and both styles are used, because walls have two sides (internal and external). This means that cells around buildings must have style with external wall textures.

Creating landscape with different height

FLCT uses for landscapes standard cells. You select area ([ and ]) and press Ctrl-F6. Select forest styles for cells. When FLCT asks for bottom height enter letter v, this means that this cells are variable height.

Variable height cell are marked with VAR. You can switch to height mode (F5) and see current height of cell corner.

If you somewhere in VAR area (not near a normal area) press H and enter real height, 100 for example, some adjacent cells will change heights. If you press H on another cell and type height, 200, for example, heights will change next time. Now there are plain with two hills on it.

Script wizards

Scripts wizards helps to quickly create unrealscript project in some cases even without programming.

Standard wizards creates game (records in DefaultEngine.ini and DefaultInput.ini, set of unreal script for menu and save functionality, main pawn, gameinfo and player controller)

To get into wizards press F11 key (or Ctrl-F8). Select New Game and answer to the some questions. It's all! The game is created and can be selected as GameType in editor (View/WorldProperties, then/Default game type and PIE game type).

Additionaly you can add enemy pawns, enemy AI, weapon.

Recomendations: first level must be named map1.

To Fast Level Creation Tools page

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