TTP Map Tutorial: Architecture Part 2
In this part of the tutorial we will
- add an entrance to the outer wall of the puzzle area, and
- add architecture to the puzzle area as a basis for the sigil puzzle.
The entrance to the puzzle area should be located at the center of one of the four outer walls. Currently, a wall tile element is at this position which means we can simple change that Simple model's Model property:
- 1. Select (only) the Simple model positioned at (0, 0, 20).
- 2. Switch to the Entity panel of the Property group (Alt+1).
- 3. Set 'Model' at the top of the properties with resource control (Browse) to
The wall tile model has now been exchanged with the entrance model.
Sealing the Wall
On both sides of the entrance model the wall has holes now. So we have to add an approriately sized wall tile on each side. There are many ways to do that and you know the methods involved from the previous page. For this tutorial I take the clone approach because it doesn't require manual re-positioning of the entites that are added:
- 1. Select the column model on the left side of the entrance (position: (-4, 0, 20)).
- 2. Press Ctrl+⇧ Shift+O to activate the clone tool.
- 3. Toggle the Tools panel Q if necessary.
- 4. Set 'Number of clones' to 1.
- 5. Set 'Offset.x' to 1.
- 6. Move mouse over viewport and press D to deactivate the clone tool.
- 7. Toggle the Entity panel Alt+1.
- 8. For the Model property at the top of the entity list, use the resource control to browse to
Repeat the same on the other side of the entrance with 'Offset.x' = -1.
In the same basic manner you can add all architecture that is required to form the puzzle walls. For this tutorial I'm using the layout on the right:
This setup requires the following four new model resources:
It shouldn't be a problem for you to re-create the wall tile and column elements with clone, copy/paste, and drag/align. All these techniques have been presented on the previous page.
As to the fence elements, they are a bit tedious with the drag/align tool because the bottom side edges are very narrow and contain three snap points. Make sure to always use the snap point at the center of the bottom side edge!
And since all fences in the map consist of four connected fence elements remember that you can
- create one fence element first (name it 'Fence'!) and
- clone that element three times (Offset.x = 2)
to avoid nasty aligning. This fence can serve as a template for all other fences you need in the map.
Position and Orientation Data
Here are position and orientation data of all Simple models added in this article:
|Inner Puzzle Architecture: Walls & Fences|
|4 x Fence_2x1_75.mdl||-16||0||12||0||0||0|
|4 x Fence_2x4.mdl||-16||0||-12||0||0||0|
|4 x Fence_2x4.mdl||-8||0||12||0||0||0|
|4 x Fence_2x4.mdl||-8||0||-4||0||0||0|
|4 x Fence_2x4.mdl||-4||0||8||90*||0||0|
|4 x Fence_2x4.mdl||0||0||4||0||0||0|
|4 x Fence_2x4.mdl||4||0||8||90*||0||0|
|4 x Fence_2x4.mdl||4||0||-8||90*||0||0|
|4 x Fence_2x4.mdl||8||0||12||0||0||0|
|4 x Fence_2x4.mdl||12||0||0||90*||0||0|
|Inner Puzzle Architecture: Columns|
*It should be noted that the Tools panel does not display valid orientation data if more than one entity is selected. Therefore, please be aware that in the above table the orientation data of four connected fence models is the orientation of each fence model in that group.