Serious Sam Classic: The Second Encounter

Serious Sam Classic: The Second Encounter

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The Ultimate Beginners Guide to Brush Work! (Part 1)
By Biohazard Dood and 1 collaborators
Hello! My name is Biohazard Dood, I am a mapper. And this is a guide where I will show you the in's and out's of brushes, how to make them, how to implement them into your level, how to make architecture....
This is part 1 of my guide, expect more coming soon :D
In this part, I will be covering the basics, to get you started on your first map!

Also, if you are interested, we recently opened a SS1 Modding discord server! https://discord.gg/bMR2sdE
Every modder/mapper or anyone who wants to learn some mapping is welcome here!

(Thanks Rakanishu for thumbnail)
   
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What are brushes?
Brushes are templates, geometry, used in some 3D games.
For the case of Serious Sam Classic, brushes can be primitive shapes (such as cubes, spheres & cones) or they can be pre-defined shapes (such as staircases).

This guide will be covering how to make, manipulate, implement and use brushes for your Serious Sam levels. They are one of the most important thing you need to learn if you want to make a Serious Sam Classics level. So, lets not waste any more time. Time to start with the most basic form of brush....
Some things you must know before reading.
First, you must know how to make a new world. When you open the editor in the top right corner, you have "File", now click on "New". You have now created a new world.
Second, you must know how to move around the world/3D space. To do this, hover over the 3D view of the world and press "esc", now you can fly around with WASD, you can increase the speed of the flying by scrolling your mouse wheel forward, and to decrease the speed of the flying, scroll your mouse wheel backwards.
Third, you must know about the different modes in the serious editor and how to acces them, the 3 main modes you need to know about is Entity, Polygon and Sector mode, to acces Entity mode press "E", for polygon mode press "P" and for sector mode press "S".

Now with that out of the way, you can move on with the guide.
Making your first brush.
Alright, lets start with the most basic shape of a brush, the Conus Primitive

To make this conus primitive, click on this icon in the toolbars located above the grid/3D view.


Once you clicked on it, you will automatically go into CSG mode, a box will pop up infront of you, this is the brush.
Also "Tools Info" will pop up in the left bottom corner (press q to close and open the tools info), keep your eyes on these 3 tabs in the tools info: W:, L:, H:. These are the width, lenght and height of the brush measured in units. You can change the numbers in them to change the width, lenght and height of the box. To move this brush around the 3D space, hold "ctrl" and use left mouse button to drag it around (preferably with the grid view for precision)


Alright, once you played around with the sizes, time to add this brush into the world. There are 2 ways of doing this. First one is to add the brush to the main world base (which you must do when starting out a new world). To do this, click this button "Add" located in the toolbars.



Now, the brush is a part of the main world base, be careful when doing this! You cannot move the brush once it's added to the main world base!

Now, the second way of adding a brush to a world is making it a special world base, independent from the main world. This is done with repetitive architecture, so you can copy the same thing around and move it freely. To do this, click this "Join layers" icon.


Now this brush is independent from the main world base, you can freely move it around.
Now you know how to make a brush and add it to a world. In the next segement I will be teaching you how to make a room!


Making your first room.
Rooms are very important in level making, they have many different uses, from making an open world enviorment, to making simple rooms, to using them to make specific architecture. They are a simple tool that can be used in a lot of aspects. I'm going to show you how to make your first room.


Alright, to start off. Make a new world, you will make your first room in this world, try to follow along with the whole guide, I will make a room, and add some stuff to it using brushes. Now, click on "create conus primitive" (showed in the previous segement). For this example, I will make the room size: W:32, L:32 and H:16. Now, in the "Tools Info" tab, there is a "room" option, tick that. Now, this conus will turn into a room, after you have done this, add it to the main world base.





Now, you will see a black room, we are going to light this up now. To do this, on the left side of the screen, you will see a bar "Basic Entities", double click on that, and find this "Light" entity.
Now, we are going to click on the light entity, hold left mouse button, and drag it inside this room

Now, the light should already be selected. Move this light in the center of the room by holding "ctrl" and dragging it with left mouse button. To make this light brighter, we are going to select the light, and on the left side we have a drop down menu, find "Fall off", and change the "Float" to a bigger number, so the fall off of the light reaches the whole room.



We can also change the color of the light. Open the dropdown menu, and find "Color". Mess around with the colors, make it brighter, maybe add a little blue or orange... your choice, really.


Congratulations! Now you have a lit up room. Follow the next segement to see how to texture it.
Texturing the brush/room.
In this segement, I will teach you how to texture brushes, in this case I will be texturing the room I made in the previous segement, alright, let's start!

Now, before you start doing anything with textures, press P to go into polygon mode.
Alright, first, we are going to texture the floor, select the floor polygon while in polygon mode.

Once you've done that, we're gonna need to find a texture. I will use CT's textures, they are located in the left side bar, there is a dropdown menu called "Textures" that contains folders of textures used in each level of the game.



Double click on any folder here, and scroll through the textures and find what fits your polygon.


Once you've found the perfect texture, click and hold with lmb on the texture, and drag it over to the selected polygon.


Now you have the texture on the polygon, you can manipulate the size of the texture by pressing "q", and clicking on "texture" in the tools info tab (do this while you have the polygon selected in polygon mode).

Here, play around with the numbers under "Stretch", this changes the size of the texture.


Great! We have now textured the floor polygon, now we want to texture the ceiling, repeat the same thing, find a good texture and drag it over to the the ceiling polygon and mess around with the stretch size and find the good size that fits for you.


Now we want to texture the walls, find your texture, and put it one 1 wall polygon.

Now, here is a neat trick, when you put the wall texture on the wall, hover over it with the mouse, and click "alt+a". This will auto-align the the texture so it fits the wall. "Alt+a" fits smaller axis to the polygon, "alt+shift+a" fits longer axis, and "alt+ctrl+shift+a" fits both axis'.


Now we are going to copy this to all the walls, to do this, hover over the textured wall with the mouse, press "ctrl+c", now hover over a untextured wall with the mouse and press "ctrl+v", this will copy the texture to another polygon. Do this with every wall.


Great! Now we have a fully textured room! In the next segement I'm going to add coulumns to this room. Follow along!
Adding columns to the room.
In this segment, I will add a columns to the room that we made. Along the way i will teach you some basic stuff you need to know when making brushes.

Alright, to start off, we need to make a conus primitive, I will make the top and bottom parts of the column, I will make the W:3, L:3 and H:1. Now I will press "L" (shortcut for join layers).

Now, I will select this in entity mode (E), and in the left dropdown menu, I will find "name", and I'm going to give this brush the name "column" and press enter.

Now I will texture this brush.

I will now copy this in entity mode and I will put this on the ceiling right above the first brush, these will act as the base of the column.


Now, I will make the actual column, first, I will make a new conus primitive, W:1.75, L:1.75 and H:14 so it fits right in between the 2 bases.

When making a primitive, you can change the number of edges the conus will have, this is called a
"base vtx", the default is set to "4".

I will change this to "8", so now, as you see, the brush has 8 edges, making it rounder.

I will now press "L" (join layers shortcut), and I will texture the brush.
Now I'm going to combine these 3 brushes into 1 brush/entity. To do this, I will need this "world base" entity, it's the first entity found in "basic entities" in the left side tab.

Now I'm going to drag and drop this entity into the world, and using the grid view I'm going to move this world base entity in the center of all of these 3 entities.

After I have done that, I will select the 2 bases and the column in entity mode (select all 3 while holding shift), then I'm going to click the button "Add".

Now all of these 3 brushes are 1 whole entity. Now I will just select them in entity mode and copy them around the room.


And that's it, now I have a fully textured room with some simple architecture.

Closing statement
That's it for this guide! Hope you learned something new while reading this...
This is only part 1! More parts coming soon, in those I will teach you more intermediate stuff about making brushes, and how to properly use the other brush shapes. So, stick around!
Also, big thanks to Rakanishu for making the thumbnail (I can't photoshop).
If you would like to learn more from me or others, I have a SS1 modding discord server right here: https://discord.gg/bMR2sdE
Thanks for reading!
2 Comments
Run4eg :D 10 Jan @ 12:47pm 
Where is part 2? 👀
Rakanishu  [author] 25 Apr, 2020 @ 4:58am 
Very useful guide.