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»Getting Started
»Basic Skinning
»Aligning Textures



»What do I Need?
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»Basic Modeling
»Adding to a Model
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»What do I Need?
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»Creating a Item
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»Adding Players
»Adding Enemies
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»What do I Need?
»Getting Started



»What do I Need?
»Getting Started
»Making a Basic room
»Texturing Walls
»Adding Light
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»Player Start Points
»Walkable Areas
»Adding Sectors
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»Detail Brushes
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»Whats what
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»A basic Item Script
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Player Start Positions:

Alrighty, our maps coming along nicely now don't ya think? well for learning its pretty nice so far :).  Now we are going to learn about making player start points, and what the differences are for them.  First before we begin, just like before, make sure nothing is selected, click in the X-Y Screen and Press ESC.

Player starts may seem simple but this is where alotta people mess up on there maps, eather not adding any, adding one of each, or not adding enough, which can be messy, expecially when players beam in ontop of eachother, making them stuck half the time.

Now one thing to remember is that Vampire supports up to 8 players, though i rarely see a game that has 8 players in it at once, you should have enough start points for the ammount of players the level is built for.  Some people will add one or two to there level, and if there are 4 people in it, it gets messy.  I usually add 4-6 player start points to my maps to keep players from coliding with eachother.

For this Map we will only be adding 2 player start points sense its a really small map.   So in the X-Y Screen right click and move your mouse down to "playerstarts"...

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You will notice there is a list of 0-15.  Player start 0 is usually the starting spawn point, or exit number 0 for a chronicle.  Vampire supports upto 16 exits per map, which makes it nice for building large maps with lots of shops ;).  for each player start, you would add x number of those starts to support how ever many players u want to per exit way.  So say you wanted exit 0 to support up to 4 characters coming threw it at one time, you would add 4 playerstarts_playerstart0 at the front of the exit.

right now we are going to add in player start 0's so we have a spawn point in the map. so click playerstarts_playerstart0

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Now we need to move it on the map.  If you notice, the player start is sticking threw the coffin, which would make the player unable to move possibly.  Sometimes in the Z window you wil see it sticking threw the floor as well.  Its best to move the player start so that it is slightly floating above the floor.  This box represents the average height of a player. So lets move the player start to the bottom left corner and move it up a little ways...

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ok, we have one player start point, now we want to add in one more, so two people can beam in at the same time.  So click in the X-Y Screen and press ESC to deselect the current player start.  Then right click and add in one more playerstarts_playerstart0 into the level, move this one to the bottom right corner.

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ok now we support two characters, but are they facing the right direction? lets find out. with the second player start still selected, press the N key and look at the window, we want to click the tab labeled "Main" so do that now.

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This shows a list of directions for the item to be facing. Sense 0 is facing strait up, that means our models are facing the coffin.  If we wanted to make them face the wall when they beamed in we would click the button that says 180.

Ok we got our player starts made... heh, not that hard was it? but it won't do much good if they can't walk around, so lets move on to making Walkable Areas, don't forget to save your map.

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