This directory may confuse your editor if you plan to import, move, rename or edit assets within your map's own directory. I would avoid placing your working map file under the steam game directory as well ( C:\Program Files (x86)\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps). Additionally if you plan to cook your map, it needs to be in this location for it to successfully cook. The main reason is, when you plan to upload your map to the workshop, the Workshop Front-End will look specifically in only this location for files to upload. However the best recommended location is:Ĭ:\Users\UserName\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC You can save and load your map from any location. Avoid using underscores or dashes to represent spaces.You should also avoid publishing a map with numbers or 'versions' at the end, this can be a pain for server owners if they want to host your map on their server. If your map name has spaces, it is common naming convention to use UpperCamelCase. Your map file name should also match your map's name. If it isn't, it cannot be played or recognized within the game. Your first map can be named anything however a Killing Floor 2 map MUST be prefixed with ' KF-'. View > Change Autosave Options > Autosave Interval.Preferences > Highlight Objects Under Mouse Cursor.'Never use WASD for Camera Controls' - KF1 Editor Controls.Default is 'Use WASD for Camera Controls' - Standard FPS controls.These are some additional options you may or may not want to use based on your personal preferences: There is an option to do so using Ctrl G, however this should be completely avoided as doing so will crash the game and possibly the editor when you try and play it. There are a lot more hotkeys for the editor, these are the main ones people usually have issue with when first starting out. Toggle between World and Local space transformsįind selected asset in the Content Browser It also serves as a tool for managing and organising your map's own individual assets, and also organising assets into Layers. The Content Browser is where you will be grabbing all Assets (Actors, Meshes, Materials, Sounds, Decals, etc). The Content Browser is large enough to break it down in its own image. Foliage Paint Tool - Not supported, will crash the Editor when you build Lighting.The Terrain Tool - Obsolete, use the Landscape tool instead.There are 2 crossed out buttons on the side menu: Past all the error dialogs your Editor should look something like Figure 3.2 below. They are things that don't affect the editor or its performance so you can ignore and click past them. On first launch you may be prompted with a couple of dialogs. To prevent the UI lag, simply create an empty save file or open up an existing map The SDK Interface is very laggy on launch - using up a lot of resources on your computer. If you are in the opt-in Beta for an update, the SDK also needs to be on the opt-in Beta. If an opt-in Beta/preview is happening at the time, both the game and the SDK need to be on the same branch. Once the download is complete, launch it as you would any other game.From here locate 'Killing Floor 2 - SDK' and install it as you would any game on Steam.Open up Steam, hover over 'Library' and select the 'Tools' option. It is recommended that any new Level Designer should begin by looking at Official Maps and seeing how they approach particular scenarios. This page includes a comprehensive guide on getting started with the Killing Floor 2 SDK for creating Maps and uploading them to the Steam Workshop. 12.3 Uploading using the Workshop Upload Tool.9.1.3 Path Nodes (KFPathNode) and Navigation.9.1.2 Customization Points (KFCustomizationPoint).8 Using the BSP Brush and Creating Volumes.7.1 Common Errors and Issues from Building.5.4 Creating Interesting Levels with Props.4.4 Important Tip Before Moving Forward.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |