You can also download the project files used for the course below. Download the … Read more. This version released a new tool called the Tilemap Editor, which not only allows the user to create vast and complex grid-based layouts in a matter of minutes, but also eliminates the need for a third party program such as Tiled to create a similar … Read more.
In this tutorial series we are going to procedurally generate levels using Unity. In the first tutorial we are going to use pseudorandom noise to generate height maps and choose terrain types according to the height in each part of our level. In the next tutorials, we are going to assign biomes for each part … Read more.
You can access the full course here: Develop a Puzzle Platformer Game In this lesson you will learn how to create the first level layout of this game. Send me a download link for the files of. Older posts. File Download Link. You authorize us to send you information about our products.
Traditionally modeling starts with an isolated primitive - a 'box' or 'cylinder' for example - but you could just as easily use the template mesh created earlier, it acts as a very useful guide in a number of ways, setting both the bounds of the geometry and as a starting point to physically manipulate. Design note : it's worth pointing out here that it's best to work in 'quads'; this may mean the imported template model needs converting from a 'tris' triangle based mesh to a 'quad' quadratic based one.
How this is done will vary from app to app but you'll need to keep an eye on odd formations when you do this for Blender see this tutorial for more info as it's often the case that certain triangle relationships make the conversion connect the wrong polygons resulting in 'warped' quads. There is a reason for doing this; it make editing the mesh much easier.
Leaving the polygons as triangles means you're restricted in terms of how easy it is to edit, cut or shape multiple polygons. It also helps with the optimisation's that will take place towards the final stages of the models creation; it's easier to work from some semblance of 'order', which quads tend to create, than it is to work with triangle based 'disorder'.
The shot below shows what the sample map was created from; an unfinished wall prefab model test. This was modeled from a basic 'box' primitive, cut and shaped into the form shown below. It has some nice over hangs and undercuts which would make an interesting map, so that's what was done. If you hadn't yet brought in the template, now is a good time to do so as everything will be built relative to that, it's what gives the model it's physically characteristics in terms of the layout of the mesh.
Design notes : as mentioned above, how you get to this point depends on how you model, in this particular instance this was a piece of 'junk' that could be put to better use. Just as the model converted brushwork template is used as a guide for the overall dimensions and layout of the map, so to does the unfinished object, it just creates a good starting point from which to work.
So using the unfinished prefab object in the shot above as a base I just kept the general theme and layout - you can see in the shot above the 'strips' or 'tiers' created by the deep cuts in the rock face - and then extruded the polygons out and around the template box guide, just keep in mind some basic contours so it at least you have some sort of interesting profile from the top down view.
It's basic layout at this point so no cut always and hidy-holes just yet. Once the mesh is at this point where you can see what going on, shapes and areas start to show potential for various 'features'; the map could do with an inner 'cave' like area for instance so you basically look at the mesh and see where you could place that. Originally the inner cave was going to have some stone 'steps' but it was decided against as there wasn't really enough room for them; the height to length ratio was to steep, so they were taken out to clear the space and open it up.
It's then just a question of playing with the mesh, pushing, pulling, deleting bits to create something with a little bit of interest. Personal Log - stardate This does mean that you may find yourself going back and forth fine tuning things in relation to the game play of the original brushwork template. So the mesh is finished and it needs texturing. The default UVW wrap for an object like this creates too much of a mess because of the unusual shapes it has, textures are pointing in all sorts of directions so that means looking at the mesh object and deciding on a 'directional projection' 'DP' - the flow of the grain the rock textures takes for the UVW map.
The mesh needs to be studied to find a good way of allowing the UVW map. The good thing is that this particular mesh almost lends itself to being split up with natural divisions. It's preferable to use the former but can prove tricky to match the UVW coordinates on each section so you get a smooth texture flow. I chose that latter; virtual splits. So with this in mind the whole map is UVW mapped.
At this stage all that matters is that they're aren't any holes 'missing' or 'miss-mapped' polygons in the UVW mapped. Once this is done it'll free you up to just concentrate on getting the relative sizing right for each section.
What you end up doing is more akin to 'damage limitation'; doing the best with what you've got.! So the UVW map. If you want to leave the mesh 'as-is' it's then just a question of exporting from Blender to ASE using the USMase-exporter or the new script by goofos. Doing this now means you can tweak the mesh and go back and forth between the two to make sure it's doing what you want without to much fiddling with numerous mesh sections you may have it you cut it up.
Design notes : it's at this point that the original brushwork template created in the game editor comes back into play. If you've done everything correctly, when you open the model in the editor it should sit exactly on top of this brushwork template, which now provides a structural 'backbone' to the map allowing it to be compiled without 'leaks'.
Next comes the fun part The overall structure shown in the shot above is a model created and textured in Blender 3D then exported out as an ASE model. The good thing is that you don't need to do any special UVW mapping on the model itself, other than the original map, as everything is done using alphaMod.
This sort of blending is more controllable if the mesh is split into smaller sections If the mesh hasn't already been split the UVW map. It's then just a questions of fiddling until the desired blend effect is achieved. You've then got the option to blend to the nodraw shader so it blends to 'nothing' or blending to yet another texture. In theory the number of blends you can have is limited by practicalities only. Maps like this tend to need copious amounts of clip esp. Generally go for the playerClip route and block out what you need then block out any 'dead space' with botClip, if anything simply to get the AAS file size and BSCP compile times down.
Design notes : 'dead space' is an area of a map that has nothing in it. Typically this is the 'sky' area, usually a vast empty region above the main game play areas players and Bots roam around.
0コメント