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Welcome to the third installment of our tutorial on
creating fantasy pre-fab scenery using gameSpace. In
the previous two sections we looked at the creation
of a simple wall segment for our scenery set. This
time we will look at some other scenery
possibilities and see how a level built with our
models might look!
| On the right
(click on the image for a larger version!)
you can see a quick render of what you
should have at the end of this tutorial -
looks ready for some ghouls and wights and
tasty adventurers, no ? Let's take a quick
look at the other parts of our basic scenery
set! Before we begin this installment, be
sure to
download the resource
file for this course! It contains
essential files that you will want to look
at and use when following the tutorial. |
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Part
Six: Building More Scenery |
In
cooking shows the host always has about six separate
batches going at once - first it's on the counter,
then in a bowl, rising in the cupboard, baking in
the oven, getting salivated over by some drunken
French lady (you know we love you J.C.) It's an
expedient way to show a lot of activity in a short
bit of time and we've used it here as well.
Below
you will see eight additions to our scenery
collection in the gameSpace real-time display and
with their texture and UV maps opened for editing.
These were made using the same methods we used on
our wall in the previous two tutorial sections. For
the most part the geometry and UV layout is quite
simple. The textures, too, are very similar, with
some minor changes where appropriate - especially on
the fancier column and the doorway.
You can
see the objects below, along with their UV mappings
- just click on any image for a larger version to
see more detail!
As you
can see we've used much the same styling on each
piece. It's a little boring but, if you think about
it, your levels should have areas that are
internally consistent - in this case we've gone for
a 'mausoleum' sort of look. For your own components
you should think about building lots of style sets
so that you can build varied levels.
For our
set we have taken the basic wall design, sans niche,
and expanded it into a corner piece and a dead-end
hallway. We've also created an open hallway and a
hallway with a door in the center - with a door
object designed to fit the opening. There are also a
couple of columns, designed to cover the gap that
appears when two wall sections meet at an outside
corner. One of these is styled like the wall itself
and the other is more ornate.
We've
also created one 'special' object - a slightly evil
looking 'fountain' that could serve as the
centerpiece of a room. Imagine it with a shower of
sparks flowing from the top opening and with
animated, glowing lava/water in the basin. Of
course, special effects like these will have to be
added in the game engine itself.
Finally, not pictured, we have also created a floor
section (a simple square at ground level) and a roof
section (the same as the floor, but placed to match
the top of the walls). These are very simple
objects, but you could certainly have many different
textures for variation. For the floor object
alternatives, with pits or other features, could be
created.
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Part
Seven: Putting Everything Together |
There
is certainly a lot more we could do! We could more
components to our mausoleum set (how about a
sarcophagus or wall niches with skeletons?),
additional scenery sets, decorations like barrels
and torches and banners, the list goes on. Let's
stop here, though, and see how a level made with
these components might look. Below we've created a
little sample.

Here
we've just created a new scene and loaded in each
component in turn. Positioning is easy, because
we've build them to fit nicely within a 10x10 unit
square. Simply click on an object and go to the
Object Info window to change its X any Y positions
in multiples of 10. To change the way a wall faces
just change its rotation in Z in increments of 90
(i.e. -180, -90, 0, 90, 180). Not too bad for a few
hours work!
Getting all of this into a game depends an awful lot
on the game engine you are using and what other
tools you have at your disposal. In a 'game
language' like DarkBASIC Pro or Blitz3D
you can simply create a scene and camera and load in
the components one by one (you'll have to save them
to X format or another compatible format) and
position them in the scene. You may or may not have
to load and apply the textures separately -
depending on the format you choose and the engine
you are using.
Another option is to use a tool like gile[s],
available from our partners The Game Creators,
to assemble your level, perform special light
processing, and save the whole thing out as a single
X (or B3D or DBO) file. You can then load this into
your game engine directly - with nice lighting
effects built in.
For engines that are more picky about their scenery
(mainly those that use some sort of BSP format) you
may need to make sure that your pre-fabs conform to
their requirements - especially those that don't
allow concave surfaces, 'open models', or other
'degenerate geometry'.
Now it's up to you! Go build some scenery and load
it up. Start simple and try more complex components
as you gain confidence. Down the road we'll be
following up this tutorial with a closer look at
using pre-fabs in specific game creation tools,
making some of those decorations we talked about,
and more.
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