Chapter 25: Building Custom 3D Levels


In the previous chapter, we looked at how we can combine models in T3DGM into new models. We’ll move on in a similar direction as we’ll now learn how to build custom 3D levels that can be used instead of the built-in variety we have seen up to this point.

Starting Out

We will start work on a custom 3D level by opening T3DGM. Once you have it opened, create a new game. At this time, your screen will look like Figure 25.1.

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Figure 25.1: T3DGM at startup.

Using the scrollbar along the top of the screen, scroll to the button called User and click on it. This will open a new option, as seen in Figure 25.2.

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Figure 25.2: A new set of options.

Click the Make New Scene button, which will open the editor seen in Figure 25.3.

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Figure 25.3: The Scene Editor.

Along the left of the screen, you will see several types of tiles that we can use to create our custom level. By placing these tiles in different directions and arrangements, we control how the level looks. Along the top of the screen, you will see the same categories we have had at our disposal throughout our development with T3DGM. These categories affect the type of texture that is displayed in each tile during gameplay.

To create a new tile, we choose one of the items along the left of the interface and choose one of the categories from the top. Next, we position the tile in the interface and then left-click the mouse button to place it (see Figure 25.4). To rotate the individual tiles, you can single-click them. This will allow us to rotate them in 90-degree intervals as seen in Figure 25.5.

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Figure 25.4: Placing the tile.

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Figure 25.5: Rotating the tiles 90 degrees.

Along the lower left on the screen, we can see three different buttons with the letters S, B, and E on them (see Figure 25.6). Each of these has very specific and important requirements in our custom-built levels. The letter S stands for the player start position, which is set by clicking on the S button and then clicking within one of the tiles. Likewise, the B indicates the end of the level and can be set by choosing and placing it. Lastly, the E stands for the end bosses you’ll see in the levels. You’re already familiar with these ca


Figure 25.6: The letters S, B, and E are extremely important for our levels.tegories from our previous projects that used the built-in levels.

Construct a very simple level with all of these components using Figure 25.7 as a guide. Next, click the View in 3D button to see our creation (see Figure 25.8).

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Figure 25.7: An example of a level.

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Figure 25.8: View the level in 3D.

That’s all there is to creating a custom 3D level. Like everything in T3DGM, this is a very simple process, although we are somewhat limited to the types of levels we can build. This isn’t as much a limit in the software as it is a design that was required to keep everything easy for us.

Once you have reviewed the level, you can hit the Esc key to end the test and to return to the level building interface. To save the design, you can click the OK button, at which time you are given the ability to enter a filename (see Figure 25.9). As this was an extremely simple level, you do not need to save at this time.

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Figure 25.9: Enter a filename for the level.

There are a couple of additional details that will probably be important to you. At first glance, you may think you are limited to the standard level size displayed on startup. Although you should always do your best to keep your level sizes to a minimum (this helps your games run more smoothly on less-powerful systems), you can increase the number of tiles needed to lay out your scenes by holding down the Shift key and pressing a directional arrow in the direction you would like to increase the playing size. As an example, you can see in Figure 25.10 that the playing surface was adjusted to the right as we used the Shift key and the right directional arrow. To navigate the larger sizes, you use the directional arrow keys (make sure to release the Shift key and that you are pressing only the arrow keys) to move in the desired directions.

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Figure 25.10: The playing surface was adjusted to the right.

Along with changing the playfield size, we can also alter between categories of tiles. The tiles can be changed individually to a different category as you place them in the scene. This again allows you to further customize a level, although you’ll again need to use some discretion. For example, there are not many times you’ll want to switch between categories such as Horror and Comedy because the contrasting styles may not look good together (see Figure 25.11).

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Figure 25.11: Contrasting styles may appear out of place.

The last thing to keep in mind is the limitations that are inherent with the custom levels. For example, you can see how the details in Figures 25.12 and 25.13 are much different. Figure 25.12 is one of the built-in levels, and Figure 25.13 is a custom-designed level. Along with a lack of detail, you are also limited in the fact that you cannot create areas to jump over, such as the one see in Figure 25.14, because a custom-built level does not allow for variations in height to a tile.

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Figure 25.12: Built-in level from T3DGM.

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Figure 25.13: A custom level.

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Figure 25.14: Variations in height, such as this, are not available in a custom level.




Awesome 3d Game Development(c) No Programming Required
Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)
ISBN: 1584503254
EAN: 2147483647
Year: 2006
Pages: 168

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