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Making your first level

Tutorial Author:Jesse Rapczak

Introduction

This guide will get you up and running with the tools to create a level and get it running in the game. It covers the basic workflow and some procedures of scene assembly and content creation.

Basic Workflow

  1. Create geometry in 3ds max
  2. Export models using the Reality export tools
  3. Assemble your scene in Reality Builder
    • Import prefabs
    • Add lights
    • Assign and tweak shaders
  4. Walk around in your level to test it out!

Getting Started

Building levels for the Reality Engine is so easy! At its simplest the whole process really only requires two tools: a 3d package that can export to the .X format and RealityBuilder. If you're using 3ds max, you have the choice between our MaxToolsPlugin and the .X-File Exporter. The MaxToolsPlugin provides much of RealityBuilder's scene setup functionality right inside of your max viewport. However we are slowly shifting this process fully towards Reality Builder to ensure consistency across 3d packages.

Import prefabs

Now it's time to fill our scene with prefab geometry! Go to "File > Import Mesh..." and select a model from the "/Models" directory in either Reality .XML or DirectX .X format (or "/EvalKit/Models/" if you're working in the EvalKit Game Module). The model will apear in front of you in the scene. Using the transform and rotate manipulators, position it where you want it!

Hold SHIFT and drag on the transform manipulator to clone an object and move it.

Once you've assembled your Prefabs and scene, you should save it and then choose "Build\Rebuild All Collision Meshes" to refresh the NovodeX collision meshes with your new Prefab transformations.

Add lights

Add some more lights with the "Add Light" button! Try changing color values and parameters to get a more moody feel. More lighting data coming soon!

Assign and tweaking shaders

I've decided that I don't like my bricks and I'd rather have something a little more plain on that wall instead. No problem! First I should click on the "Asset Browser" button (1) to bring up the Asset Browser. With my wall selected, I'll click the "Get Material from Scene" button (2). This will load the wall's material into the browser (3), where I can easily edit its parameters (Figure 4).

I need to find the parameters for the normal map (tBump0) and the color map (tDiffuse0) and change them! I also need to change some of the tiling parameters because this texture is bigger than the brick texture. In a few seconds I have everything like I want it!

Walking around in your level, in Reality Builder

Entering into play mode is a good way to check scaling and gameplay mechanics, and it's as easy as hitting F5 (default key assignment)! Go ahead and try it... position your viewpoint above the ground and hit F5. You'll drop the the ground and be able to walk around!

Hit "Esc" to go back to editor mode.

Testing out your level in the Demo Game application

After assembling your level in Reality Builder, to play the level in the Demo Game you must first add a PlayerSpawnPoint to the level so that Demo Game knows where to spawn the Player when you load the map. To add a PlayerSpawnPoint in Reality Builder, just select PlayerSpawnPoint from the drop-down list on the toolbar and click "Insert Actor" as in the following figure:

Then you will see a green script icon in front of your current view, and it will be selected.

Using the transform gizmo, move the script icon where you want to spawn your Player when you play this level the Demo Game, and then Save the level. Then start the Demo Game, goto "New Game", select your map from the list (if you have saved it in the "maps" game subdirectory), and click "Begin" to load it up. You'll start where your PlayerSpawnPoint was placed. If you add multiple PlayerSpawnPoints into the level, you'll spawn at a random one, useful in multiplayer.

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