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[flow_default] Transcription: 004 Creating a New Level.json

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transcriptions/004 Creating a New Level.json ADDED
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+ {
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+ "audio_file": "004 Creating a New Level.wav",
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+ "text": "So before we work with the post-process volume, I want to create a new level so we can start working that level. So to create a new level, go down here in the content browser, and if you don't have this open, you can click Control Space to open your content drawer. And inside of here, I want to right-click and create a new map or a new folder. And inside of this new folder, or in the new folder, you can maps for example or levels whatever you prefer. For fun you can just change the color of this folder to red for example and therefore all of the map folders will be red later on and this is good for organization. And inside of the maps folder you can right click here or you can press add that's up to you. I will right click here and create a new level and this level I will call map and I will call it beach because we are making the beach scene and the reason I called it map in the beginning is just a good naming convention. For example if you create a large game when Funtail, there are a lot of files inside of the game and it's very difficult to navigate around, especially if you hire a new programmer or a new artist to work on the game. They want to navigate around and it's a lot easier when the files have a good naming convention in front of them because then you can just search for example all of my materials you can call M and some random name and so if I want to search for maps I can just write map and then I find all the maps if I want to search for materials I can just write M and find all the materials so let's just delete this for now. means that it is not saved yet. So what you can do, now we can click save all because now it's only this that's not saved, the other random map that we had before is not saved and it's gone. So now inside of this new level you can see that it's very dark and this is because we have nothing inside of this level, there is no lighting either. If you click on the world outliner you can see what is inside of your level and you can see here there is nothing at all. So I think as a good start to begin working with the level let's quickly create inside of the lights a directional light so this is a sunlight and let's create inside of the lights a skylight. Okay and let's not worry about this for now we will work with lighting later but right now we just want some lighting so we can see something and let's create the ground so inside of the shapes you can just create a plane and now this plane is very small if you move around inside of the viewport you can see the plane is here and let's increase the size of the plane so let's write 2020 for example and this is our this is our plane. You can see here, this is what we are seeing. The world is still very dark and this is because we don't have a sky. Don't worry about this for now. We will work with lighting later. We can also add another object to our level. For example, a cube to see what it looks like. Now the lighting is hitting from the side so what we want to do is try to find our light. We can actually just go inside of the World Outliner and click on the Directional Light, which is the sunlight, and press E and then rotate it. That's very strong. Okay, so this is what it's looking like right now. So this is good for now. Let's go over to the next lesson and learn more about the Post Process Volume.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 269.18
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+ }