Intro to Mapmaking - Lesson 1 - An Overview of Giants Editor

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hello everybody um this is mrg mapping and this is uh the first episode really of my tutorial series on how to build a custom map from scratch we're going to start off with an introduction to giants editor 8.2 this is meant to get your feet wet introduce you to giants editor kind of clear up uh the confusion and you know what am i working with what all these panels and windows do uh teach you how to move using the giant's editor interface um and really clear up the uh i don't know the mysticism of giants editor because i know a lot of people uh find it intimidating to start out with so we're gonna we're gonna cover everything in this episode before we even start the tutorial well we'll cover giants editor in this in this tutorial and then the next one we'll take a look at the file what the what a map file looks like and then we'll actually start building stuff in the map so but we have to know the tools you know how to use the tools first so let's get started with that let's see if i can get this working here there we go okay so for prep work um you are going to need to make an account with the giants developer network you can go on their website and download giants editor version 8.2 once you make an account you're going to need excuse me something to unzip you know a map file because we're going to be taking a look at a map and that's going to help us learn how to use the different mechanics in giants editor you can use winzip when rawr 7zip to do that and of course a mod map to look at and practice on i'm going to be using mercer county one of my maps to show you guys how to do everything in giant senator and give you examples of some things um but so you know you don't have to use that but you know feel free to uh you know go ahead and download that map that's what we're going to be using so let's get started let's move this powerpoint out of the way up to the side and let's boot up giant's editor giant editor and it may take a little bit for your computer to boot it up um you know i have a little bit higher end pc so it doesn't take too long okay so you're going to have this panel you can check mark the box show at startup if you don't want this to show up but this will basically bring you to the giant's website [Music] where there could where you can find more video tutorials and keyboard shortcuts and whatnot um okay so we start off and we have there's nothing here so we need to actually open up a map before we can really discuss anything but just a first glance look let me pull this up here just the first glance look at giants editor you can see we have uh file edit create view scripts window this bar up here uh you have an additional toolbar below here you have all these panels which you can move around i'll show you how to do that and then in the center here is going to be your you know your mod you know whether it's a tractor or a map or whatever okay so let's open up a map so some of you uh get a little confused about how to even open up a map so we're gonna we're gonna try that we're gonna we're i'm gonna walk you through this um so i'm gonna pretend like i just downloaded uh fs19 mercer county okay i have that right here so i am going to oh this is the map not the zip file huh okay let's use the zip file instead because that's what you're actually gonna download okay so it's uh fs19 mercer county version one unzip okay so that's where the winrar winzip comes in most of you who play with mods know what i'm talking about so you're going to extract that actually if we open it you're going to see that there's three or three files in here so let's just extract that to the desktop here so that's going to take a little bit of time um for some of you it might be longer for some of you it might be shorter it really depends and you know if it's only it's a huge it's a huge map you know it's going to take it's going to take a while or a huge mod so let's let it unpack here okay it's unpacked uh where did it end up okay so i unpacked it to the desktop you can unpack it in a file um whatever you feel comfortable with um i'm not sure where the is this the hardware store okay so i think this is what cam the three files that came out okay we don't need the harvester i'm gonna throw that away we don't need the trigger pictures i'm gonna throw that away we need the map this is fs19 mercer county version one that's the file that we need we can put the zip folder over here now what i'm gonna do is i am going to put fs19 mercer county uh actually i'm just gonna keep it here and um and we're gonna go back into giants editor we're gonna go file now here's the tricky part if it's a zipped file like we have on the desktop oops i accidentally exit it out let me pull that back up um like we have on the desktop fs19 mercer county version one and it'll look like this when it's zipped we want to go to file open mod now if you're just opening an i3d you can go to open and open the i3d so we want to go to open mod because this will unzip and create unzip that file everything that's in that mercer county file and it will allow us to uh uh it'll create a working directory for us uh to work from okay so i'm i have it on the desktop so i went to my desktop over here on quick access um mercer county and then create worker working working directory you know it'll be it'll create it on the desktop but you can change the path if you want and click ok so we're going to sit here and it's going to unpack and it's going to take a little bit mate again might take longer might take shorter giant's editor kind of is a little bit labor intensive on your pc so it depends on what you're working with um i had a kind of a lower end pc before this and it didn't take that long but um you know zipping files took a took a lot of time so um you know it all depends on the size of the file and you know what's in that file okay so sorry so uh it's unzipped and everything and so we're opening this i3d maps map d e dot i3d sometimes you have uh like a zip file that i have multiple i3ds in it um and you can just click this drop down menu and click on the i3d season this is the map file and i have a whole bunch of i3ds in this in this file um that i could open but we want the map so map mercer county click ok again another waiting waiting game here while it opens this is the you know sometimes i'll walk away for a half second to look at something on reddit or something until it opens up okay excuse me for the cough i have a little bit of a cold so this is the map and we for the first thing i want to teach you guys is how to use um or how to move around in the map so the first thing we're going to do is have our mouse on the map screen so i'm going to move this panel over and move this panel over and you just hover your mouse over the edge here and i'm going to get this this this will likely show up for you guys this is the console panel this shows a lot of errors and and there are errors right here among other things i don't like to have this up when i'm mapping so i click this little x right here to get that out of the way but we can bring it back in the future i'll show you how to do that okay so i moved the panels out of the way now how do we move around this is kind of the tricky part that you're gonna have to get used to but i can hold right click and i can rotate the camera like this get up look down holding right click okay now i want to uh move forward so hold alt hold left alt that's where my thumb is right now and your hand position is going to be helpful here you know having the right hand position uh in giants editor is going to help you work a little bit faster so i always have my my thumb on left alt and then if i need to use hotkeys i can drop my pinky down to control and then use whatever hotkey i'm trying to use so thumb on left alt and you can swipe hold right click right mouse button and swipe right to left swipe and left i'm zooming out i'm swiping right i'm zooming in swiping up swiping down both of those do zoom okay so you can hold alt as well with your left and click and hold down left click and rotate the camera as well so not holding alt right click holding alt left click okay so i pretty much when i'm moving around to get into position to look at something i will just hold alt down and alternate between right click and left click so holding alt right click rotate move in left click rotate right move in left click rotate right click zoom in so it's it's gonna be a little bit confusing at first but you're going to it's gonna be like riding a bicycle you're not even gonna notice it once you get the hand position down once you get the the alternating between right click and left click down so it takes some practice there's an interplay but you know once you get everything down it's going to be super easy [Music] you can also hold right click and click w and hold i'm holding down w right now and right click so that helps you go a little bit slower now how we go faster is we hold shift sometimes it kind of uh slows down a little bit so i need to lift off lift my middle finger off of w and and click it again so this goes a lot faster so i'm holding right click w and then shift so right click w shift holding all those buttons down okay don't click shift a whole bunch of times because your computer will give you that you know you click the shift button seven times you can't do that you know that's the you know you know you release the demon or something like that whatever that error is so okay so once you get that down you know work we're golden the rest is kind of easy and not as wonky so the movement get that down first all right let's see what else we have okay let's start with the panels before clicking on any objects we're going to look at all these different funky panels and what they do let me check make sure the string is still working okay perfect okay so let's check out all these funky little panels let's start with uh file this is where you're gonna save um this is uh you can reload the map if you haven't saved i suggest not reloading the map unless you need to revert it this is where you can open mod open this is also where you can import and export files mainly use the export selection with files button um we have edit so this is uh your all of these are covered pretty much by uh hotkeys so you're probably not gonna use this that much so we could we got hotkeys for all of this and it's going to make it go a lot faster create this is a little bit more important so this is where we create our transform groups i'll explain what that is in a second this is where we can create lights we can create a camera create an audio source and splining which we're going to get into later uh oh and primitive so you can create a cube and a plane and a navigation mesh that'll be for your animals but we'll get we'll get into a majority of things that we're going to talk about in this tutorial it's just an overview and when we really get into actually like you know creating an animal placeable creating a light source so we can look at something we can you know see where we're painting because sometimes it gets dark on the map you know creating a camera that we can use to take a picture of a pda you're going to learn that later so this is just a brief overview scripts these are the scripts that are baked into giant's editor there are some scripts that i have added that i'm going to show you how to add into your giant's editor program and then there are scripts that are just just baked in that are already in a part of the program um i use this for you know field dimensions i use this for creating my road spline and getting field sizes and toggling render render field areas so i can actually see where the fields are [Music] in you know when you have field dimension set up uh window this is going this is this covers all of your panels so remember we um we exited out of the console panel that was the one below um you can click that and bring it back up just like that so now we have the console panel i hate the console panel i don't use it that much um but now that we're here i can show you all the different panels um because if you don't have it when you first download giant's editor you just come here and click on it and bring it up while we're going through this pro this part of the tutorial but before that we're going to cover the toolbar you can access you can open up the toolbars down here i have them all enabled i believe there's shortcuts to basically what's in file and what's uh let's see here yeah these are all all in the file uh uh drop down menu so save uh i3d file uh save by 3d file as import file um these this is these four are what i use the most this is the terrain sculpt mode so this is going to you know raise and lower your terrain and smooth it out this is the terrain detail texture paint mode this is how you create you know how you paint gravel roads if you want to paint travel roads the terrain info layer info layers are super important that they're how a lot of scripts run nowadays you can use this this is going to be for your farmlands mainly if you're not working with any special scripts but it gets super useful once you start adding scripts like the tree splining script and you know field dimension script and seasons mask all going to be governed by this and then the terrain foliage paint mode i use this probably second most this is for all your foliage painting you know your deco foliage or you know if you want to paint corn down in a certain area which we probably won't do we'll keep our fields empty but you know if you want to do that you can use that okay so let's get to the panels this is this is probably the most important part so again like i said you can adjust the panel width here if you click right on the edge of the panel you can adjust your panel heights by clicking in between these panels this little space in between them this little arrow will show okay so the first one is the scene graph the scene graph is basically everything every object that's in your map and more so this is where your camera is going to go this is where the light for the sun is this is where the terrain is um these these are these are where your transform groups are going to go so transform groups pull up my powerpoint here make sure i'm staying on track um yeah so okay so this is basically where everything's going and um is in the scene graph um and it's like it's crucial to not be intimidated by this these are just my farms the trees um sell points all of that is just going to show up in here so don't be intimidated it most maps it looks like a mess you know unless they're super organized which i try to be but i might even mine get to be a little bit of a mess okay so let's start with a transform group so you can create transform group right here create transform group and then it shows up at the bottom of the list and basically what a transform group is is let's uh let's let's why don't we why don't we click on a barn that might help me to show you what's a good barn to click on um because i don't want to click on one with like a roof that's gonna well let's just click on this tank okay so we're clicking on this tank and uh basically transform groups are like um is is the object but it has this this xyz arrow structure this is how you move objects up and down left and right and place them on certain areas of the map there's a quicker way of doing this but basically what you're going to do let's do this really quick we're going to click on this tank and um we're going to hover our mouse over the arrows see how they're highlighted like that you can click on that with left click and you can just move them in a straight line i'm going to move it that way in a straight line okay so you'll see these values on the right side changing we'll get into how those attributes how we're going to effectively use the attributes panel but but essentially like this is going to determine the xy coordinates of where this object is you're going to be telling the map hey this is where this tank is located in this map okay and we can move it up and down with the y arrow okay this transform group also allows us to rotate so let's hover over this arc you see this little arc here we can rotate the object around in a circle like that or we can click on this you can you maybe can maybe you can barely see it but this red arc right here we can rotate it in this direction okay or uh rotate it in this direction okay so you know that's how you're going to play around with your object there's there's but we're going to be using the attribute panel basically what you're going to be doing is you're going to be removing stuff with those arrows but you're going to be using the attribute panel to like get them very precisely into the right position so you're going to use these arrows for very generally where to put your objects but even that like we're probably even not going to do that because we're going to learn a quicker way a hot key that's going to allow us to just drag this from across the map just like click drag it from across the map and put it where we want and then use the attribute panel to precisely get this object rotated how we want how to get it positioned height wise you know how close we want to get it to a barn we're going to use this as a fine tuning tool so those are transform groups we can click on other barns we'll click on this and you can see this is my bail shed and it's highlighted so you can see uh on the left panel here it's part the the supports here and the i don't even know what quant quanza hut click on that on the left side see where i'm clicking so there's two little groups two child children underneath the parent group okay so if i move this quanzat hut the supports are not going to come with it and we want the supports to come with it so i just move that so here's our first hotkey and you're going to be using this a ton you're going to use control z control z is the undo button so if you need to undo an action like let's say let's go ahead and click on this hut quonset hut under farm five under bail shed and we're gonna move it okay then click control z that undo's undues undoes that action okay we want the whole thing to move so we're going to click on bail shed bail shed covers both of these transform groups the supports inside and the the the roof and foundation okay so click on bail shed and look we can move the whole thing supports included pretty easy right pretty simple straightforward most barns are like that you know we'll turn around and click on this barn this has like a you know so many different sections to it it's all wall sections see we're clicking on various places and we're highlighting wall sections okay so this is a modular bar and this is a barn that has tons of different pieces to it and so it has a bunch of different objects and each of those even each of these has a subgroup so you know you click on a wall and you click this plus arrow or plus button and you're going to open up and you see more objects and transform groups underneath of that so these objects you know they can be buried and within multiple transform groups so it's important to recognize that and how you know how moving something isn't as simple you know you you need to move everything underneath the transform group then you need to click on the parent transform group right i hope that makes sense so like let's say i want to move everything in this group i'm going to click on barn five because i put everything in barn or farm farm five as i put everything in form five okay so look that highlights everything in the transform group you know then i can move it you know it's going to be a little laggy because that's a lot of objects to move but that's how that's basically how transform groups work and you can create transform groups like we did before we don't we kind of jump the gun um we can create transform groups that when you create them they're gonna start at zero zero zero zero zero rotation everything and they're going to be at the origin um and so what i'll do is i'll create a transform group called let's say farm five like we just did and then i will move that transform group here down here and then i will pile all my barns and whatever into farm five so i know you know where to locate them and everything is organized so there's multiple different uses of transform groups um don't be intimidated we're gonna cover more um and you know once we start importing objects it'll make a lot more sense but that's just a brief overview of what's happening um in in this in the scene graph okay so not to yeah so you know we're going to cover more later don't worry um let's get into the terrain editing panel this covers a lot of different things this is going to cover your paint brush you know how you're brushing you know all this dirt and gravel down or how you're brushing all the grass down this covers the uh foliage layer okay that's the grass but that's gonna correlate to your paint brush basically it's going to say well let me let me show you first it's easier to show you okay so let's start with the brush let's click on the terrain detail texture paint mode that's the red pencil up here in the toolbar section okay we clicked on it now we got a circle this is our brush this brush is going to be used for painting the grass is and it's also going to be used for painting down gravel and other textures it's also going to be used for painting down uh the info layer for painting the seasons mask and stuff like that so what matters is which one of these toolbar selections we have clicked on so if we have uh terrain sculpt mode clicked on and we want to increase the height of the terrain we have to click on this first this is going to change what you're painting you know or what the paint brushes function is okay so let's start with uh the changing the terrain height which is really governed in this panel right here the brush panel so you can change your radius of your brush start with the radius by using the mouse wheel see i'm i'm going down on the mouse wheel and this is up on the mouse wheel just scrolling and you can see this ver this this number changing as i do that the radius number now you know usually you know if you're painting a big huge area you can switch this to like 50 and now you got a huge radius so you can switch it to 2000 if you want to paint the whole entire entire map let's start with uh five okay five and then you can you can left click down okay so we have radius of five this is what it looks like um opacity hardness and value i have not heard a very good explanation of what opacity does uh the uh giants editor for dummies says that it's like when sculpting the opacity is multiplied by the value setting i don't know what that means i don't know if it's i've never really messed with opacity i've always kept it the same value as hardness and value but hardness is gonna is gonna determine how like your fall off uh on your brush so if you're let's say you're raising up the terrain and uh it looks really sharp on its edges you can use hardness to smooth those out gradually i'll show you how to do that instead of like smoothing them out severely so it like really smooths out so let's see um okay so value uh that's going to determine your brushes strength so no so you know if you want to uh add uh terrain height really quickly then that's going to be determined by value um i i kind of keep these all generally the same if i'm being soft with the brush i'll keep it between 0.2 and 0.5 if i want like full on like add a whole you know add height really quickly i'll switch them all to one again i'm gonna show you later how this works but we'll do a little brief brief uh introduction to that right now so let's just you know zoom in here i'm gonna have it all at one so i'm gonna change all these values to one okay we got a radius of five okay so we can change our brush type this the shape of it can start off as round or we can do square square i don't typically use you know unless i'm you know doing edges along a building or something like that let's stick to round for now but you can explore that later okay so this is how we key each button on our mouse left mouse button middle mouse button right mouse button okay currently left mouse mouse button is on add but you can change it to smooth subtract replace remove let's keep it as it is right now this is typically how i have it set up uh add smooth subtract okay uh you can have it however you want but this is this is how i do it so left mouse button is add so let's uh left click so see what that did it made a little jagged hill in the middle of our road here let's move these panels over so you can see a little bit better it made a little jagged hill okay so now we have left mouse button which is smooth so let's let's hold left left or hold middle mouse button sorry hold the middle mouse button and move the brush around and look it's gone now basically what the smoothing feature is trying to do is trying to average the height of the terrain out so you know it's trying to average i just left click by the way it's trying to average this height with this height right and so when we move it around it's just gonna you know it's gonna smooth out to what you know is around it but now let's let's do that again let's click left click just make a little lump there okay now let's move these values back to 0.2 now watch it's smoothing it a lot slower we can click gradually click left mouse button now we have a nice smooth little mound you can smooth it a little bit there now the mound is a lot smoother see that how it's not as jagged as it was before as a little left click right here with values turned up to one see how it's the the uh the differences you have see this edge this is not natural hills don't look like this in real life you know so you want it to kind of look like this right your terrain to look a little bit more natural so that's what we're aiming for but sometimes you want to jagged edge because you know maybe the terrain is going to overlap with the road that you have right next to it so you just got to keep it jagged but again we'll show you an example of that later so let's go back to our panel here excuse me i need some water before we continue what's our time at don't want this to be too long oh 30 minutes jesus christ okay so left mouse button smooth um oh well let's do right mouse button that's subtract okay so that's the opposite look at that i just i i i'm just gonna let's click ctrl z ctrl z i'm gonna click right mouse button once okay see how that left a little divot i typically don't use subtract i use the replace function but i'm going to show you that in a bit here but again you know bring these values down to you know 0.2 and you can use these little these little sliders here to get them lower or where you want it i'm going to smooth it now it just looks like a smooth little crater okay so that's subtract i typically don't use it um you're going to be using subtract for like deleting foliage uh you're not going to be using it for subtracting terrain because you're probably going to use the replace button so let's change left mouse button to replace all right so now it's toggled on to replace this is our second hotkey our second hotkey that we're going to learn is control r okay so i'm gonna show you here let's click uh this is the replace uh number um it's gonna basically like so so let's say this is zero height right so zero height and left mouse button replace and i click the left mouse button it's gonna go down right now let's let's tune the tune the look at how deep that is that's like the bottom of the map right that's at zero but we want you know let's say we have this little divot here we want this to be the same height as the surrounding road we don't want this little hole here okay so we're gonna click control now pay attention to what happens down here on the replace number okay so on the terrain that you want the height to be hit control r look how that gave me 79.44 okay the values around this hole should be around that number control r 79.36 7 control are three eight six so they're all really close to each other right so they're all around the same height so we're gonna click a hold down left mouse mouse button and we're going to smooth over that hole and then we'll smooth around it a little bit and look at that this is basically where we started it's it's smooth again so that replace function is hugely important to making sure things are on the same level uh that you're you know your your road or you have level land for a building you know leveling the land off for that is that that button's hugely important um so we're going to be using that a lot uh not so much the add and subtract buttons mainly replace uh when it comes to that that's when it comes to the terrain sculpting mode replace and smooth but let's switch it back to add okay terrain layer painting i don't use this i don't think i use this at all this is for i believe painting on certain terrains um so if i want to paint on um let's uh oh wait oh never mind i do use this sorry i apologize for that let's let's switch our paint brushes to the red uh uh paint uh texture paint mode okay so we're switching from the terrain elevation sculpting mode to the red paintbrush mode okay so this is going to determine our texture layer this little panel off to the side this is going to determine like the gravel technique like what the gravel looks like and this is going to determine what um you know where your what your grass the grass underneath your grass is going to look like so let's just for simplicity sake let's let's switch on rough dirt okay now we have the add button our left mouse button key to add let's click the left mouse button and that's going to add rough dirt that's what the rough dirt texture is i'll show you how to change these textures but for now let's just settle with what we got for the defaults this is rough dirt um we can go to this little drop down menu i guess it's a drop up menu and we can go to grass this is what i put underneath my grass so let's left click so there the grass texture pretty pretty straightforward um you know let's see i don't use everything in here but you can experiment with all the textures this is gravel you know only this gravel texture is different from this gravel texture right see how it's kind of it's kind of different when i paint over the old gravel here paint over the old gravel and see how it looks different so there are multiple gravel textures and they're at different angles you can see but if i go to the gravel that's in all caps this is a composite of all four of those textures see now this is the gravel that i actually used and it's a composite of all those angles so that's usually going to get you the nicest and you can combine textures too later i'll show you when we're editing ground textures but that's what that looks like and it's like it's kind of a nicer it looks nicer okay so that's the terrain painting mode that's really straightforward feel free to experiment all you want we're going to switch to the foliage layer painting and we're going to go to uh we're gonna well let's let's start out with terrain detail first um so let's walk over to our field here make sure you have this little leafy brush leafy icon selected okay everything that happens with that is going to be covered under foliage layer painting so your foliage layer painting uh what you're painting is going to be determined by this drop down menu and it's going to be determined by these foliage channels so this is a field i rarely change the foliage channels for that so we'll keep this at zero and we'll have our mouse unchanged up here so i'm gonna click subtract so that's the right mouse button and look i just deleted it and all that's left is the texture underneath which is just the grass texture right so now i'm going to click left mouse button that's add and i'm going to add it back over top so that's how you create these fields right you do not need to do this because the field dimension script will create the field for you but i usually do this so i have the field in game and then i just build the field around dimension script to the to the field sizes and the reason why is because when we get into doing the fields in that's going to give you all the real sizes so you're going to want your field dimension script to run to render the field areas according to what you painted so this is how you paint fields this isn't going to doing this alone is not going to have crops in it or anything it's just going to be a field doing this alone is not going to have you know the number field number in it that's another that we need to explore that later this is just the texture the field that you can actually plow and so on and also as long as you have this painted down the computer ai is going to and corresplay is going to measure the edge of this field and that's you know it's going to determine it's its course based off of that right so i mean you could just settle with this and you'd be fine um but most people don't want to settle so that's that's the terrain detail now we can click like um let's click o2 right under terrain detail uh and let's click down now this is a grass field this isn't just the regular grass underneath see if we right click you'll see that how it's different let's left click and put it back this is actually a grass field so i use this when you you know it's going to be a field that you're going to mow right so and you want the the ai to work with that be able to mow over it um let's see what else do we have you can play around with these textures i'm just going to do a very a brief overview let's do zero what's the zero three this is a fertilized texture so this is fertilized um normally what you're going to do anyway is just have a regular ground state so unfertilized field like this you know but if you i mean if you want to start it started out fertilized that's how you get fertilized uh what's three four you know i don't know what that oh that looks like manure um and these these are actually gonna determine the angle of your rows um let's see can i get a so so the sewing texture here this is planted from left to right right so we can change the angle of that by like clicking six and i have multi-terrain angles so it's just going to be slightly off and any and the map i'm going to give you guys should be should be a should have multi-terrain angle but you know it changes the angle of the sewing texture you're not going to be using this much but explore uh what you can do with the terrain detail layer right so and if you want to delete fields from another map go ahead and do it okay uh so the rest is you know we have our foliage uh which is so let's click on wheat and let's see later state let's click like uh the later state's going to determine you know whatever is dead or alive or it's ready to harvest so let's just click ready to harvest one okay and paint it down with left click and look at that we have wheat in the field i don't use these because again the field dimension script once we're finished with it is just going to plant the stuff in the field for us anyways so you don't even need to do that but what i do use is grass grass and always green big don't use green small green middle because the grass is gonna grow anyways in the game so you might as well use green big and uh this is like uh you know like pasture grass mowable grass this is the moldable grass um and i kind of use it as like you know it's the the dirtier grass there's a there's a deco grass that i'm going to use that i use for my farm yards that you can use um and i'll show you that in a bit but this is let's paint this down with left click um this is mowable grass that you can turn into bales so you can you can paint down underneath of this let's go back to terrain detail underneath of this click that grass texture o2 and that's going to be this is going to be a field that's you know some in a i could try to mow around you know with chorus players something like that um so that's mobile grass oh use always use green big um there's really no point in using the others so let's go down to the panel again go to the deco foliage deco foliage is all of our pretty little decorative weeds and uh nice looking mowed grass i use this grass texture for my farmyards because it's nice and mowed most farmers keep their farmyards the grass mode so i keep it looking nice if you want mobile farmyard grass texture then you're going to need to use this this texture that we just put down so deco foliage i'll show you the pretty grass that i use so that's grass dense that's all the way at the bottom here and some maps might have different foliage layers they might have different deco foliage some might have winter deco foliage like midwest horizons has that um but this is just we're just going off of what i have here so this you know paint that down that's nice looking grass let's see let's choose uh rumex small alive rumex i like using this around trees and bushes um let's go to big alive this is really nice to use around water i like using this around water see here uh you get kind of like prettier that's not pretty whole uh this one yeah so like this this white flowery weed um when you when you learn how to get alfalfa in the map you maybe you'll want to paint down alfalfa in a field instead of that that mobile grass so yeah that's what all of that is is there anything else that's worth mentioning there's weeds down here um cotton oh bushes bushes are important this is how you paint down bushes you don't need i3d bushes but sometimes they look better so those bushes would go up here in the scene graph and they'd be movable and everything and not paintable but we want let's say we want paintable bushes see we got bushes along the road here we can click on bush under foliage layer and do the layer state and we can do state one state two state three state four you know and these are i believe growth growth stages if i'm not mistaken um so state one um that's you know the smallest bush you can get state four biggest one i tend to use these you know not like i used to i kind of paint them down like that by just clicking you know but not not pulling them like this because it usually doesn't look like that right okay this video is running quite long um okay so let's let's hide these panels using the arrow button hide that hide that and we'll keep the brush open now we want info layer painting okay so this is the blue paint brush so we did the ones with the arrows we did the red pencil looking one and we did the uh the little plant so now we're clicking on the blue one and now everything's dark okay don't panic this is going to cover your tip collisions so if you don't want something to tip on the ground you click right here and it gives you this little white texture you can't tip there in the game now right okay let's erase that let's go to farmland ids okay look at that they're all different colors i'm going to teach you this later but basically these are you're going to go through using this info channel layer down here and you're going to go through and see how this layer value changes when i click different numbers that's so this is this layer value is you know farm five or farmland five okay and so when i highlight farmland five remember we moved farm five over here this is all part of farm five okay so you're going to use this to paint down what is buyable land and that bio land is also going to correlate to your placeable so i have an animal placeable in here and that's keyed to farmland five and this is farmland five painted down okay i hope that makes sense we'll do farmlands later but that's you know general overview field dimensions these are my field dimensions dimensions of all the fields so that the computer will plant down crops when you got this painted down you know make your map come to life the seasons mask this is where snow doesn't fall snow is not allowed to fall on this layer so all that white you see is where snow is not allowed to fall uh you kind of have to be really meticulous with this one all right let's we're not going to do noise and erosion because i have not explored that personally enough to be able to explain it to you we're going to jump over to the attributes panel but that was a long a long segment the terrain editing panel but it's used probably the most that was scene graph so so let's go let's jump over the attributes panel um so it's blank right now so let's go back and let's click on uh let's click on our tank that we were playing around with before okay now it's now everything's highlighted or brought up so this is going to give you the xyz translation remember we were moving this thing back and forth before it's going to give you the rotations so remember we're rotating this as well and it's going to give you the scale right so let's try putting all these down to zero see how it disappears so where'd it go it is over at zero this is the zero this is zero for farm five i should say uh the if if it was outside of that transform group zero zero would be like below the map over there um but we're going to go over here let's see where did it go oh and it winded up in here all right so we're gonna let's say you know we we want to move this right here and we want to we'll use our arrow keys to move it down here but we want to we want to rotate it around and we want to fine tune the rotation let's say we want it like 90 degrees that's going to rotate around the green arrow your y rotation so that let's set it back to zero so these values gonna turn or a move up and down based on how you're rotating see how that number rotate x is is a is moving up and down we i typically use this panel for rotations and scaling and fine-tuning where the object is so i hope that i'll make i'll show you here in a second so so let's go to rotate why some some objects when they're vertical like this are actually rotating around the x-axis or around the z-axis but they're typically rotating usually the object is rotating around the y-axis which is the green arrow again or the green arc i should say rotating around the green arrow so let's rotate it 90 degrees so that's facing away from us let's pretend like we okay so we want it the other way so that's going to be negative 90 degrees so opposite right so now the cap of the tank is facing this way maybe like that's how you fill up the tank or how you want people to fill up the tank just to make it look like that let's say you want it let's put it back there you want it rotated opposite of zero 108 180 okay that's very basically what the rotations are going to do for you [Music] i'm going to let's say i want this like i don't know if this isn't uh uh the best example for showing off the fine tuning tools in the translation uh part of this um so like getting like fences and walls super close to each other let's say uh let's say we click on this wall here i move this over see that z is moving okay and i want it as i want it as close to let's say i want this edge to be as close to that as possible let's see so the number translate z is moving it looks like it's moving down towards zero as we move it right so i can't you know move this any closer because i don't have as steady of hands right so you know i can get it pretty close like you know that's pretty darn close but you know if you don't want to monkey with that just use this panel to get this closer so it was at point eight before so let's do point seven that might be overlapping let's say it's two point eight and then we'll go down from point eight so let's do point seven nine nine right that's the next step after eight um and it only does three three numbers by the way um you can change that but you know let's stick with three numbers so or decimal places sorry um so let's do negative 7.99 still not touching let's do 7 uh 0.79 okay still not touching let's do 7.8 looks like 7.8 it works for us so let's keep it as that at that you're going to use this because you know why is this important this is important because when you overlap textures like with walls it's you're going to get this flickering between the walls and see if i can demonstrate that see that flickering that you get as you rotate the camera that's going to show up in game you don't want things like that overlapping so you're going to use this translation panel here to fine-tune so you can get the wall as close as possible so there's no gaps in between um but also so that you know it's not flickering causing that flickering that you see right there i hope you can see that okay so let's go to scale let's scale this this thing is scaled uh again it's scaled along the xyz axis so if you want it taller you're going to scale up the y axis if you want it wider you're probably going to scale x and z up or sometimes if it's a barn or rectangle if it's round you're definitely going to be scaling x and z but if it's like a barn maybe you want to only scale the x axis to make it longer or wider you know so this is scaled to two uh i'm gonna reduce all these numbers to one okay let's move it out from here so you can see it better see how it's smaller now when you scale something scale it up for instance the textures tend to stretch right that's a giant tank the textures tend to stretch and so a stretching texture can make it look like it make it very look very unrealistic like you know let's say you have something with wood panels or wood siding on it and you scale it up the wood panels are gonna look huge like there's huge two by fours right which is just not realistic um so you know this can this can kind of stretch your textures out on your object so kind of this it's a matter of striking a fine balance um between making it bigger and having the texture look good uh so after that we have visibility there's a check mark box you can click this and it will be invisible you won't be able to see it but you can still collide with this it'd just be invisible you know so we generally want things visible what i typically use in the visibility check mark for is for sell points so i don't want to delete them out of the giants editor and i want to keep their position in there but that's not the actual cell point because that's going to be governed by the items xml i can just click it and make it invisible and you know there's no no harm in doing that so generally you want to have things visible but maybe there's something that you do want invisible you know i don't know what that would be but yeah that's what that does um so clip distance okay so clip distance at a certain distance as i zoom out this is going to disappear all right so i'm going to oh there it is that's what clip distance is that is the moment in which in game you're going to be able to see that object see that's disappearing reappearing so this must be you know 200 whatever out because it's it's key to 200 right yeah so clip distance is 200 that's going to be affected also by the transform clip distance that it has so if the transform group overall has a thousand clip distance it's going to scale it proportionally right so let's say we want to see this from across the map let's make it ten thousand all right we can still see it we can still see it we can still see it we can still other things are disappearing we can still see that tank oh and that's the point this is ten thousand out right okay so this is important because your game's performance can be affected by clip distance if you have trees that are can are always able to be seen that can affect game performance so you might want to adjust clip performance down or clip force clip distance down so that you can't see things from very far away or maybe you want it you know maybe you have a high end pc and you want it that way okay so uh let's see what else is important here oh the rigid body yeah to make this thing so that it is collidable that you can collide into it uh you need to click rigid body um and you want it static now dynamic and kinematic that's for stuff that actually moves i don't mess with that stuff unless it is animated doors we're gonna mess with animated doors later so don't worry about that at all i have not explored lod or joint so you know i can't really explain that right now but for now rigid body is going to be important if you have rigid body accidentally selected and it says static you know for instance for something that should be moving you're going to run into problems it's not going to move you know there might be some parts that move but that the object's not going to move uh that's a very rough overview of the attributes panel okay how are we doing on time oh my gosh we're at an hour all right material editing um let's see here make sure our recording is going well okay let's see material editing changing textures okay let's so if you don't have any of these panels by the way um and obviously like you can you can move these panels around if you click on the name attributes you can move it over here if you want you know move it wherever you want i like it over here um you can move your scene graph wherever you want this is my setup you know signs so however you like it but um let's go into material editing now this might not show up in the default so you need to go to window and go to uh material editing material editing is going to govern the textures on an object okay let's let's stick with our tank here now it is oh sorry click on that material editing doesn't it doesn't apply the material doesn't apply to just basic transform groups it applies to the object that's in the transform group so this green poly tank see how it's like a little cube a blue cube over here in the scene graph that's the actual object that is governed by that will uh that will govern the textures or that the textures will correlate to right so we have textures that will be in the map folder in a textures file and we want to tell this uh tank uh that we want a specific stainless steel texture that's that i have that's it that's located in the file you can point to that via this okay so this has so sometimes there's multiple multiple materials on the object sometimes there's multiple objects and each of them have a different material so like we can click on this barn and this thing has multiple objects see over here on the left side we just clicked on the roof you know this is just the roof and that's going to have a texture to itself so so each of the you know the rafters the walls they're all going to have their own textures for that but we're not going to bother with that let's see let's stick with one object for now so we got the stainless steel tank how do we want to change you know the support texture let's say we want to like change them to pink or something you know brighter um and we don't want this black support underneath we can't actually click on the sports we have to click on the whole thing right now we don't just click on you know the roof like that and just change that texture only so we need to go to this drop down menu and we can click black point zero zero one um that's probably what the supports what the texture the supports are calling for now we can go to this triple dot here after albedo map and that's the black texture it pulls up you can click this triple dot actually you can hover over this and see where the file path for the texture is but you can click on that triple dot and click on the triple dot again and let's say we want okay so the black is in this folder so let's click this has red 31 i'm just going to click red okay and then click the x button exit out of that and click off of it now you can see it's got a red texture on it actually doesn't look too bad it's got a red texture on it okay um so let's maybe we want the tank to be red so let's go back to stainless that's probably for the stainless side right so that looks like a stainless brush texture let's let's change that one to oh geez we're in a whole different folder now but there's still a red texture in here luckily we changed it to red now that looks ugly right let's click control z control z and even the cap is red which you know maybe you don't like it that way so they're tight you can't change the texture of that cap by the way because it's going to be tied to the supports so you know there's that they're part of the same object texture and texture so you're not going to be able to change the texture of that cap without changing the texture of the supports if that makes sense but this is an older uh this is an older object so let's click on um let's click on this barn this is the barn roof um wait where's our normal maybe that's not a good good choice oh okay so usually you have a a diffuse texture a specular and a normal um under here i don't know why we're not our objects currently aren't getting the streets have that no should sell okay so your diffuse texture uh is going to be uh you know usually this first one is going to say diffuse and then it's going to say uh it's going to be a specular map and it's going to be a normal map this says normal actually down here uh and then an emissive map okay so the diffuse is the base texture okay usually the first one up here is going to be the base texture of your object you know and i'm probably you know talking about my ass here because some people know a lot more about textures than i do but i know how to change the textures and how to make them look good diffuse texture is going to be your base texture right okay so the specular texture is going to be the reflections and the dirt maps usually and and it's also going to be where the custom shaders are located so it's kind of kind of like it's how light reflects off the object then you're going to have a normal texture which is going to create you know bumps and creases uh in the texture so i don't know if this one has that but you know you can see that it has let's see if i click x to delete this texture off of remove this texture off of this shed oh it's not going to remove the ridges it's a okay so usually like you know for an object like this the ridges it's like jeepers if it's like a like sheet metal siding you know that looks kind of 3d but it's not actually 3d sheet metal you can click down here and take that that uh that off and you'll just have like a plain you know let's say we have a red barn it'll just be plain red you know it won't have that sheet metal look to it uh explore around with that i know that's super confusing i once we get to actually putting barns in our maps and making them the right texture color i'm gonna show you how to do all that um you know it's hard to find an example off the spot here it's not a very good example but you know changing textures uh can also affect so the changing this barn texture can also affect this barn's texture because of this they're the same shape and they're pulling from the same uh material id or shape id material id sorry so if i change the color of this barn it might change the color of this barn so if i want these to be two different colors i might have to take this into a separate ge and change the material ids and everything i'm going to show you that sounds super complicated and we're going i'm going to show you how to do that in in the future but you know changing one material can affect the material on another object they can sometimes be keyed together and you don't want that always so that's i know the material adding super confusing but you know we'll get to it don't worry oh the user attribute panel let's cover that really quickly and then then we'll kind of uh jump into our next tutorial on the uh the exploring the map folder okay so user attributes this is going to govern mainly what you need to know as a map maker this is going to govern your animated doors your animated objects uh it's going to govern your fields this basically is giving the transform groups um a it's going to give them an attribute so let's click on a door okay we're gonna click on okay so we clicked on this door that's just the object of the door right there's nothing showing up in user attributes it's just an object but let's click on the parent door group so this is garage door eight you can click on any door you'll probably have this the parent group however is keyed and it has user attributes down here this is going to relate to your animated objects okay so it's in it's gonna it's given the attribute animated map object dot on create right um and it's also gonna key it's gonna have the file path uh the this is the file path to the script that tells how this door runs up you know and folds up you know or if it's like a hydro swing door how it you know lifts up so we're telling basically this object go look in the animated objects xml and that's how that's what you're gonna do when we click the trigger and that's another thing you can see there's a little invisible box here i'm going to have a whole video on animated doors but this little box is the trigger that's what you the area in which you actually click down uh and uh and an open door you know so you see you know when you're when you move close to an object it it shows up you know click left button to open door you know that's what that's going to go okay so that's uh you know the basic very basic gist of giants editor i know this was a long video i apologize for that but you really need to know this stuff before we start the tutorial i i mean like that's super note but like you need to know the basics um because it's going to help you when we when we're doing the tutorial uh you know we're going to get into some complicated stuff here um that's really easy because i'm going to show you how easy it is um but you know once you know this stuff it's going to go a lot faster it's going to be a lot easier for you to know this stuff so we're going to cover more of this stuff later especially you know material editing and animated doors and you know you can just play around edit this map and when you're done editing it let's say you moved this over and you changed the texture right and you just want this tank right here okay you're gonna click file save and uh you know zip the zip the whole file back up and and get it in the game so and and you're good that's that's all you need to do um i'll show you how to how to zip the file and everything as well in the future but you know all these little things uh you know that you learned in this episode are going to be brought back up so don't panic don't be intimidated we're going to keep working on this just just practice a little bit before we before we move forward but thank you for watching and and again have patience um and and stay strong i know can be look it'd be a little bit of a headache but we're gonna learn more and more i just trust me
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Channel: MRG
Views: 30,523
Rating: undefined out of 5
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Id: C_0owjpATos
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Length: 69min 28sec (4168 seconds)
Published: Mon Sep 07 2020
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