We've compiled a collection of tips to help you create maps.
Please also refer to the Creation Tips and FAQ pages.
Bakin includes a variety of shortcut keys.
Here are some of the ones you'll probably use most often.
| Ctrl+Z | Undo |
| Ctrl+C | Copy |
| Ctrl+V | Paste (floating objects are pasted while preserving their absolute height value) |
| W | Manipulator "Move" |
| E | Manipulator "Rotate" |
| R | Manipulator "Scale" |
| G | Place Custom Event (only works when terrain selected for event placement is selected) |
| Z | Selection Target: Terrains Only |
| X | Selection Target: Objects Only |
| C | Selection Target: All |
| Ctrl+D | Duplicate |
| D | Y-axis Rotation: Clockwise |
| Shift+D | Y-axis Rotation: Counterclockwise |
| Q | Put it on Terrain |
| Shift+Drag | Locks the placement axis, allowing objects to be placed in a straight line. |
| Ctrl+Alt+Click or Drag | Random Placement Pen (randomly changes size and rotation within the range specified in the Game Definition Project Settings) |
For other shortcut keys, please refer to Shortcut Key List.
You may discover some unexpected but useful features, so it's worth taking a look.
You can also customize shortcut keys from "Functions" > "Configuration" at the top of the Map Editor.
As your map grows and contains more objects, you may accidentally move something you didn't intend to, or find that the object you want to select is hidden behind a larger one.
In such cases, try using the "Lock" button and the "Visibility" checkbox in the Placed List Palette, which displays all objects placed on the map.
When the "Lock" button is turned on, the object can no longer be manipulated directly in the Map Editor. (It can still be operated by selecting it from the list.)
When the "Visibility" checkbox is turned off, the object becomes hidden.
However, note that if an "Event" is hidden, it will not be executed during gameplay.
There may be areas on your map that you do not want players to access.
When that is the case, the simplest method is to place "Terrain" configured as "Non-Traversable."
Let's create "Non-Traversable" terrain.
In Resources > Terrains, open the terrain list and select reserved folder > EP1_rock_01, then copy and paste it. (When pasting, select the "Add with Another ID" button.)
Select the pasted terrain and rename it to "Non-Traversable."
Then change the "Traversable" property to "No."
Close the Resources window and return to the Map Editor. In the Stamps Palette > Terrains tab, select the "Non-Traversable" terrain you just created.
Place the terrain on the map and run a test play to verify that the player cannot walk over it.
You can think of a "Non-Traversable" terrain as having an invisible wall standing on top of it.
If you enable the "Show Terrain Attributes" button in the status bar at the bottom of the Map Editor, terrains with non-traversable attributes (as well as liquid attributes) will be displayed more clearly.
Even if you fill the riverbed in Map_1 created in this tutorial with "Non-Traversable" terrain, you can still walk across the bridge.
If invisible walls are supposed to stand on top of "Non-Traversable" terrain, why can the player walk across the bridge?
In Resources > 3D Stamps, select the bridge placed over the river from the 3D Stamps List.
Looking at its properties, you'll see that the "Override Non-Traversable Terrain" property is enabled.
When this property is enabled, the object ignores non-traversable terrain and allows passage over it.
(!) Notes on Objects That Ignore Non-Traversable Terrain
If an object with "Override Non-Traversable Terrain" enabled extends beyond the intended area of the "Non-Traversable" terrain, players may be able to enter areas that were not meant to be accessible.
Be careful to ensure that objects configured to override non-traversable terrain do not extend into unintended areas.
You can change the footstep sounds played when walking on a terrain.
In Resources > Terrains, select the terrain whose footstep sound you want to change, then configure it in Attributes > "Sound Effect" property.
You can also set the sound of footsteps when walking on a bridge or table.
In Resources > 3D Stamps, select the object whose footstep sound you want to configure from the 3D Stamp List.
Under Simple Collision Settings, set the "Terrain Assignment" property to a terrain type.
Once configured, walking on that object will play the sound effect assigned to the selected terrain.
In other words, assigning a terrain with a footstep sound to an object will make that object use the same footstep sound as the terrain.
You can also create terrain that inflicts poison damage when walked on.
In Resources > Terrains, select a terrain from the Terrain List, then enable the Status Change > "Poison" property.
By enabling multiple status change switches, you can create terrain that inflicts both "Poison" and "Paralysis" when walked on.
Place the terrain on the map and run a test play to see how it works.
For information about the states listed under State Changes, refer to Database > State Definition.
Sometimes you may want to add variation to completely flat terrain or forests where all the trees are the same height.
In such cases, the following features can be very useful.
The Terrain Raise/Lower Pen is a convenient tool for quickly adding subtle variation to flat terrain.
Simply brush over the map to create slight elevations and depressions.
However, adding unnecessary height differences in areas where players need to walk can make the map difficult to navigate.
As you shape your map, try to distinguish between areas that are important for gameplay and areas where visual appearance is the primary concern.
This tool places objects while randomly varying their size and rotation. (You can achieve the same effect by holding Ctrl+Alt while placing objects.)
It is especially useful when placing natural objects such as trees in a forest, or when you want to scatter boxes and other objects in a room in a less organized manner.
The amount of variation applied to rotation and scale can be adjusted in Game Definition > Project Settings > Random Pen Settings.
For outdoor maps, covering the ground with grass can be an effective way to add detail.
When placing grass, try varying the rotation slightly, even when using the same model, to avoid a repetitive appearance.
Rocks and stones can be made more visually interesting not only by changing their size and rotation, but also by partially embedding them into the ground.
The image below shows the pond area from the sample project "REINES DU SABBAT".
The area around the pond was created by combining five different rock objects, with their sizes and rotations adjusted as needed.
Similarly, dishes on a table or supplies placed around a house can look more natural if they are arranged with slight irregularities.
One of the advantages of 3D models is how easily they can be rotated and scaled.
Be sure to take advantage of this flexibility.
Rendering Settings (Post Effects) is a powerful feature that allows you to quickly change the overall appearance of the screen.
There are many settings available, but don't be afraid to experiment with them.
When testing effects, try using extreme values at first so that the changes are easier to recognize.
If you want to change the sky, try changing “Background” > “Skybox Model.”
The Asset Picker will open, so let's select one from the “sky” folder in the 3D Stamps.
If a solid-color sky is sufficient, change the "Type" setting to "Single Color" and choose your desired color.
The color, intensity, and direction of the light that illuminates the entire map are fundamental elements of scene composition.
Ambient lighting is what is commonly referred to as "indirect light."
By using ambient lighting, you can raise the overall brightness of a scene or adjust the overall color tone of the environment.
This effect gradually darkens the image toward the edges of the screen.
When used effectively, it can draw attention to the center of the screen or add a subtle retro atmosphere.
DOF (Depth of Field) controls the range that appears in focus from the camera's perspective.
Focal Point determines how far from the camera the focal point is located, while "Focal Range" determines how large the in-focus area around that point will be.
A good way to start is to set "Focal Range" to a relatively narrow value, such as 10, then try both larger and smaller values for "Focal Point" and observe the results before fine-tuning the settings.
Important Note
If you enable the "DOF" button in the lower-right corner of the Map Editor, depth-of-field blur based on camera distance will also be displayed within the editor. However, please note that this does not accurately represent how the game will appear during gameplay.
Because the camera position in the Map Editor differs from the camera position used during gameplay, the correct in-game appearance should always be checked using the Camera Tool preview.
LUT (Lookup Table) is a feature that allows you to adjust the color grading and contrast of the image.
To begin with, try using one of the preset LUTs included with the tool.
You'll quickly see that LUTs can be used to create richer color palettes or even convert the image to monochrome.
Bakin also supports custom LUT data created with external tools.
Please refer to external resources for information on how to create LUT data.
One advantage of games with 3D maps is that players can rotate the camera during gameplay.
However, this feature can also create challenges such as the following:
In several maps from the sample project "Orb Stories," camera rotation by the player is disabled.
For example, take a look at the "Desert" map.
In Map Settings Palette > Basic Tab, the "Disable Camera Operation" option is enabled.
On the other hand, the "Scorching Cave" map does not disable camera controls because gameplay requires the player to rotate the camera and search the surrounding area.
The extent to which the camera can rotate is defined in Game Definition > Move and Operate > "Camera Movement Range."
You can also change the camera's movement range during gameplay using the "Change Camera Movement Range" event panel found in the Camera category.
If you want to slightly limit camera rotation for a particular map, try using this event panel.
There are several ways to create ceilings in Bakin:
1. Create a ceiling model in Blender or another 3D modeling tool and import it.
2. Use the terrain model export feature to export terrain as an FBX file and use it as a ceiling.
Here we will explain method 2.
An example can be found in the sample project "Dungeon RPG Sample" available in the Game Gallery.
Open "Dungeon RPG Sample" and go to the Dungeon_B3 map. Then open the Placed List Palette and look for "Roof_Rock_B3_1."
This ceiling was created by exporting terrain as an FBX model, converting it into a stamp, and placing it upside down.
When a map terrain is selected, right-click to open the context menu. There you will find a menu item called "Export Model."
Select it, specify the output destination and other settings, and export the model. A 3D Stamp will then be generated.
Place the generated 3D Stamp on the map, adjust its rotation, and flip it upside down to create a ceiling.
Export Model, which allows terrain to be converted into stamps, has many potential applications. Try experimenting with it to discover what it can do.
Bakin includes many useful features, but it can be difficult to learn everything from the start.
The fastest way to become familiar with the tool is to experiment with it yourself.
Use this manual and the sample projects as references, and don't hesitate to try different features and settings.
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