#author("2026-06-24T13:08:57+09:00","default:admin","admin") #author("2026-06-24T13:15:12+09:00","default:admin","admin") ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>'' *Map Creation Tips [#o7412c6f] ''We've compiled a collection of tips to help you create maps.'' ''Please also refer to the [[Creation Tips]] and [[FAQ]] pages.'' **Useful Shortcut Keys [#wbf64187] Bakin includes a variety of shortcut keys. Here are some of the ones you'll probably use most often. - ''General Tools'' |Ctrl+Z|Undo| |Ctrl+C|Copy| |Ctrl+V|Paste (floating objects are pasted while preserving their absolute height value)| - ''Map Editor'' |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| -''When an Object or Event Is Selected'' |Ctrl+D|Duplicate| |D|Y-axis Rotation: Clockwise| |Shift+D|Y-axis Rotation: Counterclockwise| |Q|Put it on Terrain| - ''When Placing Objects or Events with the Pen Tool'' |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. #ref(./Map Creation Tips_1.jpg,40%) #br **Locking and Hiding Objects [#v798de5b] ''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.'' #ref(./Map Creation Tips_2.jpg,40%) #br **Areas the Player Cannot Enter (Terrain properties) [#e13b14af] ''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.) - ''Resources with Red Names (Default Resources)'' ''In the terrain list and other resource lists throughout Bakin, resources whose names are displayed in red are Bakin default resources.'' These resources cannot be modified directly. First, copy and paste the resource, then select "Add with Another ID." You can then modify the properties of the newly created resource with its own ID. #ref(./Map Creation Tips_3.jpg,40%) #br ''Select the pasted terrain and rename it to "Non-Traversable."'' Then change the "Traversable" property to "No." #ref(./Map Creation Tips_4.jpg,40%) #br ''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. #ref(./Map Creation Tips_5.jpg,40%) #br ''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. #ref(./Map Creation Tips_6.jpg,40%) #br ***Bridges Over Rivers [#p7cd93e3] ''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? &ref(./Map Creation Tips_7.jpg,20%); &ref(./Map Creation Tips_8.jpg,20%); #br ''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. #ref(./Map Creation Tips_9.jpg,40%) #br ''&color(red){(!)}; 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. #ref(./Map Creation Tips_10.jpg,40%) #br ***Footstep sounds when walking on terrain [#zf0c4246] ''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. #ref(./Map Creation Tips_11.jpg,40%) #br ***Footstep sounds when walking on objects [#d75d8a48] ''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. #ref(./Map Creation Tips_12.jpg,40%) #br In other words, ''&size(16){assigning a terrain with a footstep sound to an object will make that object use the same footstep sound as the terrain.};'' ***Poison Swamps [#y843001d] ''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. #ref(./Map Creation Tips_13.jpg,40%) #br For information about the states listed under State Changes, refer to Database > [[State Definition]]. -''Objects That Inflict the "Poison" State When Walked On'' In the previous section, we assigned a terrain type with a footstep sound to an object, allowing the object to use the same footstep sound when walked on. Similarly, ''by assigning a terrain type with a state effect to an object, you can cause the player to be affected by that state when walking over the object.'' Using this feature, you can create objects such as a bridge that inflicts the "Poison" state when crossed. **Adding Variety to Terrain [#xa10a360] ''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.'' ***Terrain Raise/Lower Pen [#q5b1f8f7] ''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. #ref(./Map Creation Tips_14.jpg,40%) #br ***Random Pen [#ka991820] ''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]]. ''The amount of variation applied to rotation and scale can be adjusted'' in Game Definition > [[Project Settings]] > Random Pen Settings. #ref(./Map Creation Tips_15.jpg,40%) #br ***Placing Objects [#b864d908] ''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. #ref(./Map Creation Tips_16.jpg,40%) #br ''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. #ref(./Map Creation Tips_17.jpg,40%) #br **Rendering Settings (Post Effects) [#n3b6737c] ''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 ''&size(18){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. -''Check the Final Result in the Camera Tool Preview'' The preview in the [[Camera Tool]] accurately reflects how the game will actually look during gameplay. This is because some post effects, such as DOF (Depth of Field, discussed later), change their behavior depending on factors such as the distance from the camera. For this reason, ''rendering settings can also be adjusted directly within the [[Camera Tool]].'' In addition, some post effects can be fine-tuned through the properties of individual camera frames. #ref(./Map Creation Tips_18.jpg,40%) #br ***Changing the Sky [#sc155b17] ''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. ***Adjusting Lighting [#o8265df0] ''The color, intensity, and direction of the light that illuminates the entire map are fundamental elements of scene composition.'' -''I want to change the angle of the shadows'' Adjust the "Shadow Angle" parameter. Think of it as changing the position of the sun. Try changing the X and Z values to get a feel for how it affects the scene. #ref(./Map Creation Tips_19.gif) #br -''The shadows look blurry'' Try increasing the "Shadow Cascade Count" parameter. This improves shadow quality. However, keep in mind that rendering more detailed shadows also increases processing load. You may also want to experiment with the other shadow-related parameters. #ref(./Map Creation Tips_20.jpg,40%) #br -''I want 2D characters to stay bright even when the lighting is dark'' Adjust the "Billboard Brightness" parameter. Conversely, if 2D characters appear too bright when the lighting is strong, try lowering this value. #ref(./Map Creation Tips_21.jpg,40%) #br -''Striped patterns appear on stamps'' In most cases, this is caused by the lighting direction or shadow settings. Try fine-tuning the light direction as well as settings such as "Shadow Cascade Count" and "Shadow Bias." #br -''The colors of 2D stamps placed on the map look wrong'' In most cases, this is caused by the texture settings used by the stamp. In Resources > Images (or Textures), select the image used by the stamp and enable the "SRGB" property. As a rule of thumb, images used for stamps placed on the map—or stamps that should be affected by lighting—should have "SRGB" set to On. #ref(./Map Creation Tips_22.jpg,40%) #br ***Ambient Lighting [#p0fae44d] ''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. ***Vignette (Darkening the Corners of the Screen) [#q68c528a] ''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. &ref(./Map Creation Tips_23.jpg,20%); &ref(./Map Creation Tips_24.jpg,20%); &ref(./Map Creation Tips_25.jpg,20%); #br ***DOF (Blur Based on Distance from the Camera) [#x1fc33ef] ''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. #ref(./Map Creation Tips_26.jpg,40%) #br ''&size(16){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. #ref(./Map Creation Tips_27.jpg,40%) #br ***LUT (Adjusting the Overall Color Tone) [#c01b8c74] ''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. &ref(./Map Creation Tips_28.jpg,20%); &ref(./Map Creation Tips_29.jpg,20%); &ref(./Map Creation Tips_30.jpg,20%); #br Bakin also supports custom LUT data created with external tools. Please refer to external resources for information on how to create LUT data. **Designing Maps with the Camera in Mind [#b4d2d932] ''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: -- Areas you do not want the player to see may become visible, requiring more of the map to be fully detailed. -- Objects may obstruct the camera's view, preventing players from seeing what you want them to see. ***Locking the Camera [#cb4a68a3] ''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. #ref(./Map Creation Tips_31.jpg,40%) #br 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. ***Restricting the Camera's Movement Range [#y99dbf9c] ''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. **Creating Ceilings [#oe0e2311] ''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. #ref(./Map Creation Tips_32.jpg,40%) #br ''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.'' [[Export Model:https://rpgbakin.com/pukiwiki_en/?Map+Editor+Overview#a27c3d4b:~:text=Model%20Export%20of%20Terrain]], which allows terrain to be converted into stamps, has many potential applications. ''Try experimenting with it to discover what it can do.'' #ref(./Map Creation Tips_33.jpg,40%) #br ---- ''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.'' ---- ''&size(16){Previous: [[Creating a Map 2:https://rpgbakin.com/pukiwiki_en/?Creating+a+Map+2+%28Beginner+Tutorial%29]]};'' ---- ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''