Okay, so welcome to this project.
Um, we are going to be making a desert map like, um, you can see here.
So, um, this project, um, we're going to try to focus, um, as it's the last one in this section,
we're going to try to focus on, um, using the newer skills rather than, um, things like the tools
and stuff like that, because hopefully you have had enough practice of that.
Um, also, we've only got, um, I don't want to list to drag on for hours and hours.
Um, and usually when we're building, building does take quite a long time.
So we're going to focus on some of the newer things.
The terrain editor, um, the toolbox, um, a lot of part effects as well.
And lightning effects you can see here as well.
Um, so yeah.
So let me talk through, um, what we're going to have a go at making and then you can then decide,
um, what you want to do from there.
So this is a very basic, um, desert map.
It's 500 stars by 500 stars, which is no, by no means big for a map, but of course, making a little
small snippet, which I'm hoping, uh, maybe you're going to follow along.
You can make a, um, larger version of this.
Um, we've got some nice particle effects going on.
Um, looks like, um, sand and dust in the wind.
Um, we've also seen there's some lighting effects, very obviously.
Um, because we're in a desert, it's going to be hot.
There's going to be sand in the air.
So all these lighting effects do kind of show that, um, we've got these huts here.
Um, we've got some cactus or cacti.
Um, got some water going on here.
Lots of terrain.
It's predominately terrain here.
Um, but, um, that is pretty much it.
So we're going to have a go at making this here.
Um, one bit of advice is if you follow along or if you have a go at this yourself, I would recommend,
um, well, for the cactus or cacti, I think there's a plural.
Um, unfortunately, something like that.
You're not going to be able to make yourself just yet.
I mean, if you have a look at this, that's going to be very tricky to make in Roblox studio.
And if you try, it will probably end up not looking the best.
Um, some things like cactus and, um, phones, cars, all this kind of stuff.
It's quite difficult to make in studio because studio predominantly uses, um, blocks and stuff like
that.
That's where blender comes in.
So, um, that is something we're going to look at later on in the course.
Um, the time will come for that, but for now, um, you'll have to get that kind of stuff from a toolbox.
Um, and these huts could very easily be made yourself, um, again, just kind of, for time's sake,
I put them in from a toolbox.
Otherwise, I'd probably spend about ten minutes making one of those.
Um, that would be a big chunk of this lecture.
Um, which I don't want it to be.
Um, so that's just a quick explanation of this, um, desert map here.
Okay.
Um, and we're just going to, um, have a go at, start making this.
So just like with the other two projects, you can either, um, watch this through and copy it along,
um, or alternatively, you can kind of pause the pause the lecture here, have a go yourself, look
back if there's anything or just use this as inspiration.
However you want to use this is completely fine.
Okay.
So um, I'm going to keep this here for kind of reference, but I'm going to I'm going to delete a couple
of things, namely the um, effects and stuff I have going on.
So this is where it becomes quite obvious, um, how different it looks with the effects of added.
So let's delete, um, blur and color correction and delete the sky.
And I also want to delete this here as well.
And I mean you can see just by that, um, how less realistic this looks.
I mean, if I load my character in here quickly, um, you know, sure, it looks like a desert, but
but, um, I don't think it looks nearly as enough realistic, um, as we had previously, with all
the effects and stuff going on, it kind of looks like a Roblox game.
Um, but when we add the other stuff on, it'll look more or less like a typical Roblox game and look
something, um, a lot cooler.
So, um.
Yeah.
Okay.
So we're going to start off by, um, making this terrain now, um, you could spend two, three hours,
um, making this all yourself, or you could just generate it.
So let's go over to view.
Let's open up the terrain editor, which is this one.
Here I have it on the left side of my screen.
And let's just go over to this side here and just generate a nice chunk.
Um, so let's generate position has been moved slightly.
I'm going to move it along the Z say.
Thousand.
Oh.
Wrong way.
Well, it's the correct way.
We're going the wrong way.
Um, set the size to be 500 by 500.
Now, um, if you don't like this, you're not going to get all these, um, dunes and stuff.
It'll be very flat.
So you also want it to be a nice size.
Um, nice length, high as well.
So I'm gonna set.
That would be about 300.
Um, you can always delete the excess terrain if you don't want it.
Um, you just need to force it to be very high in order for those dunes and stuff to generate.
Otherwise you will just get a very flat map which will not be.
You might as well make that yourself.
Um, biomes.
I want to pick, um, just plains.
Um, now, we're not going to click water because we're going to do that ourselves.
Um, if you if you click get water as well, you'll start getting oceans appear.
And, um, we don't want that.
We just want some small little pockets of water around so we can easily do that itself.
Um, biome size is only one.
Doesn't matter.
Caves.
Turn that off.
Um, and let's see what this will give us.
Um, that's the wrong one, isn't it?
Um, yeah.
So we want dunes, not plains.
Okay.
So yeah you can see this is kind of issue.
You get um it's.
It's very flat.
So I think we need to make this, um, higher.
Just force it to be very tall.
To get those tunes and stuff, and I think that looks quite a lot better.
Um, let's just quickly play this because we don't want the dunes to be too high.
Um, that it's difficult to go over, and I don't want it to be too low either.
And, um, I think this is a pretty good level, to be honest.
Um, quite happy with this.
Looks a bit, um, regular, like, um, all the dunes are in a straight line here, for example.
Um, and maybe I might just try a different seed.
Let's just, um, type in a couple of random numbers.
Make it a bit different.
There we go.
That looks a bit better.
Um, sometimes you get some weird seeds.
Just type in a random number and, um, get another one.
Cool.
And you can see how quickly quick a process that is to create a nice map.
Um, we've got a lot of terrain at the bottom now, this isn't required, but I always think it's the
best, the best idea to just get rid of the bits that you don't need.
Um, if you keep it, it's just extra stuff to be load to load and to be active in your game.
You don't need that.
Um, so let's just make this a bit larger.
So we make sure we get all of it.
And we can do a nice, um.
Uh.
No, sorry.
We'll need to go.
Not clear.
Edit.
Sorry.
Edit.
And we're going to go to fill.
There we go.
And we want to fill this with air.
Um.
Fill with air.
Apply.
Nice.
It's not needed.
That big block of terrain.
Um, we're just going to need this bit here.
The player is never going to see that, so it might as well just get rid of it.
Okay.
Um, nice.
So next thing I want to have a go at making is the sea level.
So click on sea level.
And this is, um.
I will need to move it over here, won't we.
So I think it's a thousand.
No, it's on the Z, wasn't it?
So let's just move this into place.
Okay.
Cool.
Perfect.
Um, size this up.
So, um, 500 by 500, and we just want to kind of.
We want a little bit, but not too much.
Um, it's a desert after all.
So you can kind of see here the amount we're going to be getting.
Um.
It is quite difficult to tell because it's, um, white on white.
Bathum.
I think.
We can always evaporate.
We can always create it and get rid of it afterwards and see, um, I think that's pretty much perfect.
Um, it's a nice pockets of water.
Um, I almost think in my example had a bit too much water.
Um, so maybe I'll just decrease it a bit.
But I think that's pretty much fine.
Yeah, that will do.
Perfect.
Cool.
Nice.
So nice and easy.
Uh, method there.
And we've now got a nice map.
Um, the nice desert map.
You're just using terrain.
Terrain maps always look really nice.
If you're wanting to make a realistic game.
Um, terrain is going to be, um, going to be your best friend for that because you can very easily
create it.
And this would look ten, 100 times more realistic than, um, uh, talking about realism, this isn't
this doesn't look the best at all.
Um, yeah.
Why is that like that for?
Hmm.
I think it's because it's, like, so low.
Perhaps.
I'm not sure.
Um, yeah.
Sometimes.
Sometimes water isn't the best.
Um, but I think, um, it's fine.
Just as an example.
Um, yeah.
If you were making a proper one, you'd want to be a bit more specific where the water's going and also
just make some fine tweaks and things like that.
Anyway.
Cool.
So, um, I want to get rid of all this stuff as well.
We don't need or let's group it and, um, probably should group it as a folder, to be fair.
And just called this example.
So it's out our way.
Perfect.
So let's start adding some stuff onto this map now.
Looks very, um, dead and boring at the moment, so I'm going to do this via the toolbox just to save
time.
Um, if you're following along, I'd recommend the cactus and plants and stuff.
Add that in from the toolbox for now.
Um, but other stuff like the huts and stuff.
I would recommend you having a go at doing that yourself.
Let's search up cactus and have a look at what we can find.
So yeah, this is kind of what you'll get if you try to make it yourself.
Um, it's okay, but, um, not the most realistic at all.
Um, you want ones like this that you just wouldn't be able to make, um, make yourself at the moment,
unfortunately.
And I'm.
I'm quite happy with these two.
Um, if I scale this down a bit and it's always a good idea to just load your character in and see how
your character compares.
Um, it's quite difficult to get a sense of scale and when you haven't got much going on.
So you can see that these are quite a lot bigger than the character.
Uh, which cactus usually are?
Um, but I might just scale it down a little bit more.
Um.
As we wanted to be realistic here.
We don't want giant cactus.
Um.
Now it's much better.
They should be taller than the player, but not crazy high or anything.
You don't want it like four stories high.
Um, cool.
So what we're going to do is just, um, copy these around and move them around the map, basically.
So I'm going to take both of these to start off with and just move them, um, out of the way, say
into like well, on the water, to be honest, would be the best.
So we know there are like templates.
This is where the drag drag tool, the select tool comes in nice and handy because we can just um,
duplicate instead of skate and moving using the um, move tool to move it into place and stuff.
That's good for exact movements, but we're not looking at exact movement here.
We're just trying to make it, um, put them in roughly.
So we can just duplicate it and move it over like that.
So it automatically means it's going to be, um.
Nice and even with the floor, and it's not going to be floating up in the sky or anything.
And overall just looks looks pretty nice.
So we're going to do some of those around.
And we've got second type as well here.
Let me just make sure I'm not using this one.
Which one is it that I've duplicated.
Uh that one.
So this is the correct one.
Yeah.
Um, it's like if you're making like a forest, for example, and you're putting trees in, you don't
want the same one type of tree for everything.
It's going to look, um, very copy and paste.
Um, you shouldn't really be able to tell what things are the same.
They should all look different.
If people can see in your map that things have clearly been duplicated and stuff, it breaks that realism
that you're looking for.
Um, and then maybe these two, I can just select that, move that one there.
And move that one over there, perhaps.
Cool.
Got a nice even spread of cactus around here.
Or cacti.
I think I should be saying for plural.
Then, um, one more thing is that most of these will be have the same kind of rotation, um, which
we don't want to see this one there.
And, uh, they all have similar kind of rotations.
So what I would do is just select each one and just rotate it randomly.
I need to turn that off, but just rotate them randomly, um, to make them look a bit more natural.
If um, let's treat the forest example if all your trees as well, um, have the have zero rotation
or in straight lines and stuff that doesn't exist in real life, um, trees aren't like that in real
life.
Um, they're, um, you know, wobbly and, um, different rotations, different sizes.
So everything needs to try to be as unique as it possibly can, really.
Um, cool.
So that just means that, um, they're a bit more natural looking, and you can see that it looks,
um, quite good now.
Cool.
So, um, I'm going to add in those huts now, um, before we do that, actually we need a bit of space
for them as we're going to want to flatten out some area.
I'm looking at this bit here, um, the nice open area to put them on.
Now, we don't want it to be, um, too abrupt, as in, um, I mean, because you don't want it to
be dunes and then, um, completely flat to the houses.
Um, you want it to be natural, but at the same time, you do want the how you do.
You don't want the houses to be balancing on top of a terrain, basically.
So let's go into edit and I would say use the smooth for this.
And just to smoothen out this area a bit, you can see it's coming down not in a, not in a um, unrealistic
way, but just making, um, it a lot easier to place houses and stuff on it.
You can see, um, and that's pretty nice.
So it's not flat, but it's, um, much easier to place stuff on.
That's exactly what we want.
Cool.
Let's go in and, um, find some huts to use.
I'm going to use the same ones I use last time as, um, I wanted, like, a kind of like a, um, tribe
kind of mud, um, stone kind of hut.
Um, a wooden hut wouldn't make sense because it's a desert.
There's no wood in a desert.
So, um, now I use this one.
Um, looks very similar, but I don't believe I did.
Um.
It can take a bit of time sometimes to find a nice one to use, and I think that's pretty much it.
I think we just want to get rid of the decals and stuff on there.
Um, let's label this actually.
So these are all cactus.
Um, so let's go to model.
Cactus.
Perfect.
And this here is just a hot.
Make sure everything is named cool.
Um.
Select children, select all of it.
And making select children again.
And here we've just selected all of the decals.
So it's a nice quick and easy, um, way of selecting everything.
So let's just delete all that.
That's looking much better now.
Um, now we just want to select a roof and select the, um, the walls here.
Now it could go through, um click each one and check.
Is that a roof.
Is that a wall or um, what we could do is ungroup that.
So all these all these parts are now separate.
And then just do a little box, select and select all parts to the roof like that there.
Okay.
Um then cool all these roof.
And then, um, what you'll find is that if you then group all these together, um, call this hat and
go in, it will automatically it automatically, um, sort it out alphabetically.
So then you've got all these remaining parts to be the walls.
One bit of advice.
I would say whenever you're making anything, um, both in building and scripting, really, um, if
you find yourself, um, doing something that's taking a very, very long time and there's very boring,
like selecting all these 100 things or checking all these things, there's always an easier way to do
it, okay?
It's always an easier way.
You probably just don't know what it is just yet.
Okay.
Um, but, um, always having if there's an easier way of doing something, um, if it's a bit, um,
if it's taking a long time.
Okay.
Um, how did I do it last time?
Let's have a look.
I wanted to use, um.
I had a look on, like, a lighter, sand coloured roof and then, um, stone.
I think I used, um, for that because you can't use wood.
There's no wood in a desert.
Okay, um, let's give this a lighter kind of color.
Um, I think sand.
Um.
What do you think of that?
Looks quite nice.
And then we can select all the walls.
Which probably work as a singular wall h1 um, and give this a nice material.
Sandstone.
To be honest, I think sandstone looked a lot better.
Um.
And then give us maybe with a lighter kind of color.
Yeah, that looks nice.
Cool.
And we can see because of the shape of the terrain, it's not going to be flat, but it'll be much easier
to place it.
Like if we were trying to make it here, for example, it would just be completely tilting off the edge.
Um, so let's um, select this.
And again the um, the select tool here where you can move it around like this doesn't work the best
here because it's um, it can't be it's not the best because it's a larger object for smaller objects,
like a cactus, for example, that works really well.
Um, but for that, not so much.
Um, let's put it about here.
So let's move it over.
Move it down so the old walls on the floor.
And there we go.
So we can see it's, um, tucked away nicely.
So none of the walls are, like, poking out, but, um, it's not like overhanging or anything.
It looks quite nice, and I wanted to make a second one as well.
Um, I wanted to make them kind of close together, so maybe we can make, uh, might have to move it
over here or something instead.
Perhaps because of the shape of a terrain.
That's okay.
So move that down.
That's fine.
Perfect.
Oh, who's a little bit out more?
Let's bring that down.
Perfect.
And let's just give it a random bit of random rotation.
Perfect.
Um, and there we go.
So that's the, um, building and stuff aspects for the map.
Looks quite nice.
Um, now, if you made these parts yourself, I'd also recommend going through and just making sure
that, um, they're proportional with the player.
So the player isn't, like way too big or way too small for the heart.
So you want it, um, to be a realistic size?
Um, but that should be fine.
Cool.
So from here then let's have a go at making the effects and stuff.
So go into lighting and add a color correction.
This allows you to change the tint color color tint.
Um, let's give this a, um, sand kind of color.
Don't select yellow.
It looks a bit stupid there.
Um, the tips of this is to make it as subtle as possible.
Um, it shouldn't be obvious at all, but there are, um, effects and stuff.
Really?
You want it to be as subtle as possible so that even the player doesn't notice it?
Um, but if you turn it on and off, you can see a clear difference.
So this is not.
It's nothing major.
It's very subtle, but it does give it a much nicer look.
Okay.
Um, also, I think a nice blur looks really nice.
Um, looks really good about a five or a three.
Something really subtle.
But again, if you turn both of them on and off, you can see the clear difference.
Okay.
Um, just a small little blur, um, gives the appearance, but it's very hot.
Um, so.
Yeah.
Cool.
Um, the background is a very is another one we need to have a look at.
So let's go over to models and search.
Um.
Desert sky.
Now remember, even though we're looking at images here, don't select images.
Just go on to models.
Because, um, if you select images, you will get one single image.
Whereas we want a sky box which contains multiple images.
Okay.
Um.
I think this one looks nice.
I mean, that's one I had last time.
Yeah, but, um, we can just see how much I bet.
How much better that looks.
Um, without it and with it.
Okay.
Um.
Perfect.
Um, from here, then the last thing to do is the, um, sand and stuff in the wind.
So this is using a particle emitter.
So let's add a part in and add a particle emitter inside that part.
Um.
So let's move the particle in a search space in the right way.
This is from the top, so if a left or right would be completely fine, um, that would be fine.
And we just need to start, um, positioning that.
So let's move it all the way over here.
We need to scale it out.
So it's taking up the entire space of the map and a bit extra up and down.
And you'll find out that actually there's basically no particles because of the rate that they're coming
out and their speed as well.
So we need to change quite a lot of settings here, quite a lot of properties.
The lifetime needs to be set a lot higher.
Um, a hundred even I think might not be enough.
The rate needs to go up a lot more, perhaps to a thousand, and the speed needs to go up to say 100
as well, perhaps.
Um.
Looks quite nice even there.
You can see it's not going to be enough.
Um, we're going to need a lot more than that.
Um, does the year last long enough, though?
Um, they do.
So they, um, the rate is completely fine for that, though.
Rotation.
Give them a nice rotation as well.
Um, rotation speed ten.
So they also like rotating where they're moving as well.
Subtle, but uh, makes it look a lot better.
Um, what else could we do here?
Um, yeah.
We need to increase the rate a bit.
Perhaps double it.
Um.
Um, and I think that would be right.
Maybe even double it again.
I think about 10,000.
That's much better.
Cool.
And, um, only thing I don't like here is, um.
They are, um, they're going in a straight line, as you can see.
Um, so what we can do is if we take this and, um, give it a bit of a random rotation, and if you
just move it, um, into the correct place and scale it out a bit more, the particles are coming from
an angle to make it look less like, um, it their particle.
Because if a, if they're going in a straight line, um, it's not very realistic at all.
Um, so make it look as randomized as possible.
Obviously.
Um, get rid of the massive part there as well.
And let's just have another look to see what this looks like at the moment.
Um, quite nice I think, because we made the size a bit bigger, we need to increase the rate again.
Um.
I think, um, that looks quite nice.
Um, and, um, I think even a bit more.
Really?
What's the maximum number for this?
A hundred apparently is the maximum number.
It's a little bit annoying.
Um, what we could do to, um, increase this a bit is to.
Because particles coming from all these places is to smaller, up the size of this parts.
So, um, there we go.
You can see, because it's 100, the rate, the 100 rate is, um, is for the entire length of the part.
So if you small in that part, you get to be getting a lot more particles with that.
And of course we need to change the color of the particles, um, to be a.
Yellow kanakalatha looks like it's wind.
And, um, there we go.
That's pretty much it.
I think, um, we could make a, um, if we had, like, a nice texture, um, custom one, perhaps
put it in there.
Um, but I think that looks pretty nice as it is.
Um, we could increase the size a bit, perhaps, um, probably decrease it back to one, actually.
Um, but I think that's pretty much there, to be honest.
I think maybe the colour.
Decrease it a little bit.
I think.
And let's play the game and, um, give this a go.
I'm going to spawn out quite high, actually.
Um, but, um, there we go.
Nice.
We've got some nice particles.
Um, looks nice and realistic and looks like we're actually in a desert, um, rather than in, um,
in a Roblox game, I guess.
Um, or just in any other place, really.
Um, but yeah.
So obviously this is a very basic one.
Um, because we don't have too much time.
Um, if you're following along with this yourself, I'd recommend for you to make a much larger one.
Um, and as I said, have a go at making some of the things yourself rather than using the toolbox,
but, um, as it should be a good, um, starting point for you here.
I don't like the water too much, but I think that's because, um, of the cliff of the, um, dune
here that's causing that to happen.
So, um, but.
Yeah.
Cool.
So I hope you've enjoyed this project here.
This will be the last project, um, of this section and a couple more things, and then this section
will be complete and we'll go on to scripting.
There'll be projects like there are like there just um, like these ones, um, in the scripting section.
So, um, you'll have more opportunities and stuff to try things out when it comes to scripting.
Um, but yeah, I hope you've enjoyed this.
Um, see if you can expand expand on this and, um, hope you enjoy.
Continue.
Um, resting the course.