WEBVTT

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Welcome back.

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Now we have some really important sections coming up.

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And just before wrapping up this section, I want to show you a couple things.

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When it comes to using assets in general when building levels and more specifically, our setup here.

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Now, you may be using different assets, but one of the things I noticed on the edges of my block here,

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I have some room.

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There's about perhaps half a meter that aura could totally squeeze through.

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Right.

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So Aura can fit through this and make it to the other side.

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Now, this is kind of a small issue, but depending on how you go about it, you could create a lot

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of extra work for yourself.

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So I wanted to just sort of visit this scenario a little bit and show you perhaps something that could

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save you some time.

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Now, one of the easiest ways to close that gap would be to perhaps take some geometry and move it over.

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I'm going to undo that because I don't have snapping on.

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I'm going to set snapping increments to 100 and snap this over by 100 units, and that looks pretty

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good.

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Now, that means I'm going to probably want to snap this one over, and that means there's a gap here.

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Now, you could just snap all of them over like so.

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But then if we go over here to the right side, there's still this issue where we have a gap and there's

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kind of exactly one square worth right there.

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Now, you might think, well, I have single tiles, right?

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Or I even have two by ones, two by twos.

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If I go into the dungeon assets folder, I've got my little one by one.

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Right.

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And sure, you could rotate this by 90 degrees again, don't have snapping on for rotation.

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So I'm going to go ahead and rotate by 90 here.

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And bring it up and over and perhaps duplicate it.

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You get the picture.

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You could, you know, create something that is that size.

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Now, I kind of want to show you a little bit of a secret in a sense about these blocks and how I made

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them.

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You see, I already had some flat tiles like the two by threes and things like that that I've created,

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and I use those to create these blocks.

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Let me show you what I mean.

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I'm going to go ahead and drag in a three by three, so.

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Let's use the three by three A here.

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So for one, I'm going to raise it by 90 degrees and I'll duplicate it a few times.

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So I'm just going to hold alt and rotate it down by 90 and bring it over so that it's like this.

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So we have one side on the bottom there.

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You can't really see it because it's too dark, but it's there and I can take this piece here and rotate

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it by 90 degrees and bring it over here.

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I can rotate it the other way like this and bring this other piece over to here and then duplicate and

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rotate by 90 this way and bring it up.

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Like that.

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Actually, I think I want this pointed the other way.

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So without duplicating.

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Rotating it that way.

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You get the point.

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So I made basically this block.

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Right now it's open on this side because I want an additional row.

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So what I can do is see if I have a one by three and it looks like I don't.

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So I'm just going to take a one by two and you can make a one by three using the method I'm about to

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show you, but I'm going to take this one by two.

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Rotate it by 90 here.

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And place it right up against this one.

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And I'm going to take a one by one.

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Here's one and stick it right there.

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Okay.

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And I'm also going to take these duplicate as I rotate down by 90 and pull them out.

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Like this.

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And I'm going to duplicate this one.

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And do the same thing.

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Bringing it up to this side and down.

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And I'll take one of these one by ones.

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I'll take this one.

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Duplicate and rotate.

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90.

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This way.

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And bring it up.

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And place it there, right there in place and just fill this in on the other side as well.

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So I'm just going to duplicate these.

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Bring them over.

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And bring them over here.

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And then I think I could put a two by three.

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I believe I have those.

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Three by two.

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Accidentally duplicated it twice.

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So I'm going to fill this part in here.

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With this three by two.

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There we go.

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That looks good.

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The only thing I have to be careful of is the bottom here.

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It's missing a row.

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So I'm going to take this row here.

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Duplicate like this.

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By 90, of course, bring it down and over.

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So I have this three by three by four is what it is.

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Now I can combine this into its own static mesh asset.

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So to do that, I'm going to take all the pieces that make up this large block.

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And make sure I have them all selected all at once.

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It's important not to miss any of them.

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So selecting these.

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Make sure I get that side and of course, the top.

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Now that I have them all, what I can do is I can go into modeling mode.

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Shift five is the hotkey.

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And if I go into modeling mode, I can combine these into one mesh asset.

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So under create, if I click on Merge and here in the modeling tab, it says write to new object name

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combined output type from input handle inputs, it says delete inputs.

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So it's going to delete these that I have selected and I'm going to call this SM tile three by three

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by four and click Accept.

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Now I'm going to come back out into selection mode and notice this is now called SM tile three by three

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by four, and it's one big piece and if I right click on it and browse to the asset, well it put it

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in this maps generated Druid folder by default.

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But I'm going to put this back in my dungeon folder here, so I'm going to drag it to the dungeon folder,

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move here and then take this new generated Druid folder and delete it.

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I tend to delete the inner folder first and then delete the outer folder.

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That's just how I do it.

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And now I have a bigger piece, so that's kind of nice, right?

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So I can actually replace this one, except this was a fade actor, so I can go ahead and make a fade

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actor out of this.

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If I edit the static mesh asset, I'm actually going to browse to it first because when it was named,

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it got a whole bunch of extra characters at the end.

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So I'm going to change that and open this and notice that it does have a number of materials.

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It's got four.

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So two of these I already have fade actor materials for tile set one and two, but it's also using a

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couple others.

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So I need to make fade materials for those.

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So what I'd like to do is just make a fade actor for a three by three by four and I can time lapse that

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and by the end of it I can replace this one here by one that's a little bit wider.

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And so I thought I'd show you this workflow by creating new meshes in modeling mode, because this can

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be really nice and you can avoid having to create an actor with multiple meshes and go through all that

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mess.

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And of course, one of the last things to do in the static mesh editor is we can show simple collision

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and notice that the collision looks like the collision from the original mesh.

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So what I'm going to do is remove collision and just add box simplified collision so it has an appropriate

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collision volume and we'll save that.

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So I'm going to time lapse the rest of the video where I make a fade actor, but I'll still show you

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all the steps that I take and then we'll wrap up.

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So time lapsing here.

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Okay, so it looks like I've got my fade actor.

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I fill in its material instances and I have a three by three by four, so I can go ahead and just delete

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this mesh and bring in my fade actor here.

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Just remove that one and bring in my new one.

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Always using brows to open up folders quickly.

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So we'll get that in there and just rotate it by 90 and place it in place.

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Now it looks like my origin might not be perfect.

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That's fine.

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I can go ahead and just lower my snapping increment and get it right up against where it needs to be.

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And I might have actually needed a two by four by three, but that's fine.

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I'm just going to bring it down into the ground and cheat a little bit there.

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And now we have a blocked path.

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So the last thing to do is to test out how this works.

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First of all, did we block the path properly?

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We did.

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And I guess we should check on this side too.

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Did we block the path here?

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And we did.

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Okay.

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And then does the fade actor work?

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So let's go around to the other side, see if it fades out.

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And it does.

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Okay.

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So I thought I'd show that workflow and obviously tweak that workflow as you need, right as you see

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fit.

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Just keep in mind that that modeling mode is there.

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If you'd like to make more complex types of geometry, you know, you could make one where it looks

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like these three blocks here are missing, for example.

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So it's really up to you.

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But I thought I'd show that.

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And of course, one of the last things to do is go into our fade actor and set its block visibility

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to true.

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And that way we can auto run onto that block.

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So click and release short press.

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And that's not going to work because we need to check that mesh.

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And let's see what the mesh has.

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For Collision Presets.

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We'll go ahead and make sure it's blocking visibility there as well.

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And a short press works.

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Excellent.

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All right.

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So just thought I'd show you that.

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Pretty cool.

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And I'll see you in the next section.
