Request for BGE TUTORIAL translation from Portuguese!

http://www.vimeo.com/2762130 Can somebody please traslate this one from portuguese to english or even spanish. PLEASE! You can just do the subtitles or something, the comunity needs this one , i think it’s one of the best tutorials out there for BGE basics.

anyone? please!

Have you tried contact the author?

I do understand portugesh a little bit but my english is poor (I could translate to german :smiley: ). I had a look at the video and I have to say that even if you don `t understand portugesh you can see what he is doing . He extrudes and uses x/y/z axes to constraint the movements while grabbing. He uses Alt-Shift-LMB to make Loop selections and F to make faces. S to scale, Strg-N to flip normals etc. Very basic operations.

yeah i know it’s intuitive but it would be nice to have it in english

Translation needs 3 or 4 hours, incl. writing everything down. To do this I need stronger arguments than only “nice to have”.

it would be cool for the comunity. :)also. i am currently working on a BGE-game in my spare time with some co-workers and this is exactly what we need.

Well, lucky for you I’m fluent in English and Portuguese. :slight_smile: Unlucky for you that I’m not yet versed in Blender or really very skilled in 3D either, so some of the terminology might stump me. But from seeing the first video (I just realized that there are 11 of them! :eek:) I don’t think there will be much of an issue because he’s mostly using the english 3D terminology with a few exceptions.

I will try this but it will probably take a little while. Also, the only thing I can think to do at this point is translate his narration to English text to post it here. Is there a way to add subtitles in Vimeo, or even dub it? That would probably take a lot longer anyway than just translating and transcribing.

I figure maybe I’ll learn something in the process.

By the way, in one of the comments on that page someone asked the author if he could do it in English. Was that you?

Blender Engine - Creating a Game - 01

http://www.vimeo.com/2762130

Hi Folks,

In this sequence of tutorials we will be developing a small adventure game in which we will have a character that will retrieve some coins spread throughout the scenery so that the gate, the exit gate can be opened.

This character, you may be using your own - I’m going to use this one here. I won’t be able to teach you because I wasn’t even the one who created it. It was my friend, ADR, that made it. I just textured it and threw on a map, which by the way, came out pretty bad, and the animation here from my friend Bruno - he created some animations here.

But you will be able to download this model, with the skeleton and the texture, so that you can be following along, or you can use your own - there’s no problem - you can download this one or use that one.

Well, the first thing, I will be creating the scenery, that I will be working with, as if it was a castle. So it’s just going to be a piece of the castle that will be this first phase.

I’m going to delete this cube here, top view, I’m going to add a circle (add, mesh, circle), I’m going to take out 32 and put 20 vertices. It’s a little better, the aspect. I will press the “S” key, increase the size, it’s better to work with, and, in the edit mode here, I will press the “B” key, and I will select these vertices here. I’m going to make a selection field, press the “Delete” key, delete these vertices, and keep just half the circle.

Now we have this circumference here, let’s select everything with the “A” key, press “E” for extrusion. Then this little menu will open here - We can extrude just the vertices or the edges, and I want to extrude the edges, so select extrude, then the first option. But then I won’t have much control over it, it can come out crooked, so I’m going to align it on the Y axis, I will press the “Y” key, then it will align here, and I’m going to bring it down a little, marvelous.

Now I’m going to select these top vertices here, of this sphere - instead of selecting one by one, I will hold the “Alt” key, and press the RMB, and it will create the whole loop selection here, it’s all selected.

Now on the second view, I will give it an extrusion, again select the first option, only edges, and now instead of aligning on the Y axis, I’m going to align it on the Z axis. You can go up here and choose the height, it doesn’t have to be so tall, you know.

Let’s extrude again, “E” for extrusion, only edges, on the Y axis, press the “Y” and it will align. Great. Again, select the “A”, then press and hold “Alt”, right click over a vertex, see, here it made another sequence of selection, I just have to click on the middle here and it will select this sequence of vertices here on the edge.

Side view again, “E” for extrusion, make one until here, and again make another extrusion until up there. Or you can extrude in one step and just cut right here, but I will just go on the basis of extrusion.

Now I’m going to select this part, hold “Alt” and right-click, it’s going to select, and I’m going to extrude here as well. I’ll extrude up to here, until more or less the level of this other wall. I’m going to select all these now, press “S”, “Z”, “0 [zero]”, so that it will all be well aligned.

Select this here again, “Alt”, or you can use “B” to select, and I will give it another extrusion, and now take it all the way up there. We’re making the edge here, like this.

I’m going to enter face selection mode now, here, and I’m going to select one face, skip one, and select the other, very simple, ok? Now here I’m going to delete, “Delete”, faces.

That being done, now I’m going to do the following procedure, I’m going to select this here, you can use the “Alt” key to speed it along, select it all the way up here, select “E” for extrusion, I’m going to move here on the Y axis, to get this aspect, press the “S” key, and enlarge it, S for size, so then we’re going to make it here as if it were the wall of the tower of the castle.

Now we’re going to select this sequence of edges here, that we have on the side, I’m going to take this one out, we won’t need it, and this one too. See, if I press “Shift-F” here it won’t work, if I select here too and press the “F” key, look, now it worked, see. What did I do here? I selected these two vertices, one that’s in front of the other, I selected this one, with “Shift” I selected the other, and I pressed the “F” key. Cool, then I made a connection, then I just had to select the rest, that were inside this connection, and pressed “Shift-F”, and it will create it.

Now we press “Alt-F” to turn it, and “Alt-J” so that it will eliminate the triangular faces here, [unintelligible] eliminate all the ones that there are.

Now I’ll do the same thing on this side, select these here, minus this one and this one, oh, I almost forgot that I have to select this here, and that one, press the “F” key, and now I do that procedure, “Shift-F”, “Alt-F” to turn, and “Alt-J” to eliminate the triangles. Cool, now we’re getting an interesting result.

Now I’m going to make, because now we have the following, you see that up there we’re going to have some coins as well, so the character will have to get up there, so I’m going to select this face [I think he means edge], let me see, I’ll select this one, on the side view, I’ll give it an extrusion, and take it down here. It will be, let’s say, a ramp, for the character to climb up there.

And I’m going to do the same procedure here, select this one and this one, press “F”, then I’m going to have this selection here, then I will select these three, and I’ll press “Shift-F” and it will connect. Now here the same thing, select this at the edge of the bridge, select that one there, “F”, then with all selected, “Shift-F” and it will create here, nicely. Select everything, “Ctrl-N” to see if it’s not turned, now here it looks like I’ve flipped these faces, and I have to unflip them, so I’ll choose face selection, select this one, “W” and “Flip Normals”, and it will flip. Cool.

Now here, I’m going to select… now I’m going to do the following, in edge selection mode, I’m going to select these two edges here, and I’m going to bring it down a little, because here is going to be the gate. I will select these two faces and extrude here. Now I believe that we can already start to map this little castle here.

Very wordy, but it’s pretty much a word by word transcription. You guys are welcome to edit it to just keep the essential steps. Maybe I’ll try to transcribe only the gist of it next time. What do you think?

thanks :wink:

You’re welcome. Let me know if the style is too wordy. This is the first time I’ve ever done anything like this, so some pointers would be helpful. By the way, I just made a minor correction to the first translation above.

Blender Engine - Creating a Game - 02

http://www.vimeo.com/2763400

Here I have some textures, we will be using them, ok? I’m going to split the screen here, right-click, select “Split Area”, then you will select where you want to divide the screen. You can do it here too. I’m going to do it like this, vertical, it’s better.

Now I’m going to select “UV Image Editor”, and I’m going to select here the faces that are going to be wood. If I activate this button here it makes easier to select, you just have to press “B” twice, it will create this small selection circle. Then you just have to click and move the mouse over these and they will all be activated, you won’t need to click right on the center of selection.

I’m going to here, “Image”, “Open”, then I’m going to open the wood [madeira] texture. I’ll open here, in textured mode. You won’t be able to see anything yet because there is no mapping, even though the image is open. So I’m going to press the “U” key, and choose “Reset” to reset, then I’m going to open here.

It will come like this, all crazy, I’m going to make a system so that it will look prettier. I’m going to use the reference on this top part, you can see that I have, let’s say, two floors. On the top part I’m going to use as a reference this square here. So I’m going to select it twice, you’ll see that it will become kind of transparent, it means that this face is activated. Then I’ll press “Ctrl-F”, and I’m going to choose “UV Rotate”, it will rotate here, I can enlarge it. I’m going to activate this option here, “View”, “Update Automatically”, so that as I work, it will update automatically there.

And here I’ll be messing with the axes here, like this, just how you work with the 3d view, S, R, G, S, X, and Y. There’s no Z, because here we work with just two dimensions. So I’m going to be messing with it like this, I’m using the reference on this one here, ok? And with it selected like this with the clearer color, I’m going to press the “U” key, and choose “Follow Active (quads)”, and choose the “Loop” option. Then these up here are going to follow a pattern, even this one here will follow the same pattern.

Now I’m going to do the same thing with the bottom ones, select the bottom ones, it’s not going to be 100%, but for our tutorial it’s going to be sufficient. I’ll select this one, make it look nice, press the “U” key, “Follow Active (quads)”, “Loop Average”. Cool. It’s already starting to look decent. I can increase here too.

Now I’m going to select these faces here, select all of them nicely, and I’m going to go here, “Image”, “Open”, and I’m going to open another texture, in this case I’m going to be opening this texture here, “Parede2” [wall2]. Now it’s here, all looking nice too, I’m just going to configure these here that came out weird. Side view, “U”, “Project from View”, then I’m going to increase it a little here so it looks better. You can see that we already have a nice scenery.

Now I’m going to select these faces here of the wall, first I’ll select these frontal ones, pressing “B” twice I have this small selection circle, and I’m going to select them. With all of them selected, I will choose “Image”, “Open”, and now I’ll choose “Muro” [also wall]. Again I’m going to leave one face activated here, you can see that it’s selected, and then I’m going to configure, first press “U” and “Reset”, to reset, I will turn it, “UV Rotate”, and I’m going to leave it in a way that satisfies me on this face. Now I’m going to press the “U” key, “Follow Active (quads)”, and “Loop Average”. Then they will follow a pattern. You can see that not all of them followed this pattern, but it’s ok.

I’m going to select these here that are bizarre, because here on the mapping they’re square, but in the 3d view they’re not square. On the side view, I’ll press “U”, and select “Project from view”, and I’ll enlarge it with the “S” key, it’s not going to be 100%, but it’s already ok.

And now we’ll do it on these top ones, right? Open here “Muro”, and I’m going to reduce it here, let me see on which axis, on the Y axis. Cool, we’re almost there.

Let’s now select this top part, see that it selected more than it should have, let’s undo this selection. I’ll go here on this mode “Wireframe”, press “B” twice, and press the middle mouse button, the wheel, and take out the selections that I don’t want. Oh, this one I want. These here I also don’t need. Let me see, not this one either, not now, and this one either.

Cool, let me go into the view that shows my little castle from the front, “Ctrl-1” to turn, press the “U” key, and choose here “Cylinder from view”. Although it doesn’t have the shape of a cylinder, it has the shape of half of a cylinder. Then when I choose cylinder from view, it will come all stretched out, but then we reduce it here on the little screen. And I’m going to open now another texture, “Image”, “Open” and I’m going to open this texture, “Solo Pedras” [ground stones], this was to be for ground, but it’s ok. It will already work on our tutorial.

Oops, pardon here because I selected one face too many. Then you’ll have here, “Cylinder from view”, that in this case came out kind of crazy, right? I think that it stretched too much this face. I’ll do the following, I’ll map here, “U”, “Project from view”. It’ll be practically the same thing, it’ll only change here in the corner, but no one will go to the corner anyway, it’ll already be good for our tut. And I’m going to enlarge it here with the “S” key, and I’m going to leave it larger.

I’m now going to select this sequence here, press the “Alt” key, click the right mouse button, it will select, and I’m also going to open the texture “Solo Pedras”. I’ll reduce it here too.

On this one here, here too, on the front view, “Ctrl-1”, “U”, “Project from view”, and I’m going to see this texture here of the door, it’ll be nice. I don’t know if they have these kinds of doors on towers, but it’s ok. Here “porta_3” [door_3], then I’ll enlarge it. If I leave it like this it’ll be too wide, so I’m going to increase it so looks nicer.

Cool, here we have everything practically ready, it’s going to miss very few things, but the rest we’ll see on the next tutorial.

End.

wow thanks again. Don’t exhaust yourself, there is no hurry here :wink:

You’re welcome. No problem, I won’t. I’ll just do it whenever I have time on the evenings before going to sleep. I forgot to mention I’m a pretty quick typist too. They still seem to take close to an hour each, but I’m learning a few things about Blender as I go along, and it seems that going through it slower makes the info sink in better. :slight_smile:

Blender Engine - Creating a Game - 03

http://www.vimeo.com/2763877

I’m going to change [unintelligible] of the tutorial.

[Unintelligible] don’t forget to save the file. Save it so we won’t lose our work. I’m going to do the following, I’m going to enter edit mode, and in edge select mode, I’m going to select these here on the top part. Press “Shift”, Right-mouse click, and I go along selecting them. With all of them selected, I will go here on the view… it can be the side or front, doesn’t matter, and I’m going to give it an extrusion on the Z axis. Doesn’t have to be very high, just this.

And now I’ll have to select here, because I’m going to make it as if it were a fence, railing, or protection screen here. Here there won’t be a way to select with Alt, so it has to selected manually, one by one, but it’s quick. With all of them selected, I’m going then to open the texture of the fence. “Image”, “Open”, “Cerca.png” [Fence]. It has transparency, but it’s not working. Oh, and another thing, you see here… it’s not appearing on the other side. Sometimes this happens with the [rest?], but we’re not going to see the rest, the others [it seems he means the polys on the outside of the castle], so we can leave it. But this one here you will have to see. The character is going to look on both sides, so you will have to activate it.

First let’s activate this Alpha here and make a nice mapping, I’m going to press “Ctrl-F”, “UV Rotate” to rotate, I’m going to use this one as the pattern, so I’m going to leave it actived, give it two clicks, leave it activated like this with the dots, and here I’m going to make my mapping. I rotated it on the wrong axis, but it’s ok. Now I’m going to press the “U” key, and press here “Follow Active (quads)”, and “Loop Average”, they’re going to follow the pattern. And now I’m going to activate the Alpha. Here on the panel Edit (F9), I have here the option “Texture Face”, and I have here the option “Alpha”, but then if I go around activating one by one it will be a drag - I’m simply going to press “Ctrl-C”, and select the option here “Active Transp”, and then they will pick up this reference.

And now it’s going to appear on the other side, and I can click here, “Twoside”, I don’t know if that’s the exact name, but this button here. But then it’s the same thing, doing one by one will be a drag. I’m going to press, I’m going to do it a different way here, I’ll press “Ctrl-F”, select here “Face Mode Set”, and select here that same option, “Twoside”, twoside, something like that. And then they’ll appear on both sides.

The thing that’s not too good here is the lighting, because I’m not going to be working with the lighting. I’m going to be using at most vertex paint. It’s going to be cool. I’m going to delete this lamp here, and leave the textures on shading only, on the official.

I’m going to do this now, it’s going to be like this, when the player collects the coins, this door will open, he will enter here in a small tunnel to pass to the next phase, so here I’m going to have to make some [unintelligible]. I’m going to select these two faces of the door, press “Shift-D” to make a copy, “S” to cancel the place, press the “P” key and separate, so now I have two objects, the door and the castle. And on the castle, in edit mode, I’ll select these two doors here, two faces, excuse me, and I’ll give it an extrusion, extrusion, “Region”, open that menu and select the first option, then it will go on the local axis, the local axis is ok. I’ll take it back a little bit, and ready.

Here now, I’m already going to separate here too, because it’ll have to be separated it anyway later, so let’s separate it already, “P”, “Selected”. Select these here, on this loop here of faces, that was formed behind here, and I’m going to open here “SoloPedras”. And now I’ll activate this face so I can see it, I’m going to reduce it a bit, this way it’s [unintelligible].

Now I"m going to select this castle here, and press the “V” key, to enter the vertex paint mode, and I can paint, right, but I’m going to make a simulation here of ambient occlusion, so I’m going to go here on the menu paint, and select here this option “Self Shadow”, and I click here, and I’m not going to mess with anything, just click “OK”, and it’s going to create this simulation of ambient occlution. It’s not very real, but it will do for our tutorial. Then here when we go into “Alt-Z” we can already see it. If you want to change something, you can do it, select the color here that you want and paint to lighten the areas, then it depends on taste. If you want to paint, there are these options here, and all that. I’m going to give it a set smooth here, it’s a little better.

Let’s do the following now, now I’m going to work with the character. I’m going to import him into this scene. Save here, never forget to save. I’m going to import the skeleton, and the character, you can also be downloading it. I’ll go here, “File”, and “Append or Link”, or you can press “Shift-F1”, and here I’ll be opening him. “Personagem” [character], I’m going to go on “Object”, and I have here “Armature”, and the name of the character here [hubalu], then I import and it’ll be here, nicely. Instead of reducing the character, I’m going to increase the scenery, it’ll be better, because this scenery is also too small. So I’m going to increase the scenery until it’s a size, rotate it too, give it a good size to this scenery. Let me see, so here it’s good.

I’m going to send it to another layer, I’ll send it to layer 3, this. Here on 1 is the character, on 2 is the skeleton… I forgot something, sorry, pardon… I forgot to select here the doors. Let’s do it again, increase it, then 180, cool. Send it to layer 3. Press the “M” key, and you send it to the layer that you want, that’s all.

Then now we’ll configure here the physics of the character. I’ll select here layer 1, then layer 2, and I’ll activate, add it like this, look. Let me give it some more space here. “Add”, “Mesh”, “Plane”, and it’s going to be an actual plane, I’m going to do something very simple. I’m going to position it already under the foot of the character, I’ll give it an extrusion, when I get to the height of the knee I’ll increase it a little, then another extrusion here up to the head. It’s not centered, so we’ll go here and put it more or less… it doesn’t have to be something perfect, just what we can do to make it appear like.

I’m going to select here the skeleton, then I’ll press “Shift”, then select this here that will be the player, I’ll press “Ctrl-P”, and choose here, “Make parent”, and then now it’s configured.