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Changes between Version 14 and Version 15 of content/LevelHowTo


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Timestamp:
Feb 10, 2011, 7:50:14 PM (14 years ago)
Author:
jo
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  • content/LevelHowTo

    v14 v15  
    5555}}}
    5656Possible values are:
    57 || "Orxonox/Starbox" || „Orxonox/skypanoramagen1“ || „Orxonox/skypanoramagen2“ || „Orxonox/skyBoxMoreNebula“ ||
     57|| "Orxonox/Starbox" || "Orxonox/skypanoramagen1" || "Orxonox/skypanoramagen2" || "Orxonox/skyBoxMoreNebula" ||
     58
     59== Basics ==
     60
     61 * Worldentity Point in space with orientation ( ~point with a vector attached to it)
     62  * Static Entity: Worldentity with a fixed position and fixed orientation.
     63  * Movable Entity: Worldentity that can rotate or move constantly.
     64  * Controllable Entity: Completely freely movable point. Usually steered by a controller.
     65 
     66 * Model: Each visible 3d-Object. A model consists of a mesh - the form- and a material – the surface colouring.
     67
     68 * Collisionshape: A Collisionshape is the physical representation of a model. Currently collisionshapes only have the form of a sphere, cube/ashlar, cone or plain. For StaticEntities the collisionType is „static“. Movable Entities have the collisionType "dynamic". At the moment static collisionshapes do not provide a shield against bullets. The collision of projectiles is only detected by dynamic collisionshapes.
     69
     70== Worldentity + Model + Collisionshape -> adding objects to the level ==
     71{{{
     72#!xml
     73<StaticEntity position="0,-10000,0" direction="0,-1,0" collisionType=static mass=100000 friction=0.01 >
     74    <attached>
     75        <Model position="0,0,0" mesh="cube.mesh" scale3D="10000,10000,1000" />
     76    </attached>
     77    <collisionShapes>
     78        <BoxCollisionShape position="0,0,0" halfExtents="10000,10000,1000" />
     79    </collisionShapes>
     80</StaticEntity>
     81}}}
     82The StaticEntity defines the model's place and orientation (and some other values). With the proper sized collisionshape attached to the model you have a "solid" cube. Without a collisionshape, the cube wouldn't be solid and your spaceship could just fly through it. This exampe is quite useful, since you usually can't see a collisionshape's size. If you combine a invisible collisionshape with a fitting model you can see where a collisionshape is.
     83
     84== Spawpoints ==
     85A Spawnpoint is the entrance point for controllable entities (spaceships). Without a spawnpoint no level can work!
     86{{{
     87#!xml
     88<SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
     89}}}
     90You can define which kind of spacecraft a player/ bots can use. Additionally the corresponding template has to be included.