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Changes between Version 40 and Version 41 of content/LevelHowTo


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Timestamp:
Dec 22, 2013, 12:42:36 AM (11 years ago)
Author:
jo
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  • content/LevelHowTo

    v40 v41  
    3232
    3333== First steps ==
    34  1. Define the level's name in the menu. The "description" will be displayed in the level selection menu and when a player hovers his mouse over your level's "name". "screenshot" should be a *.png image placed in the __data_extern/images/levelpreviews__ folder. This should be the first tag in the XML file.
     34 1. Define the level's '''name''' in the menu. The '''description''' will be displayed in the level selection menu when a player hovers his mouse over your level's "name". '''screenshot''' should be a *.png image placed in the __data_extern/images/levelpreviews__ folder. This should be the first tag in the XML file.
    3535{{{
    3636#!xml
     
    4242/>
    4343}}}
    44  2. Decide wether you create a level for a gametype or a single player mission. A gametype is set in the <Level> tag.
     44 2. Decide wether you create a level for a specific '''gametype''' or a '''single player mission'''. The gametype is set in the <Level> tag.
    4545{{{
    4646#!xml
     
    6161
    6262== Basics ==
    63  * Worldentity: Point in space with orientation ( ~point with a vector attached to it).
    64   * Static Entity: Worldentity with a fixed position and fixed orientation.
    65   * Movable Entity: Worldentity that can rotate or move constantly.
    66   * Controllable Entity: Completely freely movable point. Usually steered by a controller.
    67  * Model: Each visible 3d-Object. A model consists of a mesh (the form) and a material (the surface colouring).
    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. Another significant difference: If you collide with a static collisionshape, you'll be pushed away. If you collide with a dynamic collisionshape you'll push the dynamic collisionshape and it's movable entity away.
    69 Or even more vivid - if you place two movable entities with collisionshapes too close together, they'll burst apart.
     63 * '''Worldentity''': Point in space with orientation ( ~point with a vector attached to it).
     64  * '''Static Entity''': Worldentity with a fixed position and fixed orientation.
     65  * '''Movable Entity''': Worldentity that can rotate or move constantly.
     66  * '''Controllable Entity''': Completely freely movable point. Usually steered by a controller.
     67 * '''Model''': Each visible 3d-Object. A model consists of a mesh (the form) and a material (the surface colouring).
     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. Another significant difference: If you collide with a static collisionshape, you'll be pushed away. If you collide with a dynamic collisionshape you'll push the dynamic collisionshape and it's movable entity away.
     69Or even more vivid - if you place two movable entities with collisionshapes too close together, such that the collisionshapes ovelap, they'll burst apart. If both objects are static they will stay as they are, although their collisionshapes overlap.
     70
    7071
    7172== Worldentity + Model + Collisionshape = adding objects to the level ==
     
    8182</StaticEntity>
    8283}}}
    83 The StaticEntity defines the model's place and orientation (and some other values). The Model (a cube) is attached to the StaticEntity. With the proper sized collisionshape attached to the StaticEntity 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 for testing purposes.
     84The StaticEntity defines the model's place and orientation (and some other values). The Model (a cube) is attached to the StaticEntity. With the proper sized collisionshape attached to the StaticEntity 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 an invisible collisionshape with a fitting model you can see where a collisionshape is for testing purposes. In this special case both the '''scale3D''' and the '''halfExtents''' parameters are identical.
    8485
    8586== MovableEntity - Let's get the world moving ==
     
    106107
    107108== Models ==
    108 A level depends on its models. All finished models are stored in __../data_extern/models__. If you want to view some models I recommend to open the testSwallow level file, replace the planet's mesh (in the last opening tag) with the mesh of your choice and load the level afterwards.
     109A level depends on its models. All finished models are stored in __../data_extern/models__. If you want to view most models in the gallery.oxw level.
    109110At the moment we have several asteroids, spaceships, a satellite, two different space stations and some smaller models.
    110111
     
    193194
    194195ForceField in action:
    195 *Place the ForceField next to the Spawnpoint to give the player extra boost when entering the level.
     196 * Place the ForceField next to the Spawnpoint to give the player extra boost when entering the level.
    196197
    197198Have a look at "asteroids.oxw" and "theTimeMachine.oxw", to see how to make ForceFields visible in the level.
     
    262263</SimpleNotification>
    263264}}}
    264 DistanceTriggers are artivated, when the target (e.g. a pawn, a spaceship, ...) is close enough to the distance trigger (defined via "distance"). The stayActive attribute keeps the switch activated once triggered. The name attribute is needed in order to catch the event, when the trigger was activated. The SimpleNotification is sent to the player when the trigger is activated. Note that the trigger is activated with a delay of 6 seconds.
     265DistanceTriggers are activated, when the target (e.g. a pawn, a spaceship, ...) is close enough to the distance trigger (defined via "distance"). The stayActive attribute keeps the switch activated once triggered. The name attribute is needed in order to catch the event, when the trigger was activated. The SimpleNotification is sent to the player when the trigger is activated. Note that the trigger is activated with a delay of 6 seconds.
    265266
    266267== Quests ==