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Changes between Version 5 and Version 6 of content/LevelHowTo


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Timestamp:
Jan 5, 2007, 11:59:31 PM (18 years ago)
Author:
bknecht
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  • content/LevelHowTo

    v5 v6  
    151151}}}
    152152
     153=== Load Screen ===
     154While your level file is read and the entities are created the game will show a loading screen you will have to define inside the <LoadScreen> tag. The element count is the number of elements the loading bar will have and the bar image can also be defined. Of course you can also define the position of the two elements (background and bar) on the screen. Check out the example to see how this works.
     155
    153156=== World Entities ===
    154 World entities are all the objects we have in a level. That includes space ships, meteors, animated textures and so on. Since all those objects have the !WorldEntity class in comon, we have a list of all the world entities in our XML-file. This list is defined in the <WorldEntities> tag.
     157World entities are all the objects we have in a level. That includes space ships, meteors, animated textures and so on. Since all those objects have the !WorldEntity class in common, we have a list of all the world entities in our XML-file. This list is defined in the <WorldEntities> tag.
    155158
    156159==== Player ====
     
    159162As seen in the example above the turbine hover has it's own tag and all you have to do is give it a name and of course fell it where its position should be. This can be achieved by using the <abs-coor> tag and define x,y and z coordinates of the position you want to have your turbine hover to be created.
    160163
     164Inside of the !SpaceShip tag we see that a model is defined as well, because we have different models we could use as a space ship. These models can be found in the data/models directory and can be every model of your choice.
     165
    161166==== Skybox ====
    162 ...
     167The skybox is a world entity. You should only use one skybox, more of them wouldn't make sense. The interesting attributes of the skybox are shown in the example: The size is important for the dimension in every direction. If you choose a size which is higher than the clip of the camera, the skybox will not be visible completely. The material set is also very important. There you define which skybox should be chosen for your level. A skybox is built from six images with the extension ''neg'' or ''pos'' to define front and back and with ''x'', ''y'' and ''z''. The front skybox picture file from the example would be called simple_space_pos_x.jpg.
     168
    163169==== Weather effects ====
    164170...
    165171
    166172=== Music ===
    167 ...
     173Music is no world entity. all you have to do is to define a sound file you want to play in the level. This can be an ogg file like in the example or a wav or an mp3 file. Feel free to play your own music in the level.
     174
    168175=== Lights ===
    169176...