Changes between Version 63 and Version 64 of content/LevelHowTo
- Timestamp:
- Oct 4, 2015, 9:38:52 PM (9 years ago)
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content/LevelHowTo
v63 v64 86 86 </StaticEntity> 87 87 }}} 88 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 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. 88 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 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. To make the collisionshapes visible in the game type "debugDrawPhysics true" in the ingame console. 89 89 90 90 == MovableEntity - Let's get the world moving == … … 361 361 362 362 == Backlight == 363 Backlights are a simple light source in a level. You can specify the colour and size of the light. 363 Backlights are a simple light source in a level. You can specify the colour and size of the light. The Backlight is only a Billboard. This means that it will not cause an illuminated mesh to become brighter. A Backlight is only faked light that may be used for example for blinking light at the wings of a spaceship. 364 364 {{{ 365 365 #!xml 366 366 <Backlight position="0,0,0" scale=1.5 colour="0.9, 0.4, 0.0" width=7 length=500 lifetime=0.3 elements=20 trailmaterial="Trail/backlighttrail" material="Examples/Flare" loop=1 /> 367 }}} 368 369 370 == Light == 371 For real light use the Light class. In the follwing example the cube is only bright at the front side because there is no light behind him. 372 {{{ 373 #!xml 374 <Light 375 type=directional position="0,0,0" 376 direction="1, 1, 0" 377 diffuse="1.0, 0.9, 0.9, 1.0" 378 specular="1.0, 0.9, 0.9, 1.0"/> 379 380 <Light 381 type=point position="100,0,0" 382 direction="1, 1, 0" 383 diffuse="1.0, 0.9, 0.9, 1.0" 384 specular="1.0, 0.9, 0.9, 1.0"/> 385 386 <Light 387 type=spotlight position="20,0,0" 388 spotlightrange="10,20,30" 389 direction="1, 1, 0" 390 diffuse="1.0, 0.9, 0.9, 1.0" 391 specular="1.0, 0.9, 0.9, 1.0"/> 392 393 <Model mesh="Coordinates.mesh" position = "20,0,0" scale=10/> 394 395 <Model mesh="cube.mesh" position = "100,100,100" scale=50/> 367 396 }}} 368 397 … … 373 402 <ParticleEmitter scale=5 position="100, 0, 0" source="Orxonox/thruster3" lifetime=2.0 loop=1 startdelay=0.0 /> 374 403 }}} 375 Take a look at the classes ParticleEmitter and ParticleSpawner to learn more about how particel effects work in Orxonox. 404 Take a look at the class ParticleEmitter to learn more about how particle effects work in Orxonox. 405 406 == ParticleSpawner == 407 408 A ParticleEmitter runs the defined effect forever. If you want to show the effect only once use the more advanced ParticleSpawner class. Search for the XMLPort function in the ParticleSpawner class to see what parameters you can define. 376 409 377 410 == Planets ==