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    <title>Frictional Game Wiki hpl1:documentation</title>
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    <updated>2026-05-18T08:37:27+00:00</updated>
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    <entry>
        <title>2. Creating Models</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap2?rev=1288855672&amp;do=diff"/>
        <published>2010-11-04T07:27:52+00:00</published>
        <updated>2010-11-04T07:27:52+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap2?rev=1288855672&amp;do=diff</id>
        <summary>2. Creating Models

2.1 Geometry

IMPORTANT NOTE:

When you want an object to have physics simulated it is very important that it is placed with its mass center as the center of the scene (not the map, the scene in the maya, 3ds, etc file). When you have several objects, when creating joint’s for example, it is important that the pivot of each object is at their mass center (Note that simply changing the pivot point may not be the best option since that changes the transformation, the best thing…</summary>
    </entry>
    <entry>
        <title>3. Creating maps</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap3?rev=1581256080&amp;do=diff"/>
        <published>2020-02-09T13:48:00+00:00</published>
        <updated>2020-02-09T13:48:00+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap3?rev=1581256080&amp;do=diff</id>
        <summary>3. Creating maps

Maps in the HPL-Engine are created using rooms and portals to limit the amount of objects being rendered and the system works something like this:

1. First it is check what rooms the camera (player) is in. This is checked by using the bounding boxes of the rooms. A bounding box is generated by the engine by the making an axis aligned box that exactly covers all the vertices of the main room geometry. Axis aligned means that the height is parallel to the y-axis, width to the x-…</summary>
    </entry>
    <entry>
        <title>4. Creating Materials</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap4?rev=1288856447&amp;do=diff"/>
        <published>2010-11-04T07:40:47+00:00</published>
        <updated>2010-11-04T07:40:47+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap4?rev=1288856447&amp;do=diff</id>
        <summary>4. Creating Materials

4.1 Types

Instead of creating materials for your self, like one usually does in 3d modeling programs, a couple of predefined materials are used. What needs to be filled out are the different maps used.

Settings for General

Use Alpha: TODO</summary>
    </entry>
    <entry>
        <title>5. HPL Helper</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap5?rev=1288855508&amp;do=diff"/>
        <published>2010-11-04T07:25:08+00:00</published>
        <updated>2010-11-04T07:25:08+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap5?rev=1288855508&amp;do=diff</id>
        <summary>5. HPL Helper

5.1 General

HPL-Helper is a front-end for various programs and an editing tool for various engine purposes. Latest version of the .Net Framework must be installed to get it working. See Getting Started for details and download location.





5.2 Settings</summary>
    </entry>
    <entry>
        <title>6 Entity files</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap6?rev=1288856835&amp;do=diff"/>
        <published>2010-11-04T07:47:15+00:00</published>
        <updated>2010-11-04T07:47:15+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap6?rev=1288856835&amp;do=diff</id>
        <summary>6 Entity files

6.1 Intro

Entity files are XML files and before editing them it is suggested to read some quick tutorial on XML files. Only very basic XML understanding is needed to edit these files.

The files are divided into different sections, some sections are in all entity files and some are only present in certain entity types.</summary>
    </entry>
    <entry>
        <title>7 Configuration files</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap7?rev=1288855338&amp;do=diff"/>
        <published>2010-11-04T07:22:18+00:00</published>
        <updated>2010-11-04T07:22:18+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap7?rev=1288855338&amp;do=diff</id>
        <summary>7 Configuration files

7.1 default_settings.cfg

This file is located in the redist/config folder.
This file contains all the default settings for the game, the first time the game is running these will be used. When the user exits the game the first time his settings will be saved to the settings.cfg file located in</summary>
    </entry>
    <entry>
        <title>8 Naming and structure</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap8?rev=1288853083&amp;do=diff"/>
        <published>2010-11-04T06:44:43+00:00</published>
        <updated>2010-11-04T06:44:43+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content.creation.document.chap8?rev=1288853083&amp;do=diff</id>
        <summary>8 Naming and structure

8.1 General naming

The following is a couple of tips and rules to follow when naming things.

	*  Name all files in a describing way. Instead of having door01, door02, etc name these objects door_wood01, door_old_wood01, etc what ever that fits.</summary>
    </entry>
    <entry>
        <title>HPL-Engine© Content Creation</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/content_creation_document?rev=1288852871&amp;do=diff"/>
        <published>2010-11-04T06:41:11+00:00</published>
        <updated>2010-11-04T06:41:11+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/content_creation_document?rev=1288852871&amp;do=diff</id>
        <summary>HPL-Engine© Content Creation

Table of Contents

1. Introduction

1.1 Some forewords

Welcome dear content creator to the HPL-Engine.

In some parts of the doc naming conventions are described. This are described something like this:

_thing_[name]_[stuff]</summary>
    </entry>
    <entry>
        <title>HPL Particle Editor</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/particle_editor_document?rev=1288854758&amp;do=diff"/>
        <published>2010-11-04T07:12:38+00:00</published>
        <updated>2010-11-04T07:12:38+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/particle_editor_document?rev=1288854758&amp;do=diff</id>
        <summary>HPL Particle Editor

1 Introduction

This is the guide for the HPL-Particle editor which is a tool for creating various particle effects. This page is not up-to-date, the particle editor has more features and functions than listed here. Most can be experimented and understood without any documentation, but if you are up for it please update the wiki documentation.</summary>
    </entry>
    <entry>
        <title>Script Reference document</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/script_reference?rev=1581196781&amp;do=diff"/>
        <published>2020-02-08T21:19:41+00:00</published>
        <updated>2020-02-08T21:19:41+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/script_reference?rev=1581196781&amp;do=diff</id>
        <summary>Script Reference document

This document is not perfectly structured, sometimes a certain script function is perhaps not in the most logical position and so forth. It's recommended you search with the browser for what you need. Almost all scripts are used in Penumbra/Penumbra: Overture so it's always a good idea to locate a script in an actual level .hps file to see how it is used.</summary>
    </entry>
    <entry>
        <title>Documentation</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl1/documentation/start?rev=1581081161&amp;do=diff"/>
        <published>2020-02-07T13:12:41+00:00</published>
        <updated>2020-02-07T13:12:41+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl1/documentation/start?rev=1581081161&amp;do=diff</id>
        <summary>Documentation

Here are the documents provided by Frictional Games.

Getting started

This short Getting started document  gives you a step by step guide to installing and setting up everything the first time.

Content Creation Document

The HPL-Engine© Content Creation contains all the information one needs to create content for the HPL Engine. However, it's a small book so to make the best of it look things up when you need it and do not attempt to read if from start to end in one go.</summary>
    </entry>
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