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    <title>Frictional Game Wiki hpl2:tutorials:level_editor</title>
    <subtitle></subtitle>
    <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/"/>
    <id>https://oldwiki.frictionalgames.com/</id>
    <updated>2026-04-23T13:47:33+00:00</updated>
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    <entry>
        <title>Creating Mirrors</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/creating_mirrors?rev=1384635495&amp;do=diff"/>
        <published>2013-11-16T20:58:15+00:00</published>
        <updated>2013-11-16T20:58:15+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/creating_mirrors?rev=1384635495&amp;do=diff</id>
        <summary>Creating Mirrors

We know Amnesia doesn't have/support mirrors, but since water planes can reflect things, we can simulate one.

Remember it's a simulation, it won't be perfect. 

This is how it looks in my mod  LINK 

It's the best I could achieve. (feel free to test and try to improve it)</summary>
    </entry>
    <entry>
        <title>Dynamic Curtains</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/dynamic_curtains?rev=1393154358&amp;do=diff"/>
        <published>2014-02-23T11:19:18+00:00</published>
        <updated>2014-02-23T11:19:18+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/dynamic_curtains?rev=1393154358&amp;do=diff</id>
        <summary>Dynamic Curtains

Summary

We can simulate the action of wind over curtains by using the plastic curtain from AMFP and the force function.

1. Get the files



You need a modified version of the curtains that better respond to force.

You can create your own version or just use the ones I already did in my mod.</summary>
    </entry>
    <entry>
        <title>Level Editor 101 - Basics to Advanced</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/level_editor_101?rev=1379450927&amp;do=diff"/>
        <published>2013-09-17T20:48:47+00:00</published>
        <updated>2013-09-17T20:48:47+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/level_editor_101?rev=1379450927&amp;do=diff</id>
        <summary>Level Editor 101 - Basics to Advanced

Foreword

I know this first one is going to look a bit like a large wall of text, I'm sorry, but there's not much to show off in pictures when it comes to interface. There will be plenty of pictures later, though.</summary>
    </entry>
    <entry>
        <title>Creating Outdoor Levels</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/outdoors?rev=1550750416&amp;do=diff"/>
        <published>2019-02-21T12:00:16+00:00</published>
        <updated>2019-02-21T12:00:16+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/outdoors?rev=1550750416&amp;do=diff</id>
        <summary>Creating Outdoor Levels

This page contains more general guidelines about creating outdoor levels, rather than being a regular tutorial. It is assumed you already know your way around the Level Editor. Pictures to come!

Before you start: Make sure that all plant models which you place have disabled collision (if they are static objects, because their collision is very buggy). Alternatively, create collision-less entities for every plant you are going to use.</summary>
    </entry>
    <entry>
        <title>[WIP] The Weeping Angel Experiment</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/the_weeping_angel_experiment?rev=1373349019&amp;do=diff"/>
        <published>2013-07-09T05:50:19+00:00</published>
        <updated>2013-07-09T05:50:19+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/the_weeping_angel_experiment?rev=1373349019&amp;do=diff</id>
        <summary>[WIP] The Weeping Angel Experiment

I've seen the questions about how to recreate Weeping Angels in Amnesia several times, so I figured I should do a little experiment and try to make one myself. This should work for any other entity in - you could have a pot menacingly follow your player around if you want - but let's face it, the angel statue from Justine is just begging to be turned into something more sinister.</summary>
    </entry>
    <entry>
        <title>Level Editor - The Basics</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_1?rev=1303860259&amp;do=diff"/>
        <published>2011-04-26T23:24:19+00:00</published>
        <updated>2011-04-26T23:24:19+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_1?rev=1303860259&amp;do=diff</id>
        <summary>Level Editor - The Basics

Building a basic room:

The basic objects

We will begin with building the floor of the level. Select the primitives tool in the toolbox. In the right tab you can now see that plane is the default selected primitive. This is the primitive we will use for our floor. Click the dotted button next to the material field to bring up the texture browser. Enter Static_objects/castlebase/ and select castlebase_tiledfloor.mat. Now click &amp; drag an area in the perspective view to …</summary>
    </entry>
    <entry>
        <title>Level Editor - Light tutorial</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_2?rev=1364881715&amp;do=diff"/>
        <published>2013-04-02T05:48:35+00:00</published>
        <updated>2013-04-02T05:48:35+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_2?rev=1364881715&amp;do=diff</id>
        <summary>Level Editor - Light tutorial

It is crucial to spend time making the light design for a level, a lot of atmosphere and a general impression of polish rely on the light. This tutorial will show what different types of lights there are, where they are used to an advantage and how to use special entities called Lamps. Lamps also have a gameplay element, requiring some planning and setup to create the best result for the end user experience.</summary>
    </entry>
    <entry>
        <title>hpl2:tutorials:level_editor:tutorial_3</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_3?rev=1314794289&amp;do=diff"/>
        <published>2011-08-31T12:38:09+00:00</published>
        <updated>2011-08-31T12:38:09+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_3?rev=1314794289&amp;do=diff</id>
    </entry>
    <entry>
        <title>Level Editor - Water</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_4?rev=1318288039&amp;do=diff"/>
        <published>2011-10-10T23:07:19+00:00</published>
        <updated>2011-10-10T23:07:19+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_4?rev=1318288039&amp;do=diff</id>
        <summary>Level Editor - Water

Area - liquid

Start with pressing on Areas (8). On the right side of the level editor you can press on a dropdown box. Press it and look for “Liquid” when

you find it you press it.


 http://img600.imageshack.us/img600/6153/liquid.png

When you have Liquid selected you need to make an area where you want the water to be, don't make it too high or you will player will drown.</summary>
    </entry>
    <entry>
        <title>Level Editor - Props</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_5?rev=1325737523&amp;do=diff"/>
        <published>2012-01-05T04:25:23+00:00</published>
        <updated>2012-01-05T04:25:23+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_5?rev=1325737523&amp;do=diff</id>
        <summary>Level Editor - Props

Static Objects and Entities.

The HPL2 Level Editor is a prop heavy level designer. About 90% of your map will consist of prop Walls, Ceilings, and Doorways. Props also make up details such as windows, furniture, debris, etc… I will talk about that later on.</summary>
    </entry>
    <entry>
        <title>Level Editor - Useful tricks (in progress)</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_6?rev=1317916622&amp;do=diff"/>
        <published>2011-10-06T15:57:02+00:00</published>
        <updated>2011-10-06T15:57:02+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_6?rev=1317916622&amp;do=diff</id>
        <summary>Level Editor - Useful tricks (in progress)

While The Basics and Light tutorial are great enough to create atmospheric maps, there are some things that can easily help achieve interesting results.

Billboards

Demonstration

Step by step tutorial. Starting with easy way to setup and control billboards for your map, and continuing to more advanced effects.</summary>
    </entry>
    <entry>
        <title>Level Editor - Skyboxes</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_7?rev=1586882413&amp;do=diff"/>
        <published>2020-04-14T16:40:13+00:00</published>
        <updated>2020-04-14T16:40:13+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl2/tutorials/level_editor/tutorial_7?rev=1586882413&amp;do=diff</id>
        <summary>Level Editor - Skyboxes

Developers! Read!

As of Amnesia's 1.3.1 release, skyboxes render incorrectly in the game due to a bug in the DevIL version used. HOWEVER: Thanks to Daemian's skills on the forum and finding the issue, you can fix it for Windows by downloading this version of</summary>
    </entry>
</feed>
