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    <title>Frictional Game Wiki hpl3:tutorials</title>
    <subtitle></subtitle>
    <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/"/>
    <id>https://oldwiki.frictionalgames.com/</id>
    <updated>2026-05-21T20:29:27+00:00</updated>
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    <entry>
        <title>Adding custom fonts</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/adding_fonts?rev=1574786184&amp;do=diff"/>
        <published>2019-11-26T16:36:24+00:00</published>
        <updated>2019-11-26T16:36:24+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/adding_fonts?rev=1574786184&amp;do=diff</id>
        <summary>Adding custom fonts

Step 1: Get the font

First thing first, get the font you want to use and install it on your computer (right-click on it and hit Install). Make sure it is in OTF or TTF format, otherwise convert it to one of those file types.

Step 2: Get BMFont</summary>
    </entry>
    <entry>
        <title>Animation - Lipsync</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/animation_lipsync?rev=1349072588&amp;do=diff"/>
        <published>2012-10-01T06:23:08+00:00</published>
        <updated>2012-10-01T06:23:08+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/animation_lipsync?rev=1349072588&amp;do=diff</id>
        <summary>Animation - Lipsync

Introduction

This tutorial was written for anybody working on animations that want a character to automatically lipsync. Lipsyncing is a technique used to move the mouth of a character to match the dialogue it is speaking. How the mouth should move is calculated in the code using the voice recording of the dialogue as well as a written transcript. This takes the line and converts it into phonemic characters. These are then converted into visemes which are used to move the m…</summary>
    </entry>
    <entry>
        <title>Modeling - Basic Tutorial</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/basic_modeling?rev=1329469130&amp;do=diff"/>
        <published>2012-02-17T08:58:50+00:00</published>
        <updated>2012-02-17T08:58:50+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/basic_modeling?rev=1329469130&amp;do=diff</id>
        <summary>Modeling - Basic Tutorial

Introduction

This tutorial was written for anybody working on the project and details the outlines used when creating the game. Much of this is suggestions, like specular should have half width and height, and so on. Still it should be pretty valuable for anybody wanting to do their own models and all of the guidelines are meant to make life easier and increase in-game performance.</summary>
    </entry>
    <entry>
        <title>Level Design - Indoor Level Performance</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/level_design_-_indoor_level_performance?rev=1360595380&amp;do=diff"/>
        <published>2013-02-11T15:09:40+00:00</published>
        <updated>2013-02-11T15:09:40+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/level_design_-_indoor_level_performance?rev=1360595380&amp;do=diff</id>
        <summary>Level Design - Indoor Level Performance

Introduction

This tutorial will show some steps on how to optimize an indoor level to get better performance.

Target

Measuring performance can be hard. The main target is 60 FPS on a high end computer running at 1080p and 30 FPS on a low end computer running at 720p with low quality settings.</summary>
    </entry>
    <entry>
        <title>Level Design - Outdoor Level Performance</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/level_design_-_outdoor_level_performance?rev=1359119666&amp;do=diff"/>
        <published>2013-01-25T13:14:26+00:00</published>
        <updated>2013-01-25T13:14:26+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/level_design_-_outdoor_level_performance?rev=1359119666&amp;do=diff</id>
        <summary>Level Design - Outdoor Level Performance

Introduction

This tutorial will show some steps on how to optimize an outdoor level to get better performance.

Target

Measuring performance can be hard. The main target is 60 FPS on a high end computer running at 1080p and 30 FPS on a low end computer running at 720p with low quality settings.</summary>
    </entry>
    <entry>
        <title>Translucent Material</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/material_translucent?rev=1322601661&amp;do=diff"/>
        <published>2011-11-29T21:21:01+00:00</published>
        <updated>2011-11-29T21:21:01+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/material_translucent?rev=1322601661&amp;do=diff</id>
        <summary>Translucent Material

Overview

Here it will be explained how to set up an entity with a translucent material. There is a lot of differetn techniques and programs that can be used to make the images used in this tutorial, so the focus will be mainly on using the engine's tools.</summary>
    </entry>
    <entry>
        <title>hpl3:tutorials:mod-creation</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/mod-creation?rev=1443435607&amp;do=diff"/>
        <published>2015-09-28T10:20:07+00:00</published>
        <updated>2015-09-28T10:20:07+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/mod-creation?rev=1443435607&amp;do=diff</id>
        <summary>You can create 2 different types of mods for now.

- Add-ons: these items are meant to replace stuff on the main game. If you want to make the monsters sound differently, replace some textures or change some scripts, then you should make this an add-on. Keep in mind that, while it might sound basic, you can change pretty much anything in the main game. You could add different events, add new objects to interact with or even change the ending or add an alternate one of your own!</summary>
    </entry>
    <entry>
        <title>DDS Texture Export</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tutorials/texture_dds_export?rev=1357658967&amp;do=diff"/>
        <published>2013-01-08T15:29:27+00:00</published>
        <updated>2013-01-08T15:29:27+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tutorials/texture_dds_export?rev=1357658967&amp;do=diff</id>
        <summary>DDS Texture Export

Overview

This tutorial will go through how to export a normalmap in the 3Dc format using the NVidia Texture Tools.

The pretty much the same pattern can be used to export a diffuse, specular, etc texture, but normal map has some extra stuff so using this in this tutorial.</summary>
    </entry>
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