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hpl1:documentation:content.creation.document.chap2 [2010/11/04 06:41]
jens created
hpl1:documentation:content.creation.document.chap2 [2010/11/04 06:48]
jens
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 Also note that closed meshes with normals facing away from its center (i.e. a closed room) cannot cast shadows since the shadow will be omnidirectional and will fill the entire screen. This will most likely only apply to scene geometry and the ways to fix it are the following:​\\ Also note that closed meshes with normals facing away from its center (i.e. a closed room) cannot cast shadows since the shadow will be omnidirectional and will fill the entire screen. This will most likely only apply to scene geometry and the ways to fix it are the following:​\\
  
-  * Set the geometry as non shadow casting (see [[content.creation.document#name.parameters|chapter 3.5]]).+  * Set the geometry as non shadow casting (see [[hpl1:​documentation:​content.creation.document.chap3#Name Parameters|chapter 3.5]]).
  
   * Create a hole in the geometry (for door, window, etc.).   * Create a hole in the geometry (for door, window, etc.).
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 Currently both skeletal (using skinned bones) and object (just key framing objects) are supported. Objects may not be attached to bones and the two they may not be mixed. ​ Currently both skeletal (using skinned bones) and object (just key framing objects) are supported. Objects may not be attached to bones and the two they may not be mixed. ​
  
-To create models with several animations you need to use entity files (covered in [[content.creation.document#entity.files|chapter 6]]). These allow the user to add more files with animation. When doing this there are two types of files:+To create models with several animations you need to use entity files (covered in [[hpl1:​documentation:​content.creation.document.chap6|chapter 6]]). These allow the user to add more files with animation. When doing this there are two types of files:
  
 When using skeletal animations make sure that the skeleton root is at the root of the scene. If not, the engine will not find it. When using skeletal animations make sure that the skeleton root is at the root of the scene. If not, the engine will not find it.
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 ==== 2.4 Colliders ==== ==== 2.4 Colliders ====
-Colliders are used by the physics system to calculate collisions. Models that don’t have any colliders cannot collide with anything. Unlike static map meshes (see [[content.creation.document#creating.maps|chapter 3]]) you don’t have to add a “nocollide”-parameter to show that the model doesn’t have any collision, models never have any collision unless it has one or more colliders.+Colliders are used by the physics system to calculate collisions. Models that don’t have any colliders cannot collide with anything. Unlike static map meshes (see [[hpl1:​documentation:​content.creation.document.chap3|chapter 3]]) you don’t have to add a “nocollide”-parameter to show that the model doesn’t have any collision, models never have any collision unless it has one or more colliders.
  
 Colliders are made with normal geometry that is named in a special way. The naming has the following syntax:\\ Colliders are made with normal geometry that is named in a special way. The naming has the following syntax:\\
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   * **Name:** The joint will be named [Entity_name] +”_”+[Name] in the game.   * **Name:** The joint will be named [Entity_name] +”_”+[Name] in the game.
 \\ \\
-Properties are created just as explained in [[content.creation.document#name.parameters|chapter 3.5]]. The following parameters exist:+Properties are created just as explained in [[hpl1:​documentation:​content.creation.document.chap3#Name Parameters|chapter 3.5]]. The following parameters exist:
  
   * **nocollide** This means that the bodies in the joint will not collide.   * **nocollide** This means that the bodies in the joint will not collide.
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 ==== 2.6 Lights ==== ==== 2.6 Lights ====
-Lights are created exactly as stated in [[content.creation.document#​lights1|chapter 3.3]] with the exception that the dynamic prefix is **not** allowed.+Lights are created exactly as stated in [[hpl1:​documentation:​content.creation.document.chap3#lights|chapter 3.3]] with the exception that the dynamic prefix is **not** allowed.
  
 A light must be attached to a group for it to be animated. The light itself cannot be animated. A light must be attached to a group for it to be animated. The light itself cannot be animated.
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 ==== 2.7 Billboards, sound entities, references and particle systems ==== ==== 2.7 Billboards, sound entities, references and particle systems ====
-Created as stated in [[content.creation.document#creating.maps|chapter 3]]. +Created as stated in [[hpl1:​documentation:​content.creation.document.chap3|chapter 3]]. 
  
 The object (billboard, reference, sound or particle system) must be attached to a group for it to be animated. The object itself cannot be animated. The object (billboard, reference, sound or particle system) must be attached to a group for it to be animated. The object itself cannot be animated.
hpl1/documentation/content.creation.document.chap2.txt · Last modified: 2010/11/04 07:27 by jens