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hpl1:documentation:content.creation.document.chap2 [2010/11/04 06:46] jens |
hpl1:documentation:content.creation.document.chap2 [2010/11/04 06:48] jens |
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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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==== 2.7 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. |