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hpl3:game:guides:artists_guide [2012/10/11 14:20]
thomas created
hpl3:game:guides:artists_guide [2015/02/17 14:16] (current)
nebej [Basics]
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 This are some general points that apply to any kind of character. This are some general points that apply to any kind of character.
  
-  ​* Areas where the character will most likely bend should have extra polygons for smoother deformation. Example: Knees, elbows, wrists.  +    ​* Areas where the character will most likely bend should have extra polygons for smoother deformation. Example: Knees, elbows, wrists. 
-  * Never do any textur mirroring or similar. Every pixel on the rendered character should be a unique texture pixel. +    * Never do any textur mirroring or similar. Every pixel on the rendered character should be a unique texture pixel. 
-  The max bone count is 96 bones. ​Make them count and think of this when adding details that need to to be animated.\\ //Note: this limit is not set in stone, if more are needed the engine can be updated to handle this!//+    Unlimited number of bones are supportedBut it would be best to keep below 256// \\ //
  
 ==== Humanlike ==== ==== Humanlike ====
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 ==== What is an entity? ==== ==== What is an entity? ====
-It should not part to identify what should be an entity, but if the object you have in mind is made up out of one or several entities. The easierst ​rule of thumb to have is that an entity only serves a single purpose and allows for a single coordinated movement. For example, if you have a door with a scanner, and lamp above, it and a cog wheels that turn when the door move, this is NOT a single entity instead this would be split into four different. These would be:+It should not hard to identify what should be an entity, but sometimes ​the object you have in mind is made up out of one or several entities. The easiest ​rule of thumb to have is that an entity only serves a single purpose and allows for a single coordinated movement. For example, if you have a door with a scanner, and lamp above, it and a cog wheels that turn when the door move, this is NOT a single entity instead this would be split into four different. These would be:
   * Door (and frame)   * Door (and frame)
   * Scanner   * Scanner
   * Lamp   * Lamp
   * Cogwheel   * Cogwheel
-Each of these serves a single purpose, the door can be opened, the scanner can be interacted with (and light up/down), the lamp can be turned on/off and the cogwheel can spin or stand still. All of these require different controls and thus need to be made into different entities. Another example (which is differnt ​from how Amnesia worked) would be a desk of drawers, here there would actually be two different entities. One for the frame and one for each drawer. The reason is that each drawer has its own movement to be controlled, and thus require a single entity for each drawer the desk contains. If the desk had only contained a single drawer the drawer and frame would be one single entity!+Each of these serves a single purpose, the door can be opened, the scanner can be interacted with (and light up/down), the lamp can be turned on/off and the cogwheel can spin or stand still. All of these require different controls and thus need to be made into different entities. Another example (which is different ​from how Amnesia worked) would be a desk of drawers, here there would actually be two different entities. One for the frame and one for each drawer. The reason is that each drawer has its own movement to be controlled, and thus require a single entity for each drawer the desk contains. If the desk had only contained a single drawer the drawer and frame would be one single entity!
  
 Do NOT take this this thinking too far though. For example if a machine has lots of lights that light up when it starts working, and no other moving parts, then DO NOT make this into two entities, one lamp and one machine. Because the lamp and machine work in unison (lights light up when the machine start) there is no need to split them up! As always, if unsure, ask someone else (this makes it possible to put the blame on another person ;)) Do NOT take this this thinking too far though. For example if a machine has lots of lights that light up when it starts working, and no other moving parts, then DO NOT make this into two entities, one lamp and one machine. Because the lamp and machine work in unison (lights light up when the machine start) there is no need to split them up! As always, if unsure, ask someone else (this makes it possible to put the blame on another person ;))
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 "​ornaments"​\\ "​ornaments"​\\
-This entails any kind of objects used to spice up the room. Vases, statues, books, etc belong here.+This entails any kind of objects ​explicitly ​used to spice up the room. Vases, statues, books, etc belong here. This is NOT anything you think will spice up a room, but something the virtual/​fictional owners have placed to do so.
  
 "​ornaments_wall"​\\ "​ornaments_wall"​\\
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 "​gameplay"​\\ "​gameplay"​\\
-Simple things that the player can physically interact with, which includes buttons, switches, levers, wheels, etc.+Simple things that the player can physically interact with, which includes buttons, switches, levers, wheels, etc. This also any special object used for gameplay purposes, for instance woodboards the player can pry of a window or a special bridge that comes out of a wall. If it is used for gameplay, and do is not really fitting in another category it belongs here!
  
 "​storage"​\\ "​storage"​\\
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 Things that are sort of "​attached"​ to the environment and serve direct specfic physical usage. Examples: sprinkler, electrical outlet, ventilation,​ etc Things that are sort of "​attached"​ to the environment and serve direct specfic physical usage. Examples: sprinkler, electrical outlet, ventilation,​ etc
  
-"orgainic"\\+"organic"\\
 Flowers, corpses, gibs, etc. Anything like that. Flowers, corpses, gibs, etc. Anything like that.
  
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 Non-useable static junk for the floor. stones, plaster, cloth, paper, etc. Non-useable static junk for the floor. stones, plaster, cloth, paper, etc.
  
-These are of course not the only categories available but should give a good start. If adding categories, do NOT add to specific ones like "red herrings" ​or have two categories ​that could contain ​the same entities, like "​food" ​and "​groceries"​.+"support"\\ 
 +Things that cannot really stand on their own and have many uses. Planks, girders, steel bars, beams, stretch of rope, etc. Anything ​that you use together with the environment ​and very seldom by itself. Important note: Much of this should probably be in static objects, so only use it here if it has lots of polys or a need to by dynamic.
  
 +"​edibles"​\\
 +Anything that can be consumed, water bottle, food, medicine, etc.
 +
 +"​doodad"​\\
 +complex stuff that does not serve any purpose other than spicing up the environment. Important is that it is complex enough that it should not be in static objects.
 +
 +These are of course not the only categories available but should give a good start. If adding categories, do NOT add to specific ones like "red herrings"​ or have two categories that could contain the same entities, like "​food"​ and "​groceries"​.
 ==== Naming ==== ==== Naming ====
  
hpl3/game/guides/artists_guide.1349965252.txt.gz · Last modified: 2012/10/11 14:20 by thomas