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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 07:27]
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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 Max cone angle, this is the maximum angle between Body1 and the axis. Has value from 0 – 180. Max cone angle, this is the maximum angle between Body1 and the axis. Has value from 0 – 180.
  
-{{:document:ball-and-socket.jpg|:​document:​ball-and-socket.jpg}}\\+{{:hpl1:documentation:​ball-and-socket.jpg}}\\
 //This joint is used to model things like rope segments and arm joints// //This joint is used to model things like rope segments and arm joints//
 \\ \\
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 Maximum and minimum angle between the bodies relative to the start position. Max angle is in the positive direction and min in the negative. To get the positive direction place your thumb on your right hand in the direction of the axis. Now bend your fingers towards your palm, the direction in which you fingers are pointing is the direction of the positive angle. In mathematics this is called the right hand rule. Valid values are 0 – 179. Maximum and minimum angle between the bodies relative to the start position. Max angle is in the positive direction and min in the negative. To get the positive direction place your thumb on your right hand in the direction of the axis. Now bend your fingers towards your palm, the direction in which you fingers are pointing is the direction of the positive angle. In mathematics this is called the right hand rule. Valid values are 0 – 179.
  
-{{:document:hinge.jpg|:​document:​hinge.jpg}}\\+{{:hpl1:documentation:​hinge.jpg}}\\
 //This joint is used to model things like doors and wheels (picture turning the axis 90 degrees to the left, the bodies will now spin around each other).// //This joint is used to model things like doors and wheels (picture turning the axis 90 degrees to the left, the bodies will now spin around each other).//
 \\ \\
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 Maximum and minimum distance. Picture the anchor as attached to Body1. When the anchor is moved in the distance of the axis the distance gets larger and when it moves in the other way it gets negative (and smaller). At the start position the distance is 0.  Maximum and minimum distance. Picture the anchor as attached to Body1. When the anchor is moved in the distance of the axis the distance gets larger and when it moves in the other way it gets negative (and smaller). At the start position the distance is 0. 
  
-{{:document:slider.jpg|:​document:​slider.jpg}}\\+{{:hpl1:documentation:​slider.jpg}}\\
 //This joint is used to model things like drawers and pumps.// //This joint is used to model things like drawers and pumps.//
  
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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.
hpl1/documentation/content.creation.document.chap2.txt · Last modified: 2010/11/04 07:27 by jens