User Tools

Site Tools


hpl1:tutorials:tutorial_2_-_level_creation

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
hpl1:tutorials:tutorial_2_-_level_creation [2020/02/08 15:02]
muffin cleaned up a little
hpl1:tutorials:tutorial_2_-_level_creation [2020/02/08 15:05] (current)
muffin
Line 65: Line 65:
 Rename your original mesh it so that it ends with “_nocollide” or begins with “nocollide_”,​ this tells the game that it wont create any colliders for the mesh. Now create your own simple colliders by for example creating a cube and name it “_collider_box_1” group it with your original geometry and make sure the collider has the same texture as the geometry. Now the game will only use the colliders you have created. At times you might have smaller details, say a wooden stick lying on the floor, often in games you do not want it to have any collision at all. Append the “_nocollide”(or begin with“nocollide_” to it and make no new colliders to accomplish this. Rename your original mesh it so that it ends with “_nocollide” or begins with “nocollide_”,​ this tells the game that it wont create any colliders for the mesh. Now create your own simple colliders by for example creating a cube and name it “_collider_box_1” group it with your original geometry and make sure the collider has the same texture as the geometry. Now the game will only use the colliders you have created. At times you might have smaller details, say a wooden stick lying on the floor, often in games you do not want it to have any collision at all. Append the “_nocollide”(or begin with“nocollide_” to it and make no new colliders to accomplish this.
  
-You can also appen “_noshadow”(or begin with “noshadow_”) to a node, making the name “pipes_nocollide_noshadow” this tells the game that this object should not cast a shadow. This is very useful for small details or objects located in such a way that there really is no point in the casting a shadow. For full details check the [[https://​wiki.frictionalgames.com/​hpl1/documentation/content_creation_document|HPL-Engine© Content Creation]].+You can also appen “_noshadow”(or begin with “noshadow_”) to a node, making the name “pipes_nocollide_noshadow” this tells the game that this object should not cast a shadow. This is very useful for small details or objects located in such a way that there really is no point in the casting a shadow. For full details check the [[:hpl1:documentation:content_creation_document|HPL-Engine© Content Creation]].
  
 ===== TUTORIAL 2.4 – Using portals ===== ===== TUTORIAL 2.4 – Using portals =====
  
-Portals is a way to divide a level into areas that limits how much the engine is rendering. Portals is a must to optimize levels, in particular complex levels with lots of details. Lets use our level and add another room to it, splitting the level in to parts by creating a portal in between them. This tutorial gives some help, for more help and more details check the [[https://​wiki.frictionalgames.com/​hpl1/documentation/content_creation_document|HPL-Engine© Content Creation]]. For this tutorial that document is a must, portals are a pickle to fiddle with.+Portals is a way to divide a level into areas that limits how much the engine is rendering. Portals is a must to optimize levels, in particular complex levels with lots of details. Lets use our level and add another room to it, splitting the level in to parts by creating a portal in between them. This tutorial gives some help, for more help and more details check the [[:hpl1:documentation:content_creation_document|HPL-Engine© Content Creation]]. For this tutorial that document is a must, portals are a pickle to fiddle with.
  
 Open your project for mystuff_level. If you have not done anything specific, the 6 sides of the cube that you extracted should be in a group. If they are not, group them. Name the group “_roomFIRSTROOM”. “_room” tells the game that it's a room and FIRSTROOM is the name of the room, this could just as well be simple number or a combination. Open your project for mystuff_level. If you have not done anything specific, the 6 sides of the cube that you extracted should be in a group. If they are not, group them. Name the group “_roomFIRSTROOM”. “_room” tells the game that it's a room and FIRSTROOM is the name of the room, this could just as well be simple number or a combination.
Line 91: Line 91:
 If all is right, you should now be able to see from the start location into the new room with the red light. If you move to the new room you should be able to turn around and look into the first room. If all is right, you should now be able to see from the start location into the new room with the red light. If you move to the new room you should be able to turn around and look into the first room.
  
-If it's not working, try and redo it and read this document carefully as well as the content creation documents part on portals. To learn how to use more than one portal in a room and how to link several rooms together you will have to read the [[https://​wiki.frictionalgames.com/​hpl1/documentation/content_creation_document|HPL-Engine© Content Creation]].+If it's not working, try and redo it and read this document carefully as well as the content creation documents part on portals. To learn how to use more than one portal in a room and how to link several rooms together you will have to read the [[:hpl1:documentation:content_creation_document|HPL-Engine© Content Creation]].
  
 This example did not create a portal system that is of much use from an optimizing view. Since you have two rooms connected like this, not matter where you are in the rooms you will always see the other room, the idea with portals is to split up a level into several rooms where many of the portals do not see each other. By doing this you limit how far the game renders, if all the portals see each other it would be the same as having the whole level in one group. This example did not create a portal system that is of much use from an optimizing view. Since you have two rooms connected like this, not matter where you are in the rooms you will always see the other room, the idea with portals is to split up a level into several rooms where many of the portals do not see each other. By doing this you limit how far the game renders, if all the portals see each other it would be the same as having the whole level in one group.
hpl1/tutorials/tutorial_2_-_level_creation.1581174164.txt.gz · Last modified: 2020/02/08 15:02 by muffin