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hpl2:tutorials:level_editor:tutorial_5 [2011/08/13 23:28]
thegreatcthulhu [Dimensions with Scale and Placement - The most important part of this guide.]
hpl2:tutorials:level_editor:tutorial_5 [2012/01/05 04:25] (current)
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-For Example, notice how this doesnt fit right.**(Left)** And how it does fit**(Right) CLICK TO ENLARGE!!!!** ​+For Example, notice how this doesnt fit right.**(Left)** ​ And how it does fit**(Right) CLICK TO ENLARGE!!!!** ​
  
  
-{{http://​farm7.static.flickr.com/​6007/​5964273643_c5a9de35b6_b.jpg?​direct&​200x187}} ​                                                  ​{{http://​farm7.static.flickr.com/​6012/​5964271439_db2693afaa_b.jpg?​200x188}}+{{http://​farm7.static.flickr.com/​6007/​5964273643_c5a9de35b6_b.jpg?​direct&​200x187}}{{http://​farm7.static.flickr.com/​6012/​5964271439_db2693afaa_b.jpg?​direct&200x188}}
  
  
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-**<font 16pt:​normal/​Times New Roman;;​inherit;;​inherit>​IMPORTANT:​ 99% OF WHAT THIS GOES OVER IS SIZE AND PLACEMENT, BOTH ARE IMPORTANT BUT CAN BE CONFUSING </​font>​ ** <font 16pt:​normal/​Times New Roman;;​inherit;;​inherit>​SO ANYTIME I TALK ABOUT SIZE OR PLACEMENT I WILL SAY SO BECAUSE THEY ARE VERY DIFFERENT. ROTATION WILL BE EXPLAINED BRIEFLY.</​font> ​+**<font 16pt:​normal/​Times New Roman;;​inherit;;​inherit >​IMPORTANT:​ 99% OF WHAT THIS GOES OVER IS SIZE AND PLACEMENT, BOTH ARE IMPORTANT BUT CAN BE CONFUSING </​font>​ ** <font 16pt:​normal/​Times New Roman;;​inherit;;​inherit >SO ANYTIME I TALK ABOUT SIZE OR PLACEMENT I WILL SAY SO BECAUSE THEY ARE VERY DIFFERENT. ROTATION WILL BE EXPLAINED BRIEFLY.</​font> ​
  
  
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-1. When dealing with **walls** of any kind, X is the **Width ** and Y is the **Height**, **Z is not used**.+1. When dealing with **walls** ​ of any kind, X is the **Width **  and Y is the **Height**, **Z is not used**.
  
  
-2. When dealing with **floors and/or ceilings ** X is the**Width OR Height ** and Z **is the Width OR Height, ** Y is not used.+2. When dealing with **floors and/or ceilings **  X is the**Width OR Height **  and Z **is the Width OR Height, **  Y is not used.
  
  
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-In HPL2 engine, and thus in the level editor, the X-axis & the Z-axis lie in the ground plane, while the positive Y-axis points up. The editor displays each of these axes in a different color, allowing you to orient yourself. X is RED, Y is GREEN, and Z is BLUE. This is easy to remember - those are the main components of the RGB color model.+In HPL2 engine, and thus in the level editor, the X-axis & the Z-axis lie in the ground plane, while the positive Y-axis points up. The editor displays each of these axes in a different color, allowing you to orient yourself. ​<font 9pt:​bold/​Arial;;#​FF0000;;​inherit ​       >X is RED</​font> ​<font 9pt:​bold/​Arial;;#​008800;;​inherit ​       >Y is GREEN</​font> ​, and <font 9pt:​bold/​Arial;;#​0000FF;;​inherit ​       >Z is BLUE</​font> ​. This is easy to remember - those are the main components of the RGB color model.
  
  
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 |X |Y |Z | |X |Y |Z |
-|<font 12pt:​bold/​Arial;;#​FF0000;;​inherit ​   >​R</​font> ​ |<font 12pt:​bold/​Arial;;#​00FF00;;​inherit ​   >​G</​font> ​ |<font 12pt:​bold/​Arial;;#​0000FF;;​inherit ​   >​B</​font> ​ |+|<font 12pt:​bold/​Arial;;#​FF0000;;​inherit ​            ​>​R</​font> ​ |<font 12pt:​bold/​Arial;;#​00FF00;;​inherit ​            ​>​G</​font> ​ |<font 12pt:​bold/​Arial;;#​0000FF;;​inherit ​            ​>​B</​font> ​ |
  
  
-This color sheme is followed both for the global (world) coordinate system, as well as for the local (object-space) coordinate system.+{{http://​farm7.static.flickr.com/​6079/​6039969248_48a365cc7c.jpg?​direct& ​ }}
  
  
-{{  http://​farm7.static.flickr.com/​6079/​6039969248_48a365cc7c.jpg?​direct& ​ }}+This color scheme is followed both for the global (world) coordinate ​ system, as well as for the local (object-space) coordinate system.
  
  
-The translation,​ rotation and scale indicators/​manipulators seen above are called gizmos. To make object positioning easier, the level editor does not rotate the translation gizmo along with your object, so it is allways alligned to the world coordinate axes. The rotation and scale gizmos are, however, rotated with the object, so that the object can be properly manipulated. The scale gizmo is similar to the translation gizmo. The rotation gizmo is a bit different, but the color scheme makes it simple to understand and use. Each of the circles rotates like a wheel, and each rotates along a single //local// axis. However, note that the corresponding values that appear on the General panel are //global,// and that, after a few complicated rotations, will not reflect the behavior of the gizmo. This is done on purpose, so that the engine can track the rotations properly, while allowing for a more intuitive control over rotations for humans.+The translation,​ rotation and scale indicators/​manipulators seen in the image are called gizmos. To make object positioning easier, the level editor does not rotate the translation gizmo along with your object, so it is allways alligned to the world coordinate axes. The rotation and scale gizmos are, however, rotated with the object, so that the object can be properly manipulated. The scale gizmo is similar to the translation gizmo. The rotation gizmo is a bit different, but the color scheme makes it simple to understand and use. Each of the circles rotates like a wheel, and each rotates along a single //​local// ​ axis. However, note that the corresponding values that appear on the General panel are //​global,// ​ and that, after a few complicated rotations, will not reflect the behavior of the gizmo. This is done on purpose, so that the engine can track the rotations properly, while allowing for a more intuitive control over rotations for humans.
  
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 ===== Mathematics of Scale and Placement.(Primitives and Static Objects only) ===== ===== Mathematics of Scale and Placement.(Primitives and Static Objects only) =====
  
  
-For this sub-section,​ **SCALE ** is bolded when specificly talking about Size and **PLACEMENT** ​ when about placement, they are different with numbers.+For this sub-section,​ **SCALE **  is bolded when specificly talking about Size and **PLACEMENT** ​  ​when about placement, they are different with numbers.
  
  
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-Every Static Object, walls, floors, ceilings, bridges, anything big. Everything uses multiples for there **SCALE ** and **PLACEMENT.** ​ **Multiples Are numbers that can be divided by another number without a remainder.** ​+Every Static Object, walls, floors, ceilings, bridges, anything big. Everything uses multiples for there **SCALE **  and **PLACEMENT.** ​  ​**Multiples Are numbers that can be divided by another number without a remainder.** ​
  
  
-**An Example of Multiples ​for those who failed basic math or just dont remember**: 2+2+2+2+2+2=12,​ **2 goes into 12 6 times which is also ** 2x6, 12 divided by 2 is 6. (2, 3, 4 ,6 are all multiples of 12 because 2,3,4,6 can all be multiplied into 12, 2x6=12, 4x3=12 and can be divided from 12.)+**An Example of Multiples**:​ 2+2+2+2+2+2=12,​ **2 goes into 12 6 times which is also **  2×6, 12 divided by 2 is 6. (2, 3, 4 ,6 are all multiples of 12 because 2,3,4,6 can all be multiplied into 12, 2×6=12, 4×3=12 and can be divided from 12.)
  
  
-Now Amnesia also uses these and reading this guide will hopefully give you an easy understanding of how they are used when creating the right **SCALE ** and **PLACEMENT** ​ with planes and props. Learning this will let you almost never have to bother with resizing unless it is on purpose for a custom fit.+Now Amnesia also uses these and reading this guide will hopefully give you an easy understanding of how they are used when creating the right **SCALE **  and **PLACEMENT** ​  ​with planes and props. Learning this will let you almost never have to bother with resizing unless it is on purpose for a custom fit.
  
  
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- ** As I said earlier this guide only goes over Static Objects that include walls/​doorways/​ceilings/​floors and Primitive planes.** ​+** As I said earlier this guide only goes over Static Objects that include walls/​doorways/​ceilings/​floors and Primitive planes.** ​
  
  
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-Now this is where knowing dimensions can be helpful. Say you use 4x4 walls(thats next up) and want to end on a short wall(what is shown below) you cannot fit a small wall in a room that X=20 and Z=20 when 4x4 walls are being used and only one 2x4 wall. You might be asking why? They are both multiples of 2 and 4 and thats the issue, a 2x4 wall is half a 4x4 wall in width so you would need to change the X to become only a multiple of 2 and not a multiple of both 2 and 4. **Think of it as you added half a 4x4 wall so you have to make up for the missing half.** ​+Now this is where knowing dimensions can be helpful. Say you use 4×4 walls(thats next up) and want to end on a short wall(what is shown below) you cannot fit a small wall in a room that X=20 and Z=20 when 4×4 walls are being used and only one 2×4 wall. You might be asking why? They are both multiples of 2 and 4 and thats the issue, a 2×4 wall is half a 4×4 wall in width so you would need to change the X to become only a multiple of 2 and not a multiple of both 2 and 4. **Think of it as you added half a 4×4 wall so you have to make up for the missing half.** ​
  
  
-{{http://​farm7.static.flickr.com/​6137/​5964596944_fcd7b4af93_b.jpg?​900x677 ​ }}+{{http://​farm7.static.flickr.com/​6137/​5964596944_fcd7b4af93_b.jpg?​direct&900x677 ​ }}
  
  
-Heres an example of a 4x4 wall, the most basic and probably most used wall size in game. Rooms need to be sized as a multiple of 4, such as X=16 and Z=8 **You wouldnt use any other multiple EXCEPT 4 when getting ​4x4 walls to fit, that is if you dont rescale them(I dont advise this at all for walls)** ​+Heres an example of a 4×4 wall, the most basic and probably most used wall size in game. Rooms need to be sized as a multiple of 4, such as X=16 and Z=8 **You wouldnt use any other multiple EXCEPT 4 when getting ​4×4 walls to fit, that is if you dont rescale them(I dont advise this at all for walls)** ​
  
  
-{{http://​farm7.static.flickr.com/​6135/​5964039211_881e3b5beb_b.jpg?​900x900 ​ }}+{{http://​farm7.static.flickr.com/​6135/​5964039211_881e3b5beb_b.jpg?​direct&900x900 ​ }}
  
  
-Now this is when walls can get confusing when trying to get a perfect fit. Curved walls are actually made up of four 2x4 walls. You can see in the image below that one of the four sections to fill is 2x4. Now what does this mean? It means the wall, if made flat, is actually ​8x4(because four 2x4 = 4 x 2 = 8x4, Do not worry about the height which is 4)+Now this is when walls can get confusing when trying to get a perfect fit. Curved walls are actually made up of four 2×4 walls. You can see in the image below that one of the four sections to fill is 2×4. Now what does this mean? It means the wall, if made flat, is actually ​8×4(because four 2×4 = 4 x 2 = 8×4, Do not worry about the height which is 4)
  
  
-Now that means your floor has to have a Scale that makes X+Z=7.75 for a perfect fit(it would equal 8 but since it curves it doesnt use part of a corner, saving 0.25 of space) That is because its essentially two 4x4 walls that are just curved together so it needs the same space to fit as if it was a 8x4 wall.**(Note,​ the floor is not matched for a perfect fit with wall because i do not have X+Z=7.75)** ​+Now that means your floor has to have a Scale that makes X+Z=7.75 for a perfect fit(it would equal 8 but since it curves it doesnt use part of a corner, saving 0.25 of space) That is because its essentially two 4×4 walls that are just curved together so it needs the same space to fit as if it was a 8×4 wall.**(Note,​ the floor is not matched for a perfect fit with wall because i do not have X+Z=7.75)** ​
  
  
-{{http://​farm7.static.flickr.com/​6139/​5964597052_e0e758dbd7_b.jpg?​900x900 ​ }}+{{http://​farm7.static.flickr.com/​6139/​5964597052_e0e758dbd7_b.jpg?​direct&900x900 ​ }}
  
  
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-That being said, not everything under walls uses multiples of 2s and 4s, but will use multiples of  2,4,5,10. Walls like these tend to be bigger or unique, ​+That being said, not everything under walls uses multiples of 2s and 4s, but will use multiples of  2,4,5,10. Walls like these tend to be bigger or unique,
  
  
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-<font 14pt:​normal/​Arial;;​inherit;;​inherit >Props in the same set/​base(mansionbase/​cisternbase/​dungeonbase/​etc…) WILL ALWAYS WORK AND LOOK GOOD</​font>​+<font 14pt:​normal/​Arial;;​inherit;;​inherit ​  ​>Props in the same set/​base(mansionbase/​cisternbase/​dungeonbase/​etc…) WILL ALWAYS WORK AND LOOK GOOD</​font> ​ 
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 +someone has to finish this tutorial 
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hpl2/tutorials/level_editor/tutorial_5.1313278082.txt.gz · Last modified: 2011/08/13 23:28 by thegreatcthulhu