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hpl2:tutorials:scripting:outdoor_level_design [2012/04/17 19:08]
rapture
hpl2:tutorials:scripting:outdoor_level_design [2012/04/17 23:25]
rapture
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-Please download the tutorial map before reading the rest of this. [[http://​www.mediafire.com/?​hn2u287rprixb3m|www.mediafire.com/​]] ​+__**Please download the tutorial map before reading the rest of this.** __ [[http://​www.mediafire.com/?​hn2u287rprixb3m|www.mediafire.com/​]] ​
  
  
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-    - **Static_Objects** ​ > **Cellarbase ** > **Floor ** > __**dirt_pile**__. These are good for the Outdoor dirt floors, as you don't want the ground to be completely flat. Use them to break it up and give it a more realistic touch. I wouldn'​t scale these up to much as the texture becomes extremely poor quality at a large size. They also don't match up to well with the "​__cellarbase_floor_rough.mat__"​. But you want this texture for your Plane in this demonstration,​ you will understand why in the reason below. +    - **Static_Objects** ​ > **Cellarbase ** > **Floor ** > __**dirt_pile**__. These are good for the Outdoor dirt floors, as you don't want the ground to be completely flat. Use them to break it up and give it a more realistic touch. I wouldn'​t scale these up to much as the texture becomes extremely poor quality at a large size. They also don't match up to well with the _fckg_QUOT___cellarbase_floor_rough.mat__"​. But you want this texture for your Plane in this demonstration,​ you will understand why in the reason below. 
-    - **Static_Objects** ​ > **ptest ** > __**graveyard_floor_dirt_pile**__. This will be another model that you will use to make a large percentage of your Walls, Hills and the optimal choice for far-away mountains. They also work the best with __cellarbase_floor_rough.mat__"​ as the dirt pile texture is more or less the same as the cellarbase floor.Static_Objects > **Dungeonbase** ​ > **Floor ** > __**dirt_mould_pile**__. Another good dirt pile to use for distant mountains. I don't like the texture as much though, but its good to have variation.+    - **Static_Objects** ​ > **ptest ** > __**graveyard_floor_dirt_pile**__. This will be another model that you will use to make a large percentage of your Walls, Hills and the optimal choice for far-away mountains. They also work the best with __cellarbase_floor_rough.mat__"​ as the dirt pile texture is more or less the same as the cellarbase floor. Static_Objects > **Dungeonbase** ​ > **Floor ** > __**dirt_mould_pile**__. Another good dirt pile to use for distant mountains. I don't like the texture as much though, but its good to have variation ​in your kit.
     - **Static_Objects** ​ > **Debris ** > __**dungeon_cave_in**__. Another good model for walls and caves. Anything in the **Debris** ​ folder is up for grabs.     - **Static_Objects** ​ > **Debris ** > __**dungeon_cave_in**__. Another good model for walls and caves. Anything in the **Debris** ​ folder is up for grabs.
     - **Static_Objects** ​ > __**Dungeonbase**__. Alot of the models are useful for old ruins. The **tree_pillar** ​ under the __special__ ​ catergory is a really good to.     - **Static_Objects** ​ > __**Dungeonbase**__. Alot of the models are useful for old ruins. The **tree_pillar** ​ under the __special__ ​ catergory is a really good to.
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-    * Red Outline - I put some trees up on the mountain for two reasons. One it makes it look better than a clump of dirt. Second it helps to trick the user into thinking the mountain is even more far away than it would without trees. This isn't as good for night times because its so dark, you wouldn'​t see them. But if you change the BoxLight to atleast 0.4, so its like a lighter grey. You can see them working their magic.+    * Red Outline- I put some trees up on the mountain for two reasons. One it makes it look better than a clump of dirt. Second it helps to trick the user into thinking the mountain is even more far away than it would without trees. This isn't as good for night times because its so dark, you wouldn'​t see them. But if you change the BoxLight to atleast 0.4, so its like a lighter grey. You can see them working their magic.
     * Blue Outline- Another rock set piece I made, its just an arch.     * Blue Outline- Another rock set piece I made, its just an arch.
-    * Yellow Outline- Something I learned while making this. Its trouble trying to put down each piece individually and rotating, scaling and making sure each one fits in. For one thing, its impractical and time consuming on a grander scale than this small map. So I went and made a Tree, put some bushes, grass around it and combined it all into a Compound Object. Now I can easily dot the ground with these and do minor adjustments to those that need it.+    * Yellow Outline- Something I learned while making this. Its trouble trying to put down each piece individually and rotating, scaling and making sure each one fits in. It'​s ​impractical and time consuming on a grander scale than this small map. So I went and made a Tree, put some bushes, grass around it and combined it all into a Compound Object. Now I can easily dot the ground with these and do minor adjustments to those that need it.
  
  
hpl2/tutorials/scripting/outdoor_level_design.txt · Last modified: 2012/04/17 23:25 by rapture