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  • * [[HPL3/SOMA/Sound/Working with SNT Editor|Creating Sound using SNT Editor]] *[[Snt Editor|Snt Editor]]
    1 KB (144 words) - 01:35, 22 August 2020
  • ...n be added both to a map in the Level Editor and to an Entity in the Model Editor. Other sounds need to have a config file (.snt) which will define its behaviour in 3D space. Quite often one sound randomi
    1 KB (193 words) - 18:45, 2 November 2020
  • The Hud Object Editor is a tool that aids you with creating items that can be wielded in-game, th In order to use the Hud Object Editor you need the fmod library and the Verdana font. You can download these thin
    9 KB (1,378 words) - 10:05, 31 March 2023
  • Visual Studio Code is a lightweight code and config editor. ** You can also add associations for other HPL files, such as: .ent, .dae, .snt and so on. Pretty much all files in HPL2 use XML.
    2 KB (395 words) - 12:51, 24 March 2024
  • ...d Entity file to be used within the game's engine. All entities in your 3D editor must begin with ''_ref_'' |'''*.snt'''
    3 KB (497 words) - 18:38, 17 April 2023
  • ...r to control a looping sound, the sound entity (placed in the map in Level Editor) must be registered with Fader. This is done using InitLoop(), typically in Ideally, .snt files for use with Fader should have the following settings:
    17 KB (2,542 words) - 05:20, 11 February 2024
  • ...ep may be required. The slime entities placed in the corridor in the level editor should have names such as: ...imer is not finding entities, check the the naming pattern using the Level Editor's ''Find Objects'' tool. Ideally, numbering should start from 0. For conven
    35 KB (5,060 words) - 03:48, 29 November 2023
  • ..._pBox22) and then place all these under a “_room#” node in the hyper graph editor. '''Do not''' name the objects with the prefix “_room”. All names start ...t names in a room has the same prefix it is easy to see in the hyper graph editor if some objects are placed under the wrong node and so on. So do it like th
    28 KB (4,819 words) - 20:53, 29 March 2023
  • ''Later on there should be an editor for physical material, right now one has to write by hand. In the redist fo ...:player_step_sneak_dirt.snt,player_step_walk_dirt.snt,player_step_run_dirt.snt.
    17 KB (2,709 words) - 16:30, 30 March 2023
  • #''asSoundFile'' - The sound file to load. Extension: .snt #''asSoundFile ''- the sound to use + extension .snt
    67 KB (9,251 words) - 19:14, 4 January 2024
  • Preloads the data for a sound.<br />asFile This can be a wav, ogg, mp3 or snt file.<br /><syntaxhighlight lang="c++"> ...uping) or in all sectors it reaches. By default static lights added in the editor to a level is true, the same goes for lights that are part of an Lamp entit
    57 KB (8,451 words) - 14:38, 8 April 2023