Difference between revisions of "HPL1/Glossary"
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| − | This page explains words and terms which have a meaning | + | This page explains words and terms which have a unique meaning to the engine. |
==General== | ==General== | ||
{| class="wikitable" | {| class="wikitable" | ||
| − | |'''Static | + | |'''Static''' |
|An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. | |An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. | ||
|- | |- | ||
|'''Entity''' | |'''Entity''' | ||
|An in-game object with configurable parameters and custom physics bodies. | |An in-game object with configurable parameters and custom physics bodies. | ||
| + | |- | ||
| + | |'''Reference''' | ||
| + | |An item referencing a valid Entity file to be used within the game's engine. All entities in your 3D editor must begin with ''_ref_'' | ||
|- | |- | ||
|'''Item''' | |'''Item''' | ||
| Line 16: | Line 19: | ||
|'''Script''' | |'''Script''' | ||
|Written code which determines what happens in a map. This includes events, puzzles, music, and more. | |Written code which determines what happens in a map. This includes events, puzzles, music, and more. | ||
| + | |- | ||
| + | |'''Stick''' | ||
| + | |Areas that act as glue towards entities in the game world. The entities will stay in place until interacted with again. | ||
| + | |- | ||
| + | |'''Link''' | ||
| + | |Start Locator for the player. This can also be a link between two Starting Positions in a single map. | ||
| + | |- | ||
| + | |'''Node''' | ||
| + | |Navigation points for character entities. | ||
| + | |- | ||
| + | |'''Portal''' | ||
| + | |Special type of handler for what room (or sector) is currently being rendered in-game. A way to optimize ones map better. | ||
|} | |} | ||
| Line 21: | Line 36: | ||
{| class="wikitable" | {| class="wikitable" | ||
|'''*.hps''' | |'''*.hps''' | ||
| − | |Howard Phillip Script, this is where you make the magic happen with the help of AngelScript. | + | |[[HPL1/Script_Reference|Howard Phillip Script]], this is where you make the magic happen with the help of AngelScript. |
|- | |- | ||
|'''*.ent''' | |'''*.ent''' | ||
| − | |Entity, objects that can be interacted with, these files can only be created manually. | + | |[[HPL1/Content_Creation_Chapter_6|Entity]], objects that can be interacted with, these files can only be created manually. |
|- | |- | ||
|'''*.hud''' | |'''*.hud''' | ||
| − | |Heads-Up Display, defines items that the player can wield and holster, these files can only be created manually. | + | |[[HPL1/Content_Creation_Chapter_9|Heads-Up Display]], defines items that the player can wield and holster, these files can only be created manually. |
|- | |- | ||
|'''*.ps''' | |'''*.ps''' | ||
| − | |Particle System, displays cool little effects like fog and electrical sparking etc. | + | |[[HPL1/Editors/Particle_Editor|Particle System]], displays cool little effects like fog and electrical sparking etc. |
|- | |- | ||
| − | |'''*. | + | |'''*.bnt''' |
| − | |Billboard, gives your map a little more life with some lightrays and whatnot, these files can only be created manually. | + | |[[HPL1/Content_Creation_Chapter_3#3.12_Billboards|Billboard Entity]], gives your map a little more life with some lightrays and whatnot, these files can only be created manually. |
|- | |- | ||
|'''*.snt''' | |'''*.snt''' | ||
| − | |Sound Entity, stores information on what audio file to play, how many audio files to play and whether or not they loop and so forth. | + | |[[HPL1/Content_Creation_Chapter_5#5.7_Sound|Sound Entity]], stores information on what audio file to play, how many audio files to play and whether or not they loop and so forth. |
|- | |- | ||
|'''*.lang''' | |'''*.lang''' | ||
| − | |Language, contains in-game messages, item descriptions, etc. | + | |[[HPL1/Content_Creation_Chapter_5#5.8_Translation|Language]], contains in-game messages, item descriptions, etc. |
|- | |- | ||
|'''*.beam''' | |'''*.beam''' | ||
| − | |Beam, defines things such as laser beams, these files can only be created manually. | + | |[[HPL1/Content_Creation_Chapter_3#3.13_Beams|Beam]], defines things such as laser beams, these files can only be created manually. |
|- | |- | ||
|'''*.cfg''' | |'''*.cfg''' | ||
| − | |Configuration, used to define various settings. | + | |[[HPL1/Content_Creation_Chapter_7|Configuration]], used to define various settings. |
|- | |- | ||
|'''*.mat''' | |'''*.mat''' | ||
| − | |Material, contains information on texture as well as the type used for it including transparency information. | + | |[[HPL1/Content_Creation_Chapter_4|Material]], contains information on texture as well as the type used for it including transparency information. |
| + | |- | ||
| + | |'''*.lnt''' | ||
| + | |[[HPL1/Content_Creation_Chapter_3#3.3.4_Light_Entity_file|Light Entity]], an XML file that displys an image file to be casted by a spotlight in the game world, these files can only be created manually. | ||
| + | |- | ||
| + | |'''*.gui''' | ||
| + | |[[HPL1/Content_Creation_Chapter_10|Graphical User Interface]], XML file that contains information on the various interfaces used throughout Black Plague, these files can only be created manually. | ||
|} | |} | ||
Latest revision as of 17:38, 17 April 2023
This page explains words and terms which have a unique meaning to the engine.
General
| Static | An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. |
| Entity | An in-game object with configurable parameters and custom physics bodies. |
| Reference | An item referencing a valid Entity file to be used within the game's engine. All entities in your 3D editor must begin with _ref_ |
| Item | A type of entity which can be collected and added to the player's inventory. |
| Area | Invisible in-game cuboid which marks 3D space. Used for a variety of things based on the type. |
| Script | Written code which determines what happens in a map. This includes events, puzzles, music, and more. |
| Stick | Areas that act as glue towards entities in the game world. The entities will stay in place until interacted with again. |
| Link | Start Locator for the player. This can also be a link between two Starting Positions in a single map. |
| Node | Navigation points for character entities. |
| Portal | Special type of handler for what room (or sector) is currently being rendered in-game. A way to optimize ones map better. |
File extensions
| *.hps | Howard Phillip Script, this is where you make the magic happen with the help of AngelScript. |
| *.ent | Entity, objects that can be interacted with, these files can only be created manually. |
| *.hud | Heads-Up Display, defines items that the player can wield and holster, these files can only be created manually. |
| *.ps | Particle System, displays cool little effects like fog and electrical sparking etc. |
| *.bnt | Billboard Entity, gives your map a little more life with some lightrays and whatnot, these files can only be created manually. |
| *.snt | Sound Entity, stores information on what audio file to play, how many audio files to play and whether or not they loop and so forth. |
| *.lang | Language, contains in-game messages, item descriptions, etc. |
| *.beam | Beam, defines things such as laser beams, these files can only be created manually. |
| *.cfg | Configuration, used to define various settings. |
| *.mat | Material, contains information on texture as well as the type used for it including transparency information. |
| *.lnt | Light Entity, an XML file that displys an image file to be casted by a spotlight in the game world, these files can only be created manually. |
| *.gui | Graphical User Interface, XML file that contains information on the various interfaces used throughout Black Plague, these files can only be created manually. |