Difference between revisions of "HPL1/Glossary"

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{| 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.
 
|-
 
|-
|'''*.bb'''
+
|'''*.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.
 
|}
 
|}

Revision as of 11:00, 29 March 2023

This page explains words and terms which have a meaning unique to the engine.

General

Static object 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.
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.

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.