Difference between revisions of "HPL2/TDD"

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= Amnesia – The Dark Descent =
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{| class="wikitable" style="margin:auto;"
This page lists all documentation about TDD. If any of the language confuses you, see the glossary at the end of the article.
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|+<p style="margin:1em auto 0; text-align:center; width:400px;">[[File:Tdd-header.jpg|250px|link=|Amnesia: The Dark Descent]]</p><p style="margin:1em auto 0; text-align:center; width:400px;"></p>
==Documentation==
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|'''[[HPL2/Getting_started|<center>Getting started</center>]]'''
=== Setting up a development environment ===
+
|Check out how to quickly get started creating custom content for Amnesia – The Dark Descent.
 +
|-
 +
|'''[[HPL2/TDD/Modding|<center>Modding</center>]]'''
 +
|Create, organize and release your Amnesia mods
 +
|-
 +
|'''[[HPL2/TDD/Level Design|<center>Level Design</center>]]'''
 +
|Work with the Level Editor and create immersive worlds
 +
|-
 +
|'''[[HPL2/Engine_Scripts|<center>Script Functions</center>]]'''
 +
|See a list of all available script functions for Amnesia TDD
 +
|-
 +
|'''[[HPL2/TDD/Scripting|<center>Scripting</center>]]'''
 +
|Some useful links for scripting
 +
|-
 +
|'''[[HPL2/TDD/Modeling|<center>Modeling</center>]]'''
 +
|Import, export, add and modify 3D models for the game
 +
|-
 +
|'''[[HPL2/TDD/Entities|<center>Entities</center>]]'''
 +
|Use the Model Editor to create interactive and dynamic objects
 +
|-
 +
|'''[[HPL2/TDD/Materials|<center>Materials</center>]]'''
 +
|Use the Material Editor to combine texture maps to create materials
 +
|-
 +
|'''[[HPL2/TDD/Effects|<center>Effects</center>]]'''
 +
|About effects: Lights, Billboards, Sounds and Particle Systems (effects like smoke, sparks, blood and fire).
 +
|-
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|'''[[HPL2/Tutorials|<center>Tutorials</center>]]'''
 +
|Step-by-step guides on a variety of topics, created by the community
 +
|-
 +
|'''[[HPL2/Third party tools|<center>Third-Party Tools</center>]]'''
 +
|Useful developer tools, some of which are created by the community
 +
|-
 +
|'''[[HPL2/Glossary|<center>Glossary</center>]]'''
 +
|Explanations for terms you may encounter
 +
|}
  
Follow this [[HPL2/Development_Environment|guide]] to set up the game for development.
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[[Category:Entry pages]]
 
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__NOTOC____NOEDITSECTION__
=== Entities ===
 
 
 
List of all [[:hpl2:amnesia:entities|Entities]] and their properties that can be set with the model editor.
 
 
 
=== Areas ===
 
 
 
List of all [[:hpl2:amnesia:areas|areas]] and what they do.
 
 
 
=== Script ===
 
 
 
List of all [[HPL2/Engine_Scripts|script functions]].
 
 
 
=== Setting up a Custom Story ===
 
 
 
List of [[:hpl2:amnesia:custom_story|steps]] to wrap up a custom story for Amnesia.
 
 
 
=== Setting up a Full Conversion ===
 
 
 
How to make a [[:hpl2:amnesia:full_conv|full conversion]] for Amnesia:TDD.
 
 
 
=== Config files ===
 
 
 
List of all [[:hpl2:amnesia:config_files|config files]] in the game.
 
==Glossary==
 
===General===
 
*''Entity'' - an in-game object which allows interaction.
 
*''Static object'' - an in-game object which is used only for physics collissions. They can't be influenced by scripts.
 
*''Script'' - Code, which determines what happens in a map. This includes events, puzzles, music,  and more.
 
*''Item'' - an entity which can be picked up, meaning: it gets added to the player's inventory.
 
*''Areas'' - invisible in-game cuboids which mark 3D space to do something based on the Area type.
 
===Types of modifications===
 
#''Custom Stories (CS)'' - mods available from the game's main menu. They use all settings from the currently used config files, which means that while making a CS, the creator has slightly limited possibilities (a prominent one being forced to use the same lantern as in the base game). This is the type of mod recommended for beginners.
 
#''Full Conversion (FC)'' - This type of mod lets the creator alter almost all aspects of the game (with very few exceptions) in a self-contained package. These types of mods are launched with a special file which starts the game using custom config files. Sometimes also referred to TC (Total Conversion) or IFC (isolated FC).
 
#''Unisolated mods'' - '''Making mods in this way isn't recommended out of courtesy to the players.''' This is because such mods can break the base game and/or other mods, and uninstalling them is an invested process. Unless you are a officially porting/updating the game, choose a CS mod or an FC mod.
 
#*''Unisolated Full Conversion'' - An FC, the files of which aren't contained in a single folder. Such mods require the user to add more than one folder to their game. Worse yet, those can require the user to replace certain original files or merge the mod folders with the base folders.
 
#*''Mods altering the base game'' - These mods require to be merged with the base game. It can be acceptable for add-ons, but should never be used for making own content.
 

Latest revision as of 00:20, 9 September 2020

Amnesia: The Dark Descent

Getting started
Check out how to quickly get started creating custom content for Amnesia – The Dark Descent.
Modding
Create, organize and release your Amnesia mods
Level Design
Work with the Level Editor and create immersive worlds
Script Functions
See a list of all available script functions for Amnesia TDD
Scripting
Some useful links for scripting
Modeling
Import, export, add and modify 3D models for the game
Entities
Use the Model Editor to create interactive and dynamic objects
Materials
Use the Material Editor to combine texture maps to create materials
Effects
About effects: Lights, Billboards, Sounds and Particle Systems (effects like smoke, sparks, blood and fire).
Tutorials
Step-by-step guides on a variety of topics, created by the community
Third-Party Tools
Useful developer tools, some of which are created by the community
Glossary
Explanations for terms you may encounter