Difference between revisions of "HPL3/Amnesia: Rebirth/Tutorials/Tablets"

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(More info)
(Final touches)
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To get a custom readable tablet in Rebirth:
 
To get a custom readable tablet in Rebirth:
# Set up a new category for your map in <code>readables.cfg</code>.  
+
# In <code>readables.cfg</code>:
# Set the note ID and FrontEntry to whatever you want the note to be called. They don't have to be the same.
+
## Set up a new category for your map.
# Place a category in <code>english.lang</code> with the same name as the ID in <code>readables.cfg</code>
+
## Create a new entry. Set the note ID and FrontEntry to whatever you want. They don't have to be the same, although that's what FG usually did.
# In that category, set up an entry with the same name as the FrontEntry name previously set for the tablet in <code>readables.cfg</code>
+
# In <code>english.lang</code>:
# Place the <code>dw_tablet_readable.ent</code> entity somewhere in a level
+
## Place a category in with the same name as the category ID from <code>readables.cfg</code>
# Set the Readable/ID parameter of the entity to the ID from <code>readables.cfg</code>
+
## In that category, set up an entry with the same name as the FrontEntry name previously set for the tablet in <code>readables.cfg</code>
# Set the GUI func to <code>OnGuiDWNote</code> and set text scale as wanted
+
## Add an entry called <code><FrontEntry Name>_En</code>. This is the blue text that will appear on the tablet itself (you probably want to set the same text as previously).
# Add this to your include list in your map script: <code>#include "helpers/custom/helper_props_custom.hps"</code>
+
## Add an entry called <code><FrontEntry Name>_Name</code>. This is the name of the entry in the sketchbook.
# Place this function somewhere in your script:
+
## Add a category called "Levels" and inside add an entry which is called the same as the "Name" parameter in the <code>readables.cfg</code> category. This will be the sketchbook category.
 +
# In your map:
 +
## Place the <code>dw_tablet_readable.ent</code> entity somewhere in a level
 +
## Set the Readable/ID parameter of the entity to the ID from <code>readables.cfg</code>
 +
## Set the GUI func to <code>OnGuiDWNote</code> and set text scale as wanted
 +
# In the map script:
 +
## Add this to your include list in your map script: <code>#include "helpers/custom/helper_props_custom.hps"</code>
 +
## Place this function somewhere in your script:
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
void OnGuiDWNote(const tString&in asEntityName, float afTimeStep)
 
void OnGuiDWNote(const tString&in asEntityName, float afTimeStep)
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</syntaxhighlight>
 
</syntaxhighlight>
  
If you want to make a tablet unreadable, leave the Readable/ID parameter of the tablet empty. This means that it doesn't need lang and readables entries.
+
If you want to make a tablet unreadable (orange gibberish), leave the Readable/ID parameter of the tablet empty. This means that it doesn't need lang and readables entries.
  
Optional steps:
+
Good practices:
* Set up the note so it appears in the sketchbook properly:
+
* Name your tablet in game as <code>Readable_<ID HERE></code>
** Add an entry called <code><FrontEntry Name>_Name</code> in the same map category in <code>english.lang</code>
+
* If the tablet isn't going to be readable, name the entity like this: <code>Readable_DWNote_MiscXX</code>, where XX are numbers
** In <code>english.lang</code>, add a category called "Levels" and inside add an entry which is called the same as the "Name" parameter in the <code>readables.cfg</code> category
 
* Name your tablet in game as <code>Readable_<ID HERE></code> (good practice)
 
* If the tablet isn't going to be readable, name the entity like this: <code>Readable_DWNote_MiscXX</code>, where XX are numbers (good practice)
 
  
 
== Config file examples ==
 
== Config file examples ==
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<Entry Name="TestTablet_FrontEntry">My first tablet bla bla bla bla bla</Entry>
 
<Entry Name="TestTablet_FrontEntry">My first tablet bla bla bla bla bla</Entry>
 
<Entry Name="TestTablet_FrontEntry_Name">This is the entry name in the sketchbook</Entry>
 
<Entry Name="TestTablet_FrontEntry_Name">This is the entry name in the sketchbook</Entry>
 +
        <Entry Name="TestTablet_FrontEntry_En">This is what will appear on the tablet in blue text</Entry>
 
   </CATEGORY>
 
   </CATEGORY>
 
    
 
    

Revision as of 02:22, 10 November 2020

This tutorial will detail how to make a custom Dark World tablet. They are the dark-grey tablets that have hieroglyphic text on them which gets translated after a moment. The tutorial assumes you can set up your mod and have basic skills in scripting etc.

Tutorial

To get a custom readable tablet in Rebirth:

  1. In readables.cfg:
    1. Set up a new category for your map.
    2. Create a new entry. Set the note ID and FrontEntry to whatever you want. They don't have to be the same, although that's what FG usually did.
  2. In english.lang:
    1. Place a category in with the same name as the category ID from readables.cfg
    2. In that category, set up an entry with the same name as the FrontEntry name previously set for the tablet in readables.cfg
    3. Add an entry called <FrontEntry Name>_En. This is the blue text that will appear on the tablet itself (you probably want to set the same text as previously).
    4. Add an entry called <FrontEntry Name>_Name. This is the name of the entry in the sketchbook.
    5. Add a category called "Levels" and inside add an entry which is called the same as the "Name" parameter in the readables.cfg category. This will be the sketchbook category.
  3. In your map:
    1. Place the dw_tablet_readable.ent entity somewhere in a level
    2. Set the Readable/ID parameter of the entity to the ID from readables.cfg
    3. Set the GUI func to OnGuiDWNote and set text scale as wanted
  4. In the map script:
    1. Add this to your include list in your map script: #include "helpers/custom/helper_props_custom.hps"
    2. Place this function somewhere in your script:
void OnGuiDWNote(const tString&in asEntityName, float afTimeStep)
{
    DWNote_RenderGUI(asEntityName, afTimeStep);
}

If you want to make a tablet unreadable (orange gibberish), leave the Readable/ID parameter of the tablet empty. This means that it doesn't need lang and readables entries.

Good practices:

  • Name your tablet in game as Readable_<ID HERE>
  • If the tablet isn't going to be readable, name the entity like this: Readable_DWNote_MiscXX, where XX are numbers

Config file examples

English.lang:

<LANGUAGE>
  <CATEGORY Name="sample_map">
		<Entry Name="TestTablet_FrontEntry">My first tablet bla bla bla bla bla</Entry>
		<Entry Name="TestTablet_FrontEntry_Name">This is the entry name in the sketchbook</Entry>
        <Entry Name="TestTablet_FrontEntry_En">This is what will appear on the tablet in blue text</Entry>
  </CATEGORY>
  
   <CATEGORY Name="Levels">
		<Entry Name="sample_map_sketchbook_category">This is the category name in the sketchbook</Entry>
  </CATEGORY>
  
</LANGUAGE>

Readables.cfg:

<Readables>
	<Categories>
	
		<Category ID="sample_map" Name="sample_map_sketchbook_category">
			<Notes>
				<Note ID="TestTablet" VoiceSubject="" FrontEntry="TestTablet_FrontEntry" BackEntry="" ImageEntry="" />
			</Notes>
		</Category>
				
	</Categories>
</Readables>
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