Difference between revisions of "Main Page"

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* '''[[Design: editWorld Customisation|Customising editWorld]]''' - Customising editWorld's setup
 
* '''[[Design: editWorld Customisation|Customising editWorld]]''' - Customising editWorld's setup
* '''[[Design: How do I|How do I ...?]]''' - Quick reference
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* '''[[Design: How do I|How do I ...?]]''' - Quick reference for common and useful tasks
 
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* '''[[Design: Brush Basics|Brush Basics]]'''
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* '''[[Design: Brush Basics|Brush Basics]]''' - the basics of brush usage and editing
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* '''[[Design: Portal Basics|Portal Basics]]''' - what portals are for and when to use them
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* '''[[Design: Geometry Optimisation|Optimising Geometry]]''' - How to optimise map geometry for performance
 
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* '''[[Design: Entity Basics|Entity Basics]]'''
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* '''[[Design: Entity Basics|Entity Basics]]''' - basics of entity usage and editing
* '''[[Design: Entity List|List of Entities]]''' - Descriptions and Uses
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* '''[[Design: Entity List|List of Entities]]''' - descriptions and uses for all entities
 
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* '''[[Design: Lighting Basics|Lighting Basics]]''' - basics of lighting and the different light types available
 
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Revision as of 09:55, 17 October 2007

Tutorials

Taking A Screenshot

Making a Terrain Model

  • Step 1 - Create a terrain mesh for your map.
  • More to go here, temp for now.

Vehicle Tutorial

  • Step 1 - Design considerations, before you do anything else!
  • Step 2 - Initial rough model, rig and basic script.
  • Step 3 - More advanced rig and scripting.
  • Step 4 - Further technical setup ideas.

Code

Vehicle Scripting

Entity Scripting

  • Classes - Tree of entity types.
  • Events - List of all script events.
  • Examples - Some example walkthoughs of building up a scripted entity.
  • Script Files - List of the script files used by the game.

GUIs


Design

Introduction

editWorld

Primitives

Entities

Lighting

  • Lighting Basics - basics of lighting and the different light types available


Art

Models

  • In-Game Models - Making models for use in the engine.
  • High-Poly Models - Making source models for baking normal maps.
  • Renderbump - Create normal maps from high-poly geometry.
  • Imposters - Sprites used for rendering complex models cheaply at a distance.

Animation

Textures

Terrain Editing

Atmospheres and Effects