as released 2003-08-18
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UberTools GDK
|
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<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
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<span class="submenu" id="sub0">
|
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<a href="../start.html">Introduction</a><br>
|
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<a href="../start.html#2">Utilities</a><br>
|
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<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
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<span class="submenu" id="sub1">
|
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<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
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<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
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<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
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|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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||||
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||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
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||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
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|
||||
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|
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<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
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<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
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<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
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<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
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<a href="allclasses_g.html">Game Module</a><br>
|
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<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
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<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
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||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
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|
||||
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||||
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||||
</table></td>
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<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Client Game Module Classes</p>
|
||||
<h2><a name="Script">Script</a> -> <a href="#Class">Class</a></h2>
|
||||
<BLOCKQUOTE> </BLOCKQUOTE>
|
||||
<h2> <a name="Listener">Listener</a> -> <a href="#Class">Class</a></h2>
|
||||
<BLOCKQUOTE>
|
||||
<P><tt><B>immediateremove</B></tt><BR>
|
||||
<ul>
|
||||
Removes this listener immediately.
|
||||
</ul>
|
||||
<P><tt><B>remove</B></tt><BR>
|
||||
<ul>
|
||||
Removes this listener the next time events are processed.
|
||||
</ul>
|
||||
</BLOCKQUOTE>
|
||||
<h2> <a name="Event">Event</a> -> <a href="#Class">Class</a></h2>
|
||||
<BLOCKQUOTE> </BLOCKQUOTE>
|
||||
<h2> <a name="Class">Class</a></h2>
|
||||
<BLOCKQUOTE> </BLOCKQUOTE>
|
||||
<h2> <a name="EmitterLoader">EmitterLoader</a> -> <a href="#Listener">Listener</a>
|
||||
-> <a href="#Class">Class</a></h2>
|
||||
<BLOCKQUOTE>
|
||||
<P><tt><B>emitter</B>( <i>String emittername </i>)</tt><BR>
|
||||
<ul>
|
||||
Create a new emitter
|
||||
</ul>
|
||||
</BLOCKQUOTE>
|
||||
<h2> <a name="ClientGameCommandManager">ClientGameCommandManager</a> ->
|
||||
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
|
||||
<BLOCKQUOTE>
|
||||
<P><tt><B>(</B></tt><BR>
|
||||
<ul>
|
||||
Signals the beginning of a block of commands
|
||||
</ul>
|
||||
<P><tt><B>)</B></tt><BR>
|
||||
<ul>
|
||||
Signals the end of a block of commands
|
||||
</ul>
|
||||
<P><tt><B>accel</B>( <i>Float xAccFloat yAccFloat zAcc[ Float delay ]
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
Set the acceleration of the spawned tempmodel.<BR>
|
||||
This acceleration is applied using the world axis
|
||||
</ul>
|
||||
<P><tt><B>addsoundeffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
|
||||
<ul>
|
||||
The surface type and name of the effect
|
||||
</ul>
|
||||
<P><tt><B>addspawneffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
|
||||
<ul>
|
||||
The surface type and name of the effect
|
||||
</ul>
|
||||
<P><tt><B>alias</B>( <i>String aliasString realPath[ String arg1 ][ String
|
||||
arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Create an alias to the specified path
|
||||
</ul>
|
||||
<P><tt><B>aliascache</B>( <i>String aliasString realPath[ String arg1
|
||||
][ String arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String
|
||||
arg6 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Create an alias to the specified path and cache the resource
|
||||
</ul>
|
||||
<P><tt><B>align</B></tt><BR>
|
||||
<ul>
|
||||
Align the tempmodels to the direction they are traveling
|
||||
</ul>
|
||||
<P><tt><B>alignonce</B></tt><BR>
|
||||
<ul>
|
||||
Align the tempmodels to the direction they are traveling at the time
|
||||
they are initialized
|
||||
</ul>
|
||||
<P><tt><B>alpha</B>( <i>Float alpha </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the alpha of the spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>alwayscreate</B></tt><BR>
|
||||
<ul>
|
||||
Always creates a new beam instead of replacing odd one.
|
||||
</ul>
|
||||
<P><tt><B>angles</B>( <i>[ String [randomtype] ]Float pitch[ String [randomtype]
|
||||
]Float yaw[ String [randomtype] ]Float roll </i>)</tt><BR>
|
||||
<ul>
|
||||
The angles of the object.If random type is not specified, then the component
|
||||
will be just set<BR>
|
||||
without randomness.
|
||||
</ul>
|
||||
<P><tt><B>anim</B>( <i>String animation </i>)</tt><BR>
|
||||
<ul>
|
||||
Set a tempmodel the the specified animation
|
||||
</ul>
|
||||
<P><tt><B>animateonce</B></tt><BR>
|
||||
<ul>
|
||||
Set a tempmodel to animate once and then get removed
|
||||
</ul>
|
||||
<P><tt><B>autocache</B>( <i>String resourceName </i>)</tt><BR>
|
||||
<ul>
|
||||
Cache the specified resource
|
||||
</ul>
|
||||
<P><tt><B>avelocity</B>( <i>[ String [randomtype] ]Float yawVel[ String
|
||||
[randomtype] ]Float pitchVel[ String [randomtype] ]Float rollVel </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the angular velocity of the spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>beam_offset_endpoints</B></tt><BR>
|
||||
<ul>
|
||||
Make the beams endpoints offset to reduce the bunching up effect
|
||||
</ul>
|
||||
<P><tt><B>beamdelay</B>( <i>[ String [randomtype] ][ Float delay ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the delay time between creating new beams.<BR>
|
||||
If the keyword randomtype is specified, the delay between beams will
|
||||
be random
|
||||
</ul>
|
||||
<P><tt><B>beamlength</B>( <i>Float length </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the length of the beam or trace length (for decals)
|
||||
</ul>
|
||||
<P><tt><B>beampersist</B></tt><BR>
|
||||
<ul>
|
||||
Make the beams persist instead of blinking out
|
||||
</ul>
|
||||
<P><tt><B>beamshader</B>( <i>String shadername </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the shader to use for the beam
|
||||
</ul>
|
||||
<P><tt><B>beamsphere</B>( <i>Integer count </i>)</tt><BR>
|
||||
<ul>
|
||||
Create a sphere shaped beam effect from the origin. Count is the number
|
||||
of beams
|
||||
</ul>
|
||||
<P><tt><B>beamtoggledelay</B>( <i>[ String [randomtype] ][ Float delay
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set a delay between toggling the beams on and off.<BR>
|
||||
If the keyword randomtype is specified, the delay between toggling will
|
||||
occur randomly
|
||||
</ul>
|
||||
<P><tt><B>beamwave</B></tt><BR>
|
||||
<ul>
|
||||
Makes the beam behave as a wave.
|
||||
</ul>
|
||||
<P><tt><B>bouncedecal</B>( <i>[ Integer maxamount ][ Integer temporary
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Put a mark when the tempmodel bounces and hits a surface<BR>
|
||||
maxamount = Max amount of decals to make when bouncing<BR>
|
||||
temporary = specify 1 for a temporary mark that only appears for a short
|
||||
time, 0 for a decal that stays aroung longer (default is 0)<BR>
|
||||
A decal shader must be specified using decalshader<BR>
|
||||
</ul>
|
||||
<P><tt><B>bouncefactor</B>( <i>Float factor </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the bounciness of a tempmodel when it hits a solid.<BR>
|
||||
A factor > 1 will make the model bounce higher and higher on each hit
|
||||
</ul>
|
||||
<P><tt><B>bouncesound</B>( <i>String sound[ Float [delay] ] </i>)</tt><BR>
|
||||
<ul>
|
||||
When bouncing, what sound to play on impact and an option delay (default
|
||||
is 1 second) between playing this sound
|
||||
</ul>
|
||||
<P><tt><B>bouncesoundonce</B>( <i>String sound </i>)</tt><BR>
|
||||
<ul>
|
||||
When bouncing, what sound to play on impact one time
|
||||
</ul>
|
||||
<P><tt><B>cache</B>( <i>String resourceName </i>)</tt><BR>
|
||||
<ul>
|
||||
Cache the specified resource
|
||||
</ul>
|
||||
<P><tt><B>canendearly</B></tt><BR>
|
||||
<ul>
|
||||
Makes it so the beam can end early if it hits something.
|
||||
</ul>
|
||||
<P><tt><B>chancetoemitatcamera</B>( <i>Float chance </i>)</tt><BR>
|
||||
<ul>
|
||||
sets the percent chance that particles will be emitted towards camera
|
||||
</ul>
|
||||
<P><tt><B>circle</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels to be spawned in a circle around the origin<BR>
|
||||
This circle will be generated in the X/Y axis of the model
|
||||
</ul>
|
||||
<P><tt><B>client</B>( <i>[ String arg1 ][ String arg2 ][ String arg3 ][
|
||||
String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Execute the specified command arg string
|
||||
</ul>
|
||||
<P><tt><B>collision</B>( <i>[ String water ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Turn on collision for the tempmodel.<BR>
|
||||
If the keyword water is specified, then the tempmodel will collide with
|
||||
water
|
||||
</ul>
|
||||
<P><tt><B>color</B>( <i>Float color_redFloat color_greenFloat color_blue[
|
||||
Float alpha ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the color (modulate) of the spawned tempmodel.
|
||||
</ul>
|
||||
<P><tt><B>colorrange</B>( <i>Float color_red_startFloat color_green_startFloat
|
||||
color_blue_startFloat color_red_endFloat color_green_endFloat color_blue_end[
|
||||
Float time ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Sets the color range of the spawned tempmodel.
|
||||
</ul>
|
||||
<P><tt><B>commanddelay</B>( <i>Float timeInteger commandnumber[ String
|
||||
[arg1] ][ String [arg2] ][ String [arg3] ][ String [arg4] ][ String
|
||||
[arg5] ][ String [arg6] ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the time delay between this command getting executed. This requires
|
||||
a command number to be assigned here.<BR>
|
||||
This is internally used to keep track of the commands this entity executes
|
||||
and will resolve naming conflicts.
|
||||
</ul>
|
||||
<P><tt><B>count</B>( <i>Integer count </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the number of tempmodels that are spawned<BR>
|
||||
This is only used for the originspawn and tagspawn commands,<BR>
|
||||
and not for emitters, use spawnrate instead
|
||||
</ul>
|
||||
<P><tt><B>decalradius</B>( <i>Float radius </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the radius of the decal
|
||||
</ul>
|
||||
<P><tt><B>decalshader</B>( <i>String shadername </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the shader to use for the impact decal.<BR>
|
||||
Use bouncedecal to turn on bounce decals.<BR>
|
||||
</ul>
|
||||
<P><tt><B>definesoundeffect</B>( <i>String effectnameString mapnameString
|
||||
soundname </i>)</tt><BR>
|
||||
<ul>
|
||||
Defines the sound effect
|
||||
</ul>
|
||||
<P><tt><B>definespawneffect</B>( <i>String effectnameString mapname </i>)</tt><BR>
|
||||
<ul>
|
||||
Defines the spawn effect
|
||||
</ul>
|
||||
<P><tt><B>detail</B></tt><BR>
|
||||
<ul>
|
||||
Set emitter/tempmodel to be detail. Which can be turned off by detail
|
||||
</ul>
|
||||
<P><tt><B>dietouch</B></tt><BR>
|
||||
<ul>
|
||||
Set the spawned tempmodels to die when they touch a solid
|
||||
</ul>
|
||||
<P><tt><B>direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
|
||||
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDir </i>)</tt><BR>
|
||||
<ul>
|
||||
Add a random component to the regular velocity.<BR>
|
||||
If random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
</ul>
|
||||
<P><tt><B>dlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
|
||||
intensity[ String type1 ][ String type2 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
This makes the emitter itself a dynamic lightThe red,green,blue parms
|
||||
are the color of the light<BR>
|
||||
The intensity is the radius of the light<BR>
|
||||
type is the type of light to create (lensflare,viewlensflare,additive)
|
||||
</ul>
|
||||
<P><tt><B>dofade</B>( <i>Float fade_delayFloat fadein_timeBoolean alpha_only
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
Fades the model with the parameters outlined above
|
||||
</ul>
|
||||
<P><tt><B>drag</B>( <i>Float drag[ Float dragDelay ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the drag coeffcient. Example, 0.5 drag is half the speed every frame.
|
||||
dragDelay is the time the particle waits before the drag is applied.
|
||||
</ul>
|
||||
<P><tt><B>duplicatecount</B>( <i>Integer num </i>)</tt><BR>
|
||||
<ul>
|
||||
Set a duplication number for the tempmodels
|
||||
</ul>
|
||||
<P><tt><B>effectmap</B>( <i>String name </i>)</tt><BR>
|
||||
<ul>
|
||||
Declaration for the effect map
|
||||
</ul>
|
||||
<P><tt><B>emitteroff</B>( <i>String emitterName </i>)</tt><BR>
|
||||
<ul>
|
||||
Turn the specified emitter off
|
||||
</ul>
|
||||
<P><tt><B>emitteron</B>( <i>String emitterName </i>)</tt><BR>
|
||||
<ul>
|
||||
Turn the specified emitter on
|
||||
</ul>
|
||||
<P><tt><B>emitterspin</B></tt><BR>
|
||||
<ul>
|
||||
sets particles to spin based on emitter origin
|
||||
</ul>
|
||||
<P><tt><B>endalpha</B>( <i>Float alpha </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the alpha of the beam's endpoint
|
||||
</ul>
|
||||
<P><tt><B>entcolor</B>( <i>Float color_redFloat color_greenFloat color_blue[
|
||||
Float alpha ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the color(modulate) of this entity
|
||||
</ul>
|
||||
<P><tt><B>exclusivelight</B>( <i>String exclusiveName </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the exclusive entity lighting tag name for a tiki
|
||||
</ul>
|
||||
<P><tt><B>fade</B>( <i>[ Boolean Alpha_Only ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to fade out over it's life -- Set to 1 to fade Alpha
|
||||
only
|
||||
</ul>
|
||||
<P><tt><B>fadedelay</B>( <i>Float time </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the amount of time to delay a fade
|
||||
</ul>
|
||||
<P><tt><B>fadein</B>( <i>[ Float time ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to fade in over the specified time
|
||||
</ul>
|
||||
<P><tt><B>flicker</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to change it's alpha every frame. Creates a flickering
|
||||
effect
|
||||
</ul>
|
||||
<P><tt><B>footstep</B>( <i>String tagname[ String creaturetype ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Place a footprint that is appropriate to the surface we are currently
|
||||
stepping on
|
||||
</ul>
|
||||
<P><tt><B>footstepsound</B>( <i>[ Integer channel ][ Float volume ][ Float
|
||||
min_dist ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Places an appropriate footstep sound based on the surface we are currently
|
||||
stepping on
|
||||
</ul>
|
||||
<P><tt><B>freq</B>( <i>Float frequency </i>)</tt><BR>
|
||||
<ul>
|
||||
Modifies the frequency of a wavy beam (default is 10).
|
||||
</ul>
|
||||
<P><tt><B>fullbeamwave</B></tt><BR>
|
||||
<ul>
|
||||
Makes the beam behave as one big wave.
|
||||
</ul>
|
||||
<P><tt><B>globalfade</B>( <i>[ String [in|out] ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels to globally fade in or out together
|
||||
</ul>
|
||||
<P><tt><B>hardlink</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels linked to the model they are spawned from, so they
|
||||
move with it
|
||||
</ul>
|
||||
<P><tt><B>hide</B></tt><BR>
|
||||
<ul>
|
||||
hides the entity
|
||||
</ul>
|
||||
<P><tt><B>hitEntities</B>( <i>Boolean hit_entities_bool </i>)</tt><BR>
|
||||
<ul>
|
||||
Whether or not entities can be hit with this effect
|
||||
</ul>
|
||||
<P><tt><B>hitWorld</B>( <i>Boolean hit_world_bool </i>)</tt><BR>
|
||||
<ul>
|
||||
Whether or not world can be hit with this effect
|
||||
</ul>
|
||||
<P><tt><B>inwardsphere</B>( <i>Float radius </i>)</tt><BR>
|
||||
<ul>
|
||||
Create the tempmodels in a sphere around the origin, and adjust their<BR>
|
||||
angle so they point toward the center of the sphere. This is best used
|
||||
with a<BR>
|
||||
spehere radius and some velocity so the models look like they're heading
|
||||
toward the<BR>
|
||||
center of the sphere.
|
||||
</ul>
|
||||
<P><tt><B>itemringshader</B>( <i>String shader_name </i>)</tt><BR>
|
||||
<ul>
|
||||
Makes this item use a different item shader.
|
||||
</ul>
|
||||
<P><tt><B>lensflare</B>( <i>String lensflare_nameFloat color_redFloat
|
||||
color_greenFloat color_blue[ Float scale ][ String replacement_shader_name
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
This makes the emitter itself a lensflare
|
||||
</ul>
|
||||
<P><tt><B>life</B>( <i>Float life </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the life (in seconds) of the spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>lightstyle</B>( <i>String nameOfImage </i>)</tt><BR>
|
||||
<ul>
|
||||
Set a lightstyle to determine the color of this tempmodel, the image<BR>
|
||||
specified is used to determine the look of the light style
|
||||
</ul>
|
||||
<P><tt><B>loopsound</B>( <i>String soundName[ Float volume ][ Float min_distance
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Play the specifed sound as a looping sound
|
||||
</ul>
|
||||
<P><tt><B>lscalerate</B>( <i>Float rate </i>)</tt><BR>
|
||||
<ul>
|
||||
Sets the linear scaling rate of the spawned tempmodel<BR>
|
||||
If a negative rate is used, the model will shrink
|
||||
</ul>
|
||||
<P><tt><B>maxoffset</B>( <i>Float maxoffset </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the maximum offset from center in a beam
|
||||
</ul>
|
||||
<P><tt><B>minoffset</B>( <i>Float minoffset </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the minimum offset from center in a beam
|
||||
</ul>
|
||||
<P><tt><B>model</B>( <i>String modelname1[ String modelname2 ][ String
|
||||
modelname3 ][ String modelname4 ][ String modelname5 ][ String modelname6
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the modelname of the tempmodel. If more than 1 model is specified,
|
||||
it will<BR>
|
||||
be randomly chosen when spawned
|
||||
</ul>
|
||||
<P><tt><B>note</B>( <i>String note </i>)</tt><BR>
|
||||
<ul>
|
||||
This is a comment
|
||||
</ul>
|
||||
<P><tt><B>numsegments</B>( <i>Integer numsegments </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the number of segments in a beam
|
||||
</ul>
|
||||
<P><tt><B>offset</B>( <i>[ String [randomtype] ]Float offsetX[ String
|
||||
[randomtype] ]Float offsetY[ String [randomtype] ]Float offsetZ </i>)</tt><BR>
|
||||
<ul>
|
||||
If random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
This offset is applied using the world axis.
|
||||
</ul>
|
||||
<P><tt><B>offsetalongaxis</B>( <i>[ String [randomtype] ]Float offsetx[
|
||||
String [randomtype] ]Float offsety[ String [randomtype] ]Float offsetz
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
If random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
This offset is applied using the model's local axis
|
||||
</ul>
|
||||
<P><tt><B>oneFrameOnly</B></tt><BR>
|
||||
<ul>
|
||||
Makes the emitter only last one frame
|
||||
</ul>
|
||||
<P><tt><B>orientation</B>( <i>Float degrees </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the degrees to orient the decal. Specify 'random' to use a random
|
||||
orientation
|
||||
</ul>
|
||||
<P><tt><B>originbeamemitter</B>( <i>String name </i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn beams from the origin.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the beam
|
||||
</ul>
|
||||
<P><tt><B>originbeamspawn</B>( <i>String emitterName </i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn a beam from the origin.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the beam
|
||||
</ul>
|
||||
<P><tt><B>origindlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
|
||||
intensityFloat life[ String type1 ][ String type2 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn a dynamic light from the origin of the model<BR>
|
||||
The red,green,blue parms are the color of the light<BR>
|
||||
The intensity is the radius of the light<BR>
|
||||
type is the type of light to create (lensflare,viewlensflare,additive)
|
||||
</ul>
|
||||
<P><tt><B>originemitter</B>( <i>String emitterName[ String tikiName ][
|
||||
Boolean startoff ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Create an emitter that spawns tempmodels from the origin.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the tempmodels
|
||||
</ul>
|
||||
<P><tt><B>originspawn</B></tt><BR>
|
||||
<ul>
|
||||
Spawn tempmodels from the origin.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the tempmodels
|
||||
</ul>
|
||||
<P><tt><B>parallel</B></tt><BR>
|
||||
<ul>
|
||||
Set tempmodel to be parallel to the viewer
|
||||
</ul>
|
||||
<P><tt><B>parentangles</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels angles to that of its parent
|
||||
</ul>
|
||||
<P><tt><B>parentlink</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels linked to the parent, so they move with the parent
|
||||
model
|
||||
</ul>
|
||||
<P><tt><B>particlespin</B></tt><BR>
|
||||
<ul>
|
||||
sets particles to spin based on own origin
|
||||
</ul>
|
||||
<P><tt><B>physicsrate</B>( <i>String rate </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the rate (in updates per second) for the tempmodel's physics to
|
||||
be updated
|
||||
</ul>
|
||||
<P><tt><B>print</B>( <i>String string </i>)</tt><BR>
|
||||
<ul>
|
||||
Prints a string.
|
||||
</ul>
|
||||
<P><tt><B>radius</B>( <i>Float radius </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the radius of the sphere for the inwardsphere amd sphere settings
|
||||
</ul>
|
||||
<P><tt><B>randomchance</B>( <i>Float percentage[ String [arg1] ][ String
|
||||
[arg2] ][ String [arg3] ][ String [arg4] ][ String [arg5] ][ String
|
||||
[arg6] ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the percentage chance that command will occur
|
||||
</ul>
|
||||
<P><tt><B>randomroll</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels so they pick a random roll value every frame
|
||||
</ul>
|
||||
<P><tt><B>randvel</B>( <i>[ String [randomtype] ]Float xVel[ String [randomtype]
|
||||
]Float yVel[ String [randomtype] ]Float zVel </i>)</tt><BR>
|
||||
<ul>
|
||||
Add a random component to the regular velocity.<BR>
|
||||
If a random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
This velocity is applied using the world axis
|
||||
</ul>
|
||||
<P><tt><B>randvelaxis</B>( <i>[ String [randomtype] ]Float forwardVel[
|
||||
String [randomtype] ]Float rightVel[ String [randomtype] ]Float upVel
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
Add a random component to the regular velocity.<BR>
|
||||
If random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
This velocity is applied using the parent axis
|
||||
</ul>
|
||||
<P><tt><B>scale</B>( <i>Float scale </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the scale of a spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>scaledelay</B>( <i>Float scale_delay </i>)</tt><BR>
|
||||
<ul>
|
||||
Sets the Delay before the model scales
|
||||
</ul>
|
||||
<P><tt><B>scalemax</B>( <i>Float scalemax </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the maximum scale of a spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>scalemin</B>( <i>Float scalemin </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the minimum scale of a spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>scalerate</B>( <i>Float rate </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the scaling rate of the spawned tempmodel<BR>
|
||||
If a negative rate is used, the model will shrink
|
||||
</ul>
|
||||
<P><tt><B>scaleupdown</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to scale up to scale value and then down.
|
||||
</ul>
|
||||
<P><tt><B>setspinrate</B>( <i>Float spin_PitchFloat spin_YawFloat spin_Roll
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
sets spin on particles
|
||||
</ul>
|
||||
<P><tt><B>setwindeffect</B>( <i>Float windeffect </i>)</tt><BR>
|
||||
<ul>
|
||||
sets the amount that emitted objects are affected by wind
|
||||
</ul>
|
||||
<P><tt><B>sound</B>( <i>String soundName[ Integer channel ][ Float volume
|
||||
][ Float min_distance ][ Float max_pitch_difference ][ Float min_pitch_difference
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Play the specified sound
|
||||
</ul>
|
||||
<P><tt><B>spawneffect</B>( <i>String name </i>)</tt><BR>
|
||||
<ul>
|
||||
Name of the effect
|
||||
</ul>
|
||||
<P><tt><B>spawnrate</B>( <i>Float rate </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the spawnrate of the emitter (models per second).<BR>
|
||||
This is only used for emitters and not for the originspawn and tagspawn
|
||||
commands
|
||||
</ul>
|
||||
<P><tt><B>sphere</B></tt><BR>
|
||||
<ul>
|
||||
Set the tempmodels to spawn in a sphere around the origin.<BR>
|
||||
If sphereradius is set, the tempmodels will spawn at the radius distance
|
||||
from<BR>
|
||||
the origin
|
||||
</ul>
|
||||
<P><tt><B>spread</B>( <i>Float spreadxFloat spready[ Float endspreadx
|
||||
][ Float endspready ][ Float spreadtimedelta ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Add a random variance in the spawned beam in the forward direction by
|
||||
the amound specified in spreadx and spready, optionally with an end
|
||||
spread/time
|
||||
</ul>
|
||||
<P><tt><B>startoff</B></tt><BR>
|
||||
<ul>
|
||||
Signals an emitter to start in the off state (no tempmodels are emitted)
|
||||
</ul>
|
||||
<P><tt><B>stopsound</B>( <i>Integer channel </i>)</tt><BR>
|
||||
<ul>
|
||||
Stops the sound on the specified channel.
|
||||
</ul>
|
||||
<P><tt><B>surfaceSound</B>( <i>String baseSurfaceSound[ Integer channel
|
||||
][ Float volume ][ Float min_dist ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Places an appropriate sound based on the surface we are currently stepping
|
||||
on
|
||||
</ul>
|
||||
<P><tt><B>swarm</B>( <i>Integer frequencyFloat maxspeedFloat delta </i>)</tt><BR>
|
||||
<ul>
|
||||
Create a swarm like effect that the tempmodels follow when they are
|
||||
spawned<BR>
|
||||
frequency is how often they change direction<BR>
|
||||
maxspeed is how fast the tempmodel will move (it's randomly generated
|
||||
every<BR>
|
||||
time the frequency is hit<BR>
|
||||
delta is how much the tempmodel moves toward the origin every frame
|
||||
</ul>
|
||||
<P><tt><B>swipe</B>( <i>[ Vector origin ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Do a swipe and add it on to the swipe rendering list.
|
||||
</ul>
|
||||
<P><tt><B>swipeoff</B></tt><BR>
|
||||
<ul>
|
||||
Signal the end of a swipe
|
||||
</ul>
|
||||
<P><tt><B>swipeon</B>( <i>String shaderString startTagNameFloat endTagNamelifeFloat
|
||||
life </i>)</tt><BR>
|
||||
<ul>
|
||||
Signal the start of a swipe from the current tag
|
||||
</ul>
|
||||
<P><tt><B>tagbeamemitter</B>( <i>String tagstartString name[ String tagend
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Create a beam emitter that uses 2 tags to determine it's start and end
|
||||
position
|
||||
</ul>
|
||||
<P><tt><B>tagbeamspawn</B>( <i>String tagstart </i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn a beam that uses the tag to determine it's starting position.
|
||||
</ul>
|
||||
<P><tt><B>tagdlight</B>( <i>String tagNameFloat color_redFloat color_greenFloat
|
||||
color_blueFloat intensityFloat life[ String type1 ][ String type2 ]
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn a dynamic light from the specified tag<BR>
|
||||
The red,green,blue parms are the color of the light<BR>
|
||||
The intensity is the radius of the light<BR>
|
||||
type is the type of light to create (lensflare,viewlensflare,additive)
|
||||
</ul>
|
||||
<P><tt><B>tagemitter</B>( <i>String tagNameString emitterName[ String
|
||||
tikiName ][ Boolean startoff ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Create an emitter that spawns tempmodels from the specified tag.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the tempmodels
|
||||
</ul>
|
||||
<P><tt><B>taglist</B>( <i>String arg1String arg2[ String arg3 ][ String
|
||||
arg4 ][ String arg5 ][ String arg6 ][ String arg7 ][ String arg8 ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tag list to create a beam that travels between all the tags
|
||||
</ul>
|
||||
<P><tt><B>tagspawn</B>( <i>String tagName </i>)</tt><BR>
|
||||
<ul>
|
||||
Spawn tempmodels from the specified tag.<BR>
|
||||
This command is followed by a ( to specify a block of commands that
|
||||
modify the tempmodels
|
||||
</ul>
|
||||
<P><tt><B>tagtraceimpactmark</B>( <i>String tagname[ Integer temporary
|
||||
] </i>)</tt><BR>
|
||||
<ul>
|
||||
Perform a trace from the specified tag to the maxlength and put the
|
||||
shader as a decal on the surface it hits<BR>
|
||||
temporary = specify 1 for a temporary mark that only appears for a short
|
||||
time, 0 for a decal that stays aroung longer (default is 0)<BR>
|
||||
</ul>
|
||||
<P><tt><B>tagtraceimpactsound</B>( <i>String tagnameInteger maxlengthString
|
||||
sound[ Boolean isalias ] </i>)</tt><BR>
|
||||
<ul>
|
||||
Perform a trace from the specified tag to the maxlength and play a sound
|
||||
at that position
|
||||
</ul>
|
||||
<P><tt><B>tagtraceimpactspawn</B>( <i>String tagname </i>)</tt><BR>
|
||||
<ul>
|
||||
Perform a trace from the specified tag to the maxlength and spawn the
|
||||
specified model there.
|
||||
</ul>
|
||||
<P><tt><B>tbc_direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
|
||||
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDirFloat
|
||||
endTimeBoolean lerp </i>)</tt><BR>
|
||||
<ul>
|
||||
Add a random component to the regular velocity.<BR>
|
||||
If random type is not specified, then the component will just be added<BR>
|
||||
without randomness.<BR>
|
||||
</ul>
|
||||
<P><tt><B>tbc_particlespin</B>( <i>Float spinrate_xFloat spinrate_yFloat
|
||||
spinrate_zBoolean spinoutFloat start_timeFloat end_timeBoolean lerp
|
||||
</i>)</tt><BR>
|
||||
<ul>
|
||||
TimeBased Spin Command
|
||||
</ul>
|
||||
<P><tt><B>tbc_spawnrate</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
|
||||
lerp </i>)</tt><BR>
|
||||
<ul>
|
||||
TimeBased SpawnRate Command
|
||||
</ul>
|
||||
<P><tt><B>tbc_speed</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
|
||||
lerp </i>)</tt><BR>
|
||||
<ul>
|
||||
TimeBased Speed Command
|
||||
</ul>
|
||||
<P><tt><B>todo</B>( <i>String todo </i>)</tt><BR>
|
||||
<ul>
|
||||
This is an item that needs to be done
|
||||
</ul>
|
||||
<P><tt><B>tracecount</B>( <i>Integer count </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the number of traces that are done<BR>
|
||||
</ul>
|
||||
<P><tt><B>tracelength</B>( <i>Float length </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the length of the trace for the decal
|
||||
</ul>
|
||||
<P><tt><B>trail</B>( <i>String shaderString startTagString endTagFloat
|
||||
life </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to have a swipe that follows it
|
||||
</ul>
|
||||
<P><tt><B>twinkle</B>( <i>Float mintimeoffFloat maxtimeoffFloat mintimeonFloat
|
||||
maxtimeon </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to twinkle with the specified settings
|
||||
</ul>
|
||||
<P><tt><B>useLastTrace</B></tt><BR>
|
||||
<ul>
|
||||
Makes this trace command use the results from the last trace command
|
||||
</ul>
|
||||
<P><tt><B>uselasttraceend</B></tt><BR>
|
||||
<ul>
|
||||
Makes this trace command use the end results of the last trace command
|
||||
</ul>
|
||||
<P><tt><B>velocity</B>( <i>Float forwardVelocity </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the forward velocity of the spawned tempmodel
|
||||
</ul>
|
||||
<P><tt><B>wavy</B>( <i>[ String [randomtype] ]Float distance </i>)</tt><BR>
|
||||
<ul>
|
||||
Set the tempmodel to move in a wavy path to a maxmimun of the distance
|
||||
specified<BR>
|
||||
</ul>
|
||||
</BLOCKQUOTE>
|
||||
<H2> 6 Client Game Module Classes.<BR>
|
||||
113 Events. </H2>
|
||||
<p class="subheader"> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
lease do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,475 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Camera Documentation</p>
|
||||
<p> The camera can be interfaced through either the in game camera system
|
||||
(activated by typing "pushmenu camera" in the console) as well
|
||||
as from the scripting language.</p>
|
||||
<p class="subheader">Spawning a Camera</p>
|
||||
<p> To spawn a camera from script use the following command:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> spawn Camera targetname MyCamera</p>
|
||||
</blockquote>
|
||||
<p class="subheader">Switching Between Cameras</p>
|
||||
<p>Switching between cameras is accomplished with these commands: </p>
|
||||
<ul type="square">
|
||||
<li> <b>cuecamera cameraName [switchTime]</b><br>
|
||||
Switch to the specified camera. If switch time is specified and you
|
||||
are not already in camera view, the camera will smoothly transition
|
||||
from the third person camera to this camera.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cueplayer [switchTime]</b><br>
|
||||
Switch back to third person mode. If switchtime is specified, than camera
|
||||
will switch over that period of time.</li>
|
||||
</ul>
|
||||
<p class="subheader">Other Useful Scripting Commands</p>
|
||||
<ul type="square">
|
||||
<li> <b>freezeplayer</b><br>
|
||||
Freezes the player wherever he is standing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>releaseplayer</b><br>
|
||||
Release the player after he has been frozen.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>fakeplayer</b><br>
|
||||
Create a fake version of the player, hide the real one. The fake player
|
||||
has a targetname of “fakeplayer”.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>removefakeplayer</b><br>
|
||||
Remove the fake player and unhide the real one.</li>
|
||||
</ul>
|
||||
<p class="subheader">In-game Camera System Commands:</p>
|
||||
<ul type="square">
|
||||
<li> <b>cam new</b><br>
|
||||
Start a new camera path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam load [filename]</b><br>
|
||||
Loads the camera path from cams/[filename].cam. If no filename is set,
|
||||
filename is taken from the cam_filename CVAR.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam save [filename]</b><br>
|
||||
Saves the current path to cams/[filename].cam. If the targetname of
|
||||
the path has not been set, then it is set the same as [filename]. If
|
||||
no filename is set, filename is taken from the cam_filename CVAR.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam savemap [filename]</b><br>
|
||||
Saves the current path to cams/[filename].map. This is a special format
|
||||
for integration into existing map files.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam setpath targetname</b><br>
|
||||
Changes the current path to the path with the specified targetname.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam settargetname targetname</b><br>
|
||||
Sets the targetname of the current path point [targetname].<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam settarget target</b><br>
|
||||
Sets the target of the current path point to [target]. Doing this will
|
||||
cause the entity with the targetname of [target] to be triggered when
|
||||
the camera reaches this path point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam setthread threadname</b><br>
|
||||
Sets the thread of the current path point to [threadname]. Doing this
|
||||
will cause the thread [threadname] to be executed when the camera reaches
|
||||
this point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam setspeed [speed]</b><br>
|
||||
Sets the speed of the camera at this path node. Speed is displayed above
|
||||
the currently selected path point when the path is being drawn. Speed
|
||||
is the number of path points the camera will go through per second,
|
||||
so a speed of 2 makes the camera take ½ a second per path point.
|
||||
Speed defaults to 1. SetSpeed sets the speed on the current node and
|
||||
any nodes added in the future.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam add</b><br>
|
||||
Creates a new path point at the current player location and angle using
|
||||
the current speed.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam delete</b><br>
|
||||
Deletes the currently selected path point. The current node then becomes
|
||||
the path point that was immediately after the path point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam replace</b><br>
|
||||
Changes the position, angle, and speed of the currently selected path
|
||||
point to that of the player and current speed.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam moveplayer</b><br>
|
||||
Places the player at the position of the current path point. The player’s
|
||||
view remains the same, however.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam next</b><br>
|
||||
Selects the next point in the path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>cam prev</b><br>
|
||||
Selects the previous point in the path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>cam show</b><br>
|
||||
Displays the current path. The Current path point is draw in yellow
|
||||
with the speed drawn above it. At each node, a coordinate system is
|
||||
drawn to show the orientation. Red is forward, green is right, blue
|
||||
is up. The lines draw between path points to indicate the direction
|
||||
the camera will take.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam hide</b><br>
|
||||
Stops drawing the current path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>cam play</b><br>
|
||||
Makes the camera play the path once.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>cam play [targetname]</b><br>
|
||||
Causes the camera to play the path specified by targetname once.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> cam loop</b><br>
|
||||
Makes the camera play the path and continuously loop.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam loop [targetname]</b><br>
|
||||
Makes the camera play the path specified by targetname and continuously
|
||||
loop.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam stop</b><br>
|
||||
Stops the camera and switches the view back to the player.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam watch [targetname]</b><br>
|
||||
Mark the node to tell the camera to watch the specified target when
|
||||
the camera gets to that control point. [targetname] can be one of the
|
||||
reserved keywords path, node or none or it can just be a targetname
|
||||
for a specific entity:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li> <b>path</b><br>
|
||||
Watch the path as we move, in other words look in the direction
|
||||
that we are moving</li>
|
||||
<li> <b>node</b><br>
|
||||
Orient ourselves based off of the orientation in each node, in other
|
||||
words use the stored orientations at each node to determine our
|
||||
view.</li>
|
||||
<li> <b>none</b><br>
|
||||
Do not make any orientations whatsoever, This means that the camera
|
||||
will not change it’s orientation at all.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><b>cam nowatch</b><br>
|
||||
Mark the node to tell the camera to stop watching any entities when
|
||||
the camera gets to that control point. Equivalent to “cam watch
|
||||
none”.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam setfov</b><br>
|
||||
Set the fov of the current path node.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cam setfadetime</b><br>
|
||||
Set the fadetime of the current path node.</li>
|
||||
</ul>
|
||||
<p class="subheader">Script commands:</li></p>
|
||||
<p> All commands must have the targetname of the camera pre-pended.</p>
|
||||
<ul type="square">
|
||||
<li> <b>start</b><br>
|
||||
Start the camera moving or watching.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>pause</b><br>
|
||||
Pause the camera along its path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>continue</b><br>
|
||||
Resume the camera’s movement.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>stop</b><br>
|
||||
Stop the camera from moving and watching.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>speed newSpeed</b><br>
|
||||
Set the speed of the camera.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>fov newFov [fadeTime]</b><br>
|
||||
Set the fov of the camera and optionally the time over which the fov
|
||||
should transition, default is whatever the camera’s fadetime is
|
||||
set to.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>follow targetEntity [targetWatchEntity]</b><br>
|
||||
Start following an entity, if that entity is a splinepath then the path
|
||||
will be followed. If targetWatchEntity is specified than that entity
|
||||
will be watched while following targetEntity. By default targetEntity
|
||||
will be watched as well.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>follow_distance followDistance</b><br>
|
||||
Distance at which the camera should follow an entity, also used for
|
||||
orbit radius.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>follow_yaw yawOffset</b><br>
|
||||
Yaw offset of the camera following an entity.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>follow_yaw_absolute</b><br>
|
||||
Make the follow yaw absolute rather than relative to the follow entity’s
|
||||
angles<br>
|
||||
</li>
|
||||
<li> <b>follow_yaw_relative</b><br>
|
||||
Make the follow yaw relative to the follow entitiy’s angles<br>
|
||||
</li>
|
||||
<li> <b>orbit targetEntity [targetWatchEntity]</b><br>
|
||||
Start orbiting an entity, if that entity is a splinepath then the path
|
||||
will be followed and looped. If targetWatchEntity is specified than
|
||||
that entity will be watched while following targetEntity. By default
|
||||
targetEntity will be watched as well.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>orbit_height newHeight</b><br>
|
||||
Height offset for orbiting an entity.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>watch watchEntity [fadeTime]</b><br>
|
||||
Start watching an entity, and optionally the time over which the transition
|
||||
should occur. The default transition time is the camera’s fadetime.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>watchpath [fadeTime]</b><br>
|
||||
Start looking along the direction of movement and optionally the time
|
||||
over which the transition should occur. The default transition time
|
||||
is the camera’s fadetime.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>watchnode [fadeTime]</b><br>
|
||||
Start basing the camera’s orientation off of what is stored in
|
||||
the camera path nodes and optionally the time over which the transition
|
||||
should occur. The default transition time is the camera’s fadetime.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>nowatch [fadeTime]</b><br>
|
||||
Stop watching an entity, looking along a path or anything else. The
|
||||
camera’s orientation is now static. Optionally transition overt
|
||||
the time specified. The default transition time is the camera’s
|
||||
fadetime.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> lookat targetEntity</b><br>
|
||||
Immediately make the camera look at the given entity<br>
|
||||
</li>
|
||||
<li> <b>turnto newAngles</b><br>
|
||||
Immediately turn the camera to the desired angles. NewAngles is a vector<br>
|
||||
</li>
|
||||
<li> <b>moveto targetEntity</b><br>
|
||||
Immediately move the camera to the targetEntity’s origin<br>
|
||||
</li>
|
||||
<li> <b>movetopos newPosition</b><br>
|
||||
Immediately move to the specified world space position<br>
|
||||
</li>
|
||||
<li><b> fadetime newFadetime</b><br>
|
||||
Specifiy a new fadetime for this camera, this fadetime will be used
|
||||
for any of the watch or follow commands if no explicit fadetime is specified.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cut</b><br>
|
||||
Switch cameras immediately, don’t transition over time.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>nextcamera cameraName</b><br>
|
||||
Next camera to use in a security camera system arrangement.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>setthread threadName</b><br>
|
||||
Sets the thread of the camera which is accessed from a trigger_camerause.</li>
|
||||
</li>
|
||||
</ul>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,584 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
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|
||||
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|
||||
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|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Client Commands Reference Guide</p>
|
||||
<p class="subheader"> Overview</p>
|
||||
<p> Client side commands refer to any commands that are used in the client
|
||||
game DLL (cgame DLL). These commands are placed and executed on frames
|
||||
of animation. When a TIKI model’s animation is played back on the
|
||||
client, the commands associated with those frames are executed. This document
|
||||
also contains a list of client INIT commands. These are commands that
|
||||
are ony executed on the client when the model is initialized. These commands
|
||||
deal with setting up emitters. </p>
|
||||
<p class="subheader"> Example</p>
|
||||
<p> This is a list of client commands and parameters for the client. These
|
||||
commands can be placed in a TIKI file for execution. Here is an example
|
||||
to get started:</p>
|
||||
<blockquote>
|
||||
<p class="menu">Animations<br>
|
||||
{<br>
|
||||
power power.tan<br>
|
||||
{<br>
|
||||
client<br>
|
||||
{<br>
|
||||
first
|
||||
tagspawn tag_hand<br>
|
||||
(<br>
|
||||
count
|
||||
50<br>
|
||||
model
|
||||
models/flameball.tik<br>
|
||||
velocity
|
||||
50<br>
|
||||
randvel
|
||||
0 0 200<br>
|
||||
avelocity
|
||||
random 360 random 360 random 360<br>
|
||||
life
|
||||
1<br>
|
||||
accel
|
||||
0 0 -100<br>
|
||||
scale
|
||||
0.1<br>
|
||||
fade<br>
|
||||
bouncefactor
|
||||
0.8<br>
|
||||
offset
|
||||
crandom 3 crandom 3 crandom 3<br>
|
||||
)<br>
|
||||
}<br>
|
||||
}<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p>Here is an explantion of what is going to happen when the first frame
|
||||
of the “power” animation is executed.</p>
|
||||
<p>After the definition of the animation “power power.tan” You
|
||||
can list client and server side commands that will be executed on the
|
||||
specified frames. In this case there is a client command on the first
|
||||
frame of the power animation. Notice that the command is called “tagspawn”
|
||||
and it has one parameter on the same line called “hand”. This
|
||||
command allows you to spawn things ( particles, models, sprites ) from
|
||||
the tag that is built into the model ( in this case it’s the hand
|
||||
tag ). </p>
|
||||
<p>The “(“ on the next line starts a block of modifiers and
|
||||
parameters that will affect the spawning properties of the command. There
|
||||
are 11 lines of parameters after the “(“ and then there is
|
||||
a closing “)”. The “)” signifies the end of the
|
||||
parameters/modifiers and finishes off the command. Each one of the modifiers
|
||||
is explained below, along with the commands like “tagspawn”.</p>
|
||||
<p class="subheader">Client Animation Commands </p>
|
||||
<p>These commands can be executed on any frame of any animation on the client.
|
||||
These are placed in the client frame commands of the TIKI file.</p>
|
||||
<ul type="square">
|
||||
<li><b>alias <path> <alias></b><br>
|
||||
Creates an alias to to the specified path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>aliascache <aliasname> <resourcename></b><br>
|
||||
Caches in the specified resource name and creates the creates the alias
|
||||
specified to reference it.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>cache <resourcename></b><br>
|
||||
Caches in the specified resource name<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>client <arg1> <arg2>… </b><br>
|
||||
Execute the specified arguments on the client. This is for use in global
|
||||
scripts.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>commanddelay <time> <commandnum> <command> [arg1]…[argN]</b><br>
|
||||
Delays the <command> by the <time> specified. There wll
|
||||
be a delay between the execution of the command. The <commandnum>
|
||||
must be provided by the user, It is used to keep track of the different
|
||||
commands and the times they are executed.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>dlight <red> <green> <blue> <intensity>
|
||||
<life> <type></b><br>
|
||||
Spawn a dlight from the origin of the model. The <type> of the
|
||||
light can be normal, lensflare, or viewlensflare<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>emitteroff <emittername></b><br>
|
||||
Turns “off” the specified emitter<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>emitteron <emittername></b><br>
|
||||
Turns “on” the specified emitter<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>entcolor</b><br>
|
||||
Set the color(modulate) of the model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> loopsound <soundfile> [volume] [mindistance]</b><br>
|
||||
Plays the specified sound in a loop.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>originspawn([parameter list]…)</b><br>
|
||||
Spawn “things” from the origin of the model. The parameter
|
||||
list after the command specify modifiers on the command.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> randomchance <amount> <command> [arg1]…[argN]</b><br>
|
||||
This will randomly execute the specified command. The amount ranges
|
||||
from 0 to 1 and is the percentage chance that the command will execute.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>sound <soundfile> [channel number] [volume] [mindistance]</b><br>
|
||||
Plays the specified sound. Channel, volume, and mindistance are optional<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>swipe</b><br>
|
||||
Add a segment to the swipe.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>swipeoff</b><br>
|
||||
Signal the end of a swipe<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>swipeon <tagname> <size> <life></b><br>
|
||||
Signal the start of a swipe.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>tagdlight <tagname> <red> <green> <blue>
|
||||
<intensity> <life> <type></b><br>
|
||||
Spawn a dlight from the specified tag of the model. The <type>
|
||||
of the light can be normal, lensflare, or viewlensflare.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> tagspawn <tagname>([parameter list]…)</b><br>
|
||||
Spawn “things” from the tag specified on the model. The
|
||||
parameter list after the command specify modifiers on the command.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> tagbeamspawn <tagname_start> <length></b><br>
|
||||
Spawns a beam from <tagname_start> of the specified <length>.
|
||||
The direction is derived from the tag.</li>
|
||||
</ul>
|
||||
<p class="subheader">Client Initialization Commands </p>
|
||||
<p>These commands set up client side effects that are not associated with
|
||||
animations These are placed in the client init section of the TIKI file.</p>
|
||||
<ul type="square">
|
||||
<li><b>tagemitter <tagname> <emittername>(<parameter list>…)</b><br>
|
||||
Creates a tag emitter named <emittername> that spawns out models
|
||||
from <tagname>. This is not associated with animation frames,
|
||||
so it can be used for static things that emit models without animating.
|
||||
<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> tagbeamemitter <tagname_start> <tagname_end> <emittername>{<parameter
|
||||
list>}</b><br>
|
||||
Creates a beam emitter named <emittername> that spawns beams from
|
||||
tagname_start to tagname_end. This is not associated with animation
|
||||
frames, so it can be used for static things that have beam effects on
|
||||
them.</li>
|
||||
</ul>
|
||||
<p class="subheader">Parameters for Spawning stuff</p>
|
||||
<p>These are used in the above commands to modify the “things”(
|
||||
tempmodels ) that are spawned from the emitters/spawn points.</p>
|
||||
<ul type="square">
|
||||
<li><b>accel <accelx> <accely> <accelz></b><br>
|
||||
Sets the acceleration for the tempmodel. You can simulate gravity by
|
||||
setting the accelz component to a negative value (E.g. accel 0 0 –200)<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>align</b><br>
|
||||
Aligns the tempmodel in the direction it is traveling<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>alpha <alpha_value></b><br>
|
||||
Sets the alpha value of the tempmodel<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> angles (crandom|random) <yaw> (crandom|random) <pitch>
|
||||
(crandom|random) <roll></b><br>
|
||||
Sets the angular velocity of the tempmodel. Use the keywords random
|
||||
or crandom as stated in the randvel command.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>anim <anim_name></b><br>
|
||||
Set the anim of the spawned tempmodel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>animateonce</b><br>
|
||||
Animate the tempmodel once before killing it<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>avelocity (crandom|random) <yaw> (crandom|random) <pitch>
|
||||
(crandom|random) <roll></b><br>
|
||||
Sets the angular velocity of the tempmodel. Use the keywords random
|
||||
or crandom as stated in the randvel command.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>bouncefactor <bounce_value></b><br>
|
||||
Sets the bounciness of the tempmodel. Values greater than 1 will make
|
||||
the model gain speed when it bounces.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>circle</b><br>
|
||||
Spawns the tempmodels in a circlular pattern on the XY plane<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>collision [‘water’]</b><br>
|
||||
Turns on collision for the tempmodels (saves CPU if you don’t
|
||||
need collision ). Add the water keyword if you want the particles to
|
||||
collide with water.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>color <red> <green> <blue> <alpha></b><br>
|
||||
Sets the color of the tempmodel. This color is modulated with the tempmodel
|
||||
when it is drawn.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>colorrange <startRed> <startGreen> <startBlue>
|
||||
<endRed> <endGreen> <endBlue></b><br>
|
||||
Set the color range to be interpolated over the life of the tempmodel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>count <number></b><br>
|
||||
The number of tempmodels to be spawned.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>dietouch</b><br>
|
||||
Kills the tempmodel when it touches a solid surface.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>dlight <r> <g> <b> <intensity></b><br>
|
||||
Makes the emitter a dynamic light source of color (r,g,b) and the specified
|
||||
intensity ( radius ).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>fade</b><br>
|
||||
Fades the tempmodel to complete translucency over the life.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>fadein <time></b><br>
|
||||
Fades the tempmodel in over the amount of time specified.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>flicker</b><br>
|
||||
Causes the tempmodel to flicker randomly<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> globalfade <”in” | “out></b><br>
|
||||
Makes the spawned tempmodels fade in or out at the same rate based on
|
||||
the number of frames in the animation of the parent animation.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> inwardsphere <radius></b><br>
|
||||
Spawns the tempmodel at radius distance from the origin and moves them
|
||||
inward towards it.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>life <seconds></b><br>
|
||||
The life of the spawned tempmodel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>model <modelname1> [modelname2] [modelname3] …</b>
|
||||
<br>
|
||||
The name of the model you want to spawn. If more than one model is specified
|
||||
then the model is chosen randomly from the list<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>offset (crandom|random) <offsetx> (crandom|random) <offsety>
|
||||
(crandom|random) <offsetz></b><br>
|
||||
Sets an offset of the tempmodel. Use the keywords random or crandom
|
||||
as stated in the randvel command.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>offsetalongaxis (crandom|random) <offsetx> (crandom|random)
|
||||
<offsety> (crandom|random) <offsetz></b><br>
|
||||
Sets an offset of the tempmodel. Use the keywords random or crandom
|
||||
as stated in the randvel command. The offset is applied in the coordinate
|
||||
system of the parent.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>parentlink</b><br>
|
||||
Links the spawned tempmodel to the parent. If the parent moves, so does
|
||||
the spawned tempmodel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>randvel (crandom|random) <speedx> (crandom|random) <speedy>
|
||||
(crandom|random) <speedz></b><br>
|
||||
Adds a random velocity to the tempmodel in the x, y, and z axis. Use
|
||||
the keyword random to make the value between 0 and speed. Use the keyword
|
||||
crandom to make the value between –speed and speed. If you don’t
|
||||
use the random or crandom keywords, then the added velocity will be
|
||||
constant.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> scale <scale_value></b><br>
|
||||
Sets the scale of the tempmodel to value.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> scalemax <scale_value></b><br>
|
||||
Sets the maximum scale of the tempmodel to value.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>scalemin <scale_value></b><br>
|
||||
Sets the minimum scale of the temp model to value. By setting this,
|
||||
the spawned model will be randomly scaled to a value between scalemin
|
||||
and scalemax.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> scalerate <scale_value></b><br>
|
||||
Animates the tempmodel by scaling it in size according to the specified
|
||||
scalerate value.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>spawnrate <rate_value></b><br>
|
||||
Sets the rate of spawning for an emitter. This parameter is only valid
|
||||
for emitters that have been defined for the model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>sphere</b><br>
|
||||
Spawns the tempmodels traveling in in an outward sphere pattern from
|
||||
the origin.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>startoff</b><br>
|
||||
Starts an emitter in the “off” state.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>swarm <freq> <maxspeed> <delta></b><br>
|
||||
Causes a swarming effect on the tempmodels. freq is the frequency at
|
||||
which the tempmodel changes direction. maxspeed is the maximum speed
|
||||
of the tempmodel. delta is the amount the tempmodel moves toward the
|
||||
origin to get the swarming effect.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>texanimtime <time></b><br>
|
||||
If you are spawning animated texture sprites, this sets the animation
|
||||
time for that sprite.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> trailcolor <red> <green> <blue> <alpha></b><br>
|
||||
Sets the color of the trail for the tempmodel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>trailradius <radius></b><br>
|
||||
Sets the width of the trail<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> trailtime <seconds></b><br>
|
||||
Sets the life of the trail in seconds<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>velocity <speed></b><br>
|
||||
The speed of the tempmodel. It will travel in the direction based on
|
||||
the orientation of the parent.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>wavy <amount></b><br>
|
||||
Causes the tempmodel to move in a wavy effect. amount sets the amount
|
||||
of the wavieness.</li>
|
||||
</ul>
|
||||
<p class="subheader">Beam Specific Parameters</p>
|
||||
<p>These parameters are only applicable to beamemitters and tagbeamspawn.</p>
|
||||
<ul type="square">
|
||||
<li> <b>numsegments <num></b><br>
|
||||
Set the number of segments in the beam.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>minoffset <offset></b><br>
|
||||
Set the minimum offset from center that the beam will move.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>maxoffset <offset></b><br>
|
||||
Set the maximum offset from center that the beam will move.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>beamshader <shader_name></b><br>
|
||||
Set the shader that the beam will use.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>beamdelay <delay></b><br>
|
||||
Set the delay (in seconds) between the drawing of beams.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> beamtoggledelay [random] <delay></b><br>
|
||||
Set the delay (in seconds) that is used to toggle the beams off and
|
||||
on. If random is used, then the delay will be between 0 and delay.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>beampersist</b><br>
|
||||
Effect that makes the beams persist and fade out over time<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>beamsphere <count></b><br>
|
||||
Shoot the beams out in a sphere pattern. If the radius (see above) is
|
||||
set, beams will be drawn at this distance from center. </li>
|
||||
</ul>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,321 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
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<link rel="stylesheet" href="style.css">
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<script type="text/javascript">
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* Switch Menu script- by Martial B of http://getElementById.com/
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* Modified by Dynamic Drive for format & NS4/IE4 compatibility
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* Visit http://www.dynamicdrive.com/ for full source code
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***********************************************/
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document.write('<style type="text/css">\n')
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body>
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<a name="top"></a>
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<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
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<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
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</tr>
|
||||
<tr>
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||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
GUI Documentation</p>
|
||||
<p class="subheader">DlgEdit</p>
|
||||
<p> This is the editor that allows you to create GUIs for the game. Right
|
||||
click the on the window to bring up the Menu Properties dialog. Here’s
|
||||
a description of the fields:</p>
|
||||
<ul type="square">
|
||||
<li><b>Menu Name</b><br>
|
||||
The name of the menu that you will reference it by in the game.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Motion Direction</b><br>
|
||||
This is the direction that the menu will appear from when toggled in
|
||||
the game. Choices are: <br>
|
||||
<br>
|
||||
<ul>
|
||||
<li> NONE (Default)</li>
|
||||
<li>FROM_TOP</li>
|
||||
<li>FROM_BOTTOM</li>
|
||||
<li>FROM_LEFT</li>
|
||||
<li>FROM_RIGHT.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Time</b><br>
|
||||
This is the amount of time the menu takes to appear or disappear when
|
||||
toggled.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>General Commands</b><br>
|
||||
You can add any of the appropriate layout commands mentioned below.</li>
|
||||
</ul>
|
||||
<p class="subheader">Creating A Widget</p>
|
||||
<p>To create a widget, just click the LMB anywhere in the background and
|
||||
drag out a region. This will define the frame of the widget. Double click
|
||||
in the frame of that widget to bring up the Widget Properties Dialog.
|
||||
Here’s a description of the fields:</p>
|
||||
<ul type="square">
|
||||
<li> <b>Name</b><br>
|
||||
Internal name of the widget. This really isn’t used much in the
|
||||
game and was added (just in case we need it).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Class</b><br>
|
||||
Defines the class of the widget (Button, Label, List, etc…).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Title</b><br>
|
||||
Title to be displayed for labels, buttons, etc..<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Cmd</b><br>
|
||||
Stuff command to be put into the command buffer when the widget is activated
|
||||
(i.e. button is pressed).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Cvar</b><br>
|
||||
Name of the cvar to link this widget with. If the value of the widget
|
||||
changes, then this cvar will be updated with the appropriate value.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Border</b><br>
|
||||
Style of the border of the widget.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>BGColor</b><br>
|
||||
Background color of the widget.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>BGAlpha</b><br>
|
||||
Background alpha of the widget.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>FGColor</b><br>
|
||||
Foreground color of the widget.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>FGAlpha</b><br>
|
||||
Foreground alpha of the widget.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Position</b><br>
|
||||
Position of the widget ( x,y,width,height).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>Class specific attributes</b><br>
|
||||
Extra information that applies to the widget. See the list of layout
|
||||
commands below.</li>
|
||||
</ul>
|
||||
<p class="subheader"> Layout commands</p>
|
||||
<ul type="square">
|
||||
<li> <b>align <left> <right> <top> <bottom></b><br>
|
||||
Aligns the widget to the specified directions (resolution independent)<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>shader <shadername></b><br>
|
||||
Sets the shader of the widget. This will be drawn stretched in the widget<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> tileshader <shadername></b><br>
|
||||
Sets the shader of the widget. This will be drawn tiled in the widget<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>hovershader <shadername></b><br>
|
||||
Sets the shader that will be drawn when the mouse is hovering over the
|
||||
widget<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>additem <item></b><br>
|
||||
Adds the specified item to a list or listbox widget<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>setrange <min> <max></b><br>
|
||||
Sets the range of the slider from min to max<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>direction <from_left | from_right | from_top | from_bottom></b><br>
|
||||
Sets the direction of the shader when it appears on the screen. It will
|
||||
scroll in from that direction over time<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>slidertype <integer | float></b><br>
|
||||
Sets the type of the slider to either integral or floating value<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>fadein <time></b><br>
|
||||
Makes the widget fade in over the specified time<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>stopsound <soundname></b><br>
|
||||
Plays the sound specified when the widget stops moving<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>clicksound <soundname></b><br>
|
||||
Plays the sound specified when the widget is clicked<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>stretch < horizontal | vertical ></b><br>
|
||||
Stretch the widget horizontally or vertically across the whole screen
|
||||
(resolution independent )<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>initdata <data></b><br>
|
||||
Initializes the widget to data (used for sliders)<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>sliderstep <stepsize></b><br>
|
||||
Sets the stepsize for the slider</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,260 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Description of Menus and In-Game Utilities</p>
|
||||
<p class="subheader">Utilities</p>
|
||||
<p>The utilities specified below are invoked at the console. Simply type
|
||||
the command specified and the utility will execute.</p>
|
||||
<ul type="square">
|
||||
<li><b>notepad</b><br>
|
||||
This is a basic text editor. It can be used to edit documents while
|
||||
in the game. If no filename is specified, then an empty file will be
|
||||
created. You will have to specify a filename the first time you try
|
||||
to save the file.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>editscript</b><br>
|
||||
This is a shortcut for notepad. It will load the script for the currently
|
||||
loaded map.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>maplist</b><br>
|
||||
This dialog box opens up a listing of the maps directory. Double clicking
|
||||
on a map will load the map. Double clicking on a directory name will
|
||||
traverse into that directory and show the maps there.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>soundpicker</b><br>
|
||||
This dialog box is similar to the maplist command, but it is used for
|
||||
playing sounds.</li>
|
||||
</ul>
|
||||
<p class="subheader">Menus</p>
|
||||
<p>Menus are invoked a couple of different ways. The command</p>
|
||||
<blockquote>
|
||||
<p class="menu">pushmenu <menuname></p>
|
||||
</blockquote>
|
||||
<p>will push the menu specified onto the stack of menus. The command </p>
|
||||
<blockquote>
|
||||
<p class="menu">togglemenu <menuname></p>
|
||||
</blockquote>
|
||||
<p>will toggle the menu that is specified (i.e. if it’s open, it will
|
||||
be close, and if it’s closed it will be opened). </p>
|
||||
<p>Most level designers/artists bind the command to a function key. For
|
||||
example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> bind f1 “togglemenu animate2”</p>
|
||||
</blockquote>
|
||||
<p>All the menus in the ui directory are loaded when the game is started.
|
||||
To see a list of all the menus that are available type ‘listmenus’
|
||||
at the console.</p>
|
||||
<p>Here is a list and description of the menus that are currently used in
|
||||
Heavy Metal FAKK2:</p>
|
||||
<ul type="square">
|
||||
<li><b>animate2</b><br>
|
||||
This is used to control the animation of the current viewspawn. To use
|
||||
this menu, first you must viewspawn a model (i.e. viewspawn julie.tik).
|
||||
The controls will allow you to advance the animation/frame/etc…
|
||||
There is also a scale control that you can use to try out different
|
||||
scales on the object. If you have more than one viewspawned model, you
|
||||
can use the viewthingprev and viewthingnext buttons to get to the one
|
||||
you want.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>Camera</b><br>
|
||||
This menu is used for placing camera points for use with cinematics.
|
||||
See the Camera document for more information.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>GameCamera</b><br>
|
||||
This menu is used to tweak the values of the in game 3rd person camera.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>zound</b><br>
|
||||
This menu is used for placing sound effects and triggers in the game.
|
||||
Please see the Zound document for more information.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>LevelDesign</b><br>
|
||||
This menu has a bunch of controls that are useful for level designers.
|
||||
They are pretty much just shortcuts to cvars and console commands.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>phooks</b><br>
|
||||
This is another level designer menu that is very similar to the LevelDesign
|
||||
menu above.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>emitter & emitter2</b><br>
|
||||
These menus are used to control the test emitter which is used for creating
|
||||
particle effects systems. Please refer to the Ghost document for more
|
||||
information. </li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,450 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
MAX2SKL Reference Guide </p>
|
||||
<p class="subheader"> Overview</p>
|
||||
<p> Max2skl is a command line utility for converting .SKL files into a form
|
||||
usable by the Tiki model system. .SKL files are text-based model files
|
||||
exported from 3DS Max using SkelOut. Having the functionality of Max2skl
|
||||
as a separate program from the exporter allows changes in model format
|
||||
without requiring the artists to re-export their models.</p>
|
||||
<p>Max2skl will check the file times of the source and destination file
|
||||
and only rebuild them if they differ. This reduces runtime when running
|
||||
Max2skl from a batch file that converts a lot of animations when only
|
||||
a few have changed.</p>
|
||||
<p class="subheader"> File formats</p>
|
||||
<p> Each .SKL file contains a list of material identifiers, a list of bones
|
||||
in the model, triangle and vertex assignments, and any number of frames
|
||||
of animation. Being text-based allows .SKL files to be viewed or edited
|
||||
in a text editor, making diagnosing problems in models more convenient.</p>
|
||||
<p>Max2skl exports two types of files: .SKA and .SKB. SKB files contain
|
||||
the definitions of the bone heirarchy, vertex weights, surfaces, triangles,
|
||||
and level of detail (LOD). SKA files contain only the bone animation info.</p>
|
||||
<p class="subheader"> SKB Files</p>
|
||||
<p> SKB files are created from the model’s baseframe. Each model only
|
||||
needs one SKB file. The baseframe is the .SKL file that has the model
|
||||
posed in such a way as to create the best LOD information possible. The
|
||||
order that triangles are removed as the model is lowered in detail is
|
||||
based upon the length of the edges and the orientation of neighboring
|
||||
triangles. Triangles with very short edges or whose orientation differs
|
||||
the least from triangles that share the same edge are chosen first. Edges
|
||||
that are seams (either the triangle has a different texture from its neighbor,
|
||||
or doesn’t have a neighbor) can not be removed, and so limit how
|
||||
low detail the model can go.</p>
|
||||
<p>In order to create the best LOD information, models should be posed such
|
||||
that important joints are bent so that triangles at those joints reduce
|
||||
detail last. For example, if a model’s arms are kept straight in
|
||||
the baseframe, then when the model reduces in detail the upper arm and
|
||||
forearm will appear to have webbing between them, like a bat. Bending
|
||||
the arms in the baseframe will help Max2skl choose more appropriate triangles
|
||||
when lowering detail.</p>
|
||||
<p>Since the SKB file also contains the definition of the bone heirarchy,
|
||||
if the order of the bones are changed, or the bones are renamed, then
|
||||
the SKB file should be recreated to reflect the changes. Also, while changing
|
||||
the bone names is harmless, if the bone order changes in the SKB file,
|
||||
you should rebuild the SKA files to make sure the bone order is the same
|
||||
in them.</p>
|
||||
<p>The names and triangles contained in each surface are stored in the SKB
|
||||
file. When surface names or IDs change in the SKL file, you should rerun
|
||||
Max2skl to recreate the baseframe to reflect the change.</p>
|
||||
<p>The Tiki model system allows separate animations to play on the torso
|
||||
and legs of the model. To do mark bones in the model as “leg bones”
|
||||
(that is, bones that will use the leg animations as opposed to the torso
|
||||
animation). this, you must edit the baseframe’s SKL file and change
|
||||
the bone definitions from “Bone” to “Legbone”.
|
||||
Here’s an example of a changed SKL file: </p>
|
||||
<blockquote>
|
||||
<p class="menu">//////////////////////////////////////////////////////////////////////////<br>
|
||||
//<br>
|
||||
// Exported by FAKK2 Skeleton export, Version 1.00.<br>
|
||||
//<br>
|
||||
//////////////////////////////////////////////////////////////////////////<br>
|
||||
<br>
|
||||
SKELETON<br>
|
||||
VERSION 1<br>
|
||||
<br>
|
||||
NUMMATERIALS 1<br>
|
||||
MATERIAL 1 material1<br>
|
||||
<br>
|
||||
NUMBONES 85<br>
|
||||
LEGBONE 0 -1 Bip01<br>
|
||||
LEGBONE 1 0 Bip01 Footsteps<br>
|
||||
LEGBONE 2 0 Bip01 Pelvis<br>
|
||||
LEGBONE 3 2 Bip01 Spine<br>
|
||||
BONE 4 3 Bip01 Spine1<br>
|
||||
BONE 5 4 Bip01 Spine2<br>
|
||||
BONE 6 5 Bip01 Neck<br>
|
||||
.<br>
|
||||
.<br>
|
||||
.</p>
|
||||
</blockquote>
|
||||
<p>Bones that should be marked as leg bones are not always grouped together;
|
||||
it depends upon the hierarchy. Usually any bone that is below the spine
|
||||
is a good start. Check the model in the game and see if the animation
|
||||
looks right when another animation is playing in the torso.</p>
|
||||
<p class="subheader"> SKA Files</p>
|
||||
<p> SKA files contain only animation information. You should have at least
|
||||
one SKA for each animation in the model. SKAs contain bone animation information
|
||||
and movement deltas for each frame.</p>
|
||||
<p>Movement deltas are created by measuring the movement of the specified
|
||||
origin bone. By default, the bone named “origin” is expected,
|
||||
but you can use the –origin parameter to specify a different bone.
|
||||
No matter where the origin bone is in any frame of the original animation,
|
||||
it will be moved to (0, 0, 0) in the model’s coordinate space, with
|
||||
all other bones still in the same relative position around it. When the
|
||||
model is animated in the game, it will simply sit in place if the game
|
||||
physics doesn’t apply the movement deltas to the position. Using
|
||||
this method we are able to remove any sliding of the character’s
|
||||
feet on the ground.</p>
|
||||
<p class="subheader">Tags</p>
|
||||
<p> Tags are special triangles placed in the model to indicate attachment
|
||||
points on the model. These work the same way as they did in the vertex
|
||||
animation format that Tiki uses (.TAN) and you should refer to the Tiki
|
||||
document for an explanation of them. The difference between tags in vertex
|
||||
animated models and tags in skeleton animated models is that tags are
|
||||
turned into bones in skeleton models. In the case where there is already
|
||||
a bone with the same name as the tag, the tag will override the bone.
|
||||
Another consequence of this is that all bones are available as tags in
|
||||
the game, so extra tags only need to be added if a bone doesn’t
|
||||
exist in the appropriate location.</p>
|
||||
<p class="subheader"> Command line options</p>
|
||||
<p> max2skl animname [-uv filename] [-force] [-scale num] [-dest name]<br>
|
||||
[-ignore filename] [-origin originname] [-reverse]<br>
|
||||
[-verbose] [-nolod] [-noclampz] [-zeroz] [-noorigin]<br>
|
||||
[-clearz] [-clearxy] [-baseframe] [-maxbones num]<br>
|
||||
[-weightthreshold num] [-md4] [-bones filename]<br>
|
||||
[-offset x y z] [-clearx] [-cleary] [-loop]<br>
|
||||
[-zerox] [-zeroy] [-uvb filename] [-destdir dirname]<br>
|
||||
[-ignoreflags]</p>
|
||||
<p>The parameters are as follows:</p>
|
||||
<ul type="square">
|
||||
<li><b>animname</b><br>
|
||||
This is the name of a SKL file created by SKELOUT.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>-uv filename</b><br>
|
||||
This specifies a SKL file to copy the texture coordinates, material
|
||||
names and surface IDs from. This is useful for when you have model exported
|
||||
before you’ve textured it.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>-force</b><br>
|
||||
Causes MAX2SKL to re-process the animation regardless of what the time
|
||||
and date of the destination file is.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -scale num</b><br>
|
||||
Specify a scale to be used when converting the file. The default scale
|
||||
is 1.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -dest filename</b><br>
|
||||
Specify an alternate destination name for the SKA for SKB file. Normally
|
||||
the destination file shares the same name as the animname but with a
|
||||
SKA or SKB extension. Note that the directory remains the same.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -ignore filename</b><br>
|
||||
Specify an external file which contains a list of surfaces to ignore
|
||||
when grabbing this model. This is used extensively when grabbing a multi-part
|
||||
model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -origin originname</b><br>
|
||||
Specify an alternate surface name for the origin. Normally, the origin
|
||||
surface is simply called “origin”, this allows one to choose
|
||||
an alternate surface name for the origin. This is used extensively when
|
||||
grabbing a multi-part model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -reverse</b><br>
|
||||
Reverse the order of frames of the animation.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -verbose</b><br>
|
||||
Output a lot of information while processing the model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -nolod</b><br>
|
||||
Do not create an LOD mapping for this model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -noclampz</b><br>
|
||||
By default, the Z component of the origin tag is clamped to only positive
|
||||
and zero values. If you would like to allow negative Z values, use this
|
||||
option.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -zeroz</b><br>
|
||||
Always set the Z component of the origin tag to zero.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -noorigin</b><br>
|
||||
Don’t subtract the origin’s position from the model’s
|
||||
position. No movement deltas are produced.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -clearz</b><br>
|
||||
Specifies that Z movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -clearxy</b><br>
|
||||
Specifies that X and Y movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -baseframe</b><br>
|
||||
Save the model as SKB. The SKB file contains the bone definitions, the
|
||||
surfaces, texture coordinates, triangles, and the LOD mapping.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -maxbones num</b><br>
|
||||
Limit the number of bones that can affect a vertex to num per vertex.
|
||||
The num most influential bones will be used. The default (and maximum)
|
||||
is 8.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -weightthreshold weight</b><br>
|
||||
Limit the minimum influence a bone must have to be included in a vertex.
|
||||
Any with less influence will not affect the vertex. The default value
|
||||
is 0.01.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -md4</b><br>
|
||||
Save the model as an MD4 file. MD4 files are Quake 3 skeleton models.
|
||||
This was implemented for Quake 3, but was never used.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -bones filename</b><br>
|
||||
Use the bone heirarchy from the specified file. This is used when the
|
||||
hierarchy changes somehow, usually due to bones being unlinked from
|
||||
the hierarchy in Max for animation reasons. Since MAX2SKL doesn’t
|
||||
know anything about animations other than the one it’s currently
|
||||
working on, it can’t guarantee that the names of the bones, or
|
||||
the order of the bones, hasn’t changed from one animation to the
|
||||
next. If you always specify this and use the baseframe as the source,
|
||||
you will be assured that the animations always have the same number
|
||||
of bones and the same heirarchy.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -offset x y z</b><br>
|
||||
Offsets the model by the specified amount. This is useful for when animations
|
||||
are animated at different heights or using different origin tags.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -clearx</b><br>
|
||||
Specifies that X movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -cleary</b><br>
|
||||
Specifies that Y movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -loop</b><br>
|
||||
Drops the last frame of the animation. This allows MAX2SKL to properly
|
||||
calculate deltas on looped animations. The last frame in the animation
|
||||
should be the pose as the first frame.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -clearx</b><br>
|
||||
Specifies that X movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -cleary</b><br>
|
||||
Specifies that Y movement is cleared out on deltas.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -loop</b><br>
|
||||
Drops the last frame of the animation. This allows MAX2SKL to properly
|
||||
calculate deltas on looped animations. The last frame in the animation
|
||||
should be the pose as the first frame.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -uvb filename</b><br>
|
||||
The same as using –bones and –uv. This is just an easy way
|
||||
to copy both the bone heirarchy and the surface definitions from one
|
||||
file.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -destdir dirname</b><br>
|
||||
Specify an alternate destination directory for the SKA for SKB file.
|
||||
Normally the destination directory is the current working directory.
|
||||
<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> -ignoreflags</b><br>
|
||||
Normally, when a bone’s parent is unused and no bone with the
|
||||
same leg/torso designation exists higher up the hierarchy, the parent
|
||||
is kept, despite the fact that it doesn’t affect any vertices.
|
||||
Ignoreflags instructs Max2Skl to not perform this check. Typically,
|
||||
this would be used when it isn’t feasible to use the –bones
|
||||
command because the hierarchies differs. </li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
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|
||||
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|
||||
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|
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||||
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||||
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|||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
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|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Sound System</p>
|
||||
<p>The FAKK sound system uses the MILES SOUND SYSTEM version 6.0.</p>
|
||||
<p>MILES can be turned on and off with the cvar s_usemiles. If it is turned
|
||||
off, it will use the old quake sound system. </p>
|
||||
<p>The old Quake sound system is mostly still there and should still work
|
||||
except the music code. Also the Quake sound system doesn’t use the
|
||||
same volume/min distance scheme so these values don’t carry over
|
||||
to the Quake system.</p>
|
||||
<p class="subheader">Adding a looping sound</p>
|
||||
<p>Client side – animation:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> <frame #> loopsound <file name> <volume>
|
||||
<min distance></p>
|
||||
</blockquote>
|
||||
<p> Client side - script:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> $<entity name> loopsound <file name> <volume>
|
||||
<min distance></p>
|
||||
</blockquote>
|
||||
<p> Server side – from entity code:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> LoopSound( str sound_name, float volume, float min_distance
|
||||
);</p>
|
||||
</blockquote>
|
||||
<p class="subheader">Adding a sound</p>
|
||||
<p>Client side - add to client part of animations in the tiki:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> <frame #> sound <file name> <channel>
|
||||
<volume> <min_distance></p>
|
||||
</blockquote>
|
||||
<p> Client side – script</p>
|
||||
<blockquote>
|
||||
<p class="menu"> $<entity name> playsound <file name> <channel>
|
||||
<volume> <min distance></p>
|
||||
</blockquote>
|
||||
<p> Client side – code</p>
|
||||
<blockquote>
|
||||
<p class="menu"> S_StartLocalSound( sfxHandle_t sfxHandle );</p>
|
||||
</blockquote>
|
||||
<p> or</p>
|
||||
<blockquote>
|
||||
<p class="menu"> S_StartSound( vec3_t origin, int entnum, int entchannel,
|
||||
sfxHandle_t sfxHandle,<br>
|
||||
float volume, float min_dist );<br>
|
||||
Server side – from entity code<br>
|
||||
Sound( str sound_name, int channel, float volume, float min_distance,
|
||||
<br>
|
||||
Vector *sound_origin );</p>
|
||||
</blockquote>
|
||||
<p>Note that minimum distance values are specified in pixels. Basically
|
||||
how the minimum distance stuff works is that every time the distance doubles
|
||||
from the minimum distance the volume is halved. So from 0 up to the mindist
|
||||
the volume is 1, at mindist * 2 the volume is ½, at min_dist *
|
||||
4 volume = ¼, and so on.</p>
|
||||
<p>The channel, volume, and minimum distance parameters are all optional.
|
||||
They will default to other values if not specified. The channel will default
|
||||
to CHAN_AUTO.<br>
|
||||
The volume and minimum distance will default to whatever is specified
|
||||
for this particular sound in the global/sound0.txt file. If either of
|
||||
these is not specified in global/sound0.txt for this sound then the global
|
||||
default(s) will be used (also defined in sound0.txt).</p>
|
||||
<p class="subheader">Sound0.txt</p>
|
||||
<p>This file specifies what values to use for the default volume and minimum
|
||||
distance values should be used overall and for specific sounds. This makes
|
||||
it so you don’t have to specify these values every place you play
|
||||
a sound. This file should be located in the global directory. </p>
|
||||
<p>To change the global default values make sure the following commands
|
||||
are in this file:</p>
|
||||
<blockquote>
|
||||
<p class="menu">defaultmindist <global default min distance #><br>
|
||||
defaultvolume <global default volume></p>
|
||||
</blockquote>
|
||||
<p>To change the default values for a specific sound add the following:</p>
|
||||
<blockquote>
|
||||
<p class="menu">sound <sound name including path><br>
|
||||
mindist <minimum distance><br>
|
||||
volume <volume></p>
|
||||
</blockquote>
|
||||
<p>For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> sound sound/weapons/example1.wav<br>
|
||||
mindist 200.0<br>
|
||||
volume 1.0</p>
|
||||
</blockquote>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,911 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
TIKI Model System</p>
|
||||
<p>The TIKI model system is designed primarily with modularity in mind.
|
||||
Traditional engines use a monolithic file format to represent their models
|
||||
which limits the use of a particular model or set of animations. The TIKI
|
||||
system solves this by creating an easy and convenient way of making many
|
||||
different models with the same set or subset of animations. The TIKI system
|
||||
works with either 3D Studio MAX or Lightwave. </p>
|
||||
<p>Before the internals of the system are explained, it is very important
|
||||
that one learns how to use Visual SourceSafe effectively. Visual SourceSafe
|
||||
is an application that allows one to make multiple revisions of a file
|
||||
and log those changes so that at any time, one can access any previous
|
||||
version with a simple mouse click. The reason this is crucially important
|
||||
because as the assets increase it will become an ever-increasing job to
|
||||
maintain all the assets. Since the artists and modelers are the asset
|
||||
creators, it will be your job to make sure that the assets are kept up
|
||||
to date and correct. Here is a breakdown of concepts that are important
|
||||
with SourceSafe: checking in files, checking out files, Setting one’s
|
||||
working folder, Showing history of a particular file. Since explaining
|
||||
these concepts has already been covered in the documentation for SourceSafe,
|
||||
they won’t be covered here.</p>
|
||||
<p>The TIKI model system employs three different kinds of assets: the TIK
|
||||
file, a number of TAN files and a number of TGA files. The TIK file is
|
||||
the main file of the TIKI model system, it defines all the different animations
|
||||
to be used for a model as well as which textures are to be used and any
|
||||
unique information for that model. The TAN file is a proprietary format
|
||||
that is created by LW2TAN for Lightwave and MAX2TAN for 3D Studio MAX
|
||||
2. The TGA file is the native format for the textures used to comprise
|
||||
the skin of the model.</p>
|
||||
<p class="subheader">The TAN file</p>
|
||||
<p> The TAN file is a TIKI animation file, it is the basic building block
|
||||
of all models. A TAN file can be created in one of two ways, using the
|
||||
LW2TAN utility for Lightwave or using the MAX2TAN exporter for 3D Studio
|
||||
MAX 2. Any animation can be converted to a TAN file provided that it meets
|
||||
the following requirements:</p>
|
||||
<ul type="square">
|
||||
<li>It must have texture coordinates assigned. Either through a uv file
|
||||
in Lightwave’s case or have them present in the model for 3D Studio
|
||||
MAX.</li>
|
||||
<li> All animations must match each other in terms of number of surfaces,
|
||||
number of triangles, number of vertices, and number of tags.</li>
|
||||
</ul>
|
||||
<p>TAN files support a bunch of unique features including: tags (bones),
|
||||
origin and surfaces. </p>
|
||||
<p class="subheader">Tags</p>
|
||||
<p>A tag simply defines an attachment point for other models. It is defined
|
||||
by a single triangle whose material’s name starts with the name
|
||||
“tag_”. The number of “tags” must be consistent
|
||||
throughout all TAN files for a given model. So there can’t be 3
|
||||
tags in one animation and then 5 in another animation. The tag triangle
|
||||
should be a right triangle which “points” straight ahead.
|
||||
This triangle not only defines the position of an attachment point but
|
||||
also the orientation of the attached model. Therefore, the orientation
|
||||
of the right triangle is crucial. The tag triangle should not be equilateral,
|
||||
it should be orientated as follows: </p>
|
||||
<p align="center"><img src="../images/fakk2_tiki_triangle.gif" width="174" height="110"></p>
|
||||
<p>There are three sides to the triangle: the hypotenuse, the long side
|
||||
and the short side.<br>
|
||||
<br>
|
||||
The long side should point forward along the X Axis.<br>
|
||||
The short side should point to the right, along the Negative Y Axis. <br>
|
||||
The normal of the triangle should point straight up, along the Z Axis.<br>
|
||||
The hypotenuse should look like a \.</p>
|
||||
<p class="subheader">Origin</p>
|
||||
<p>The origin tag is a special tag that can redefine the origin for each
|
||||
frame of the animation. It is defined the same way as a normal tag (a
|
||||
right triangle whose material’s name is “origin”). The
|
||||
origin tag is the tag which is used to determine movement inside an animation.
|
||||
The origin tag should always be placed in the same relative position to
|
||||
the model unless the displacement is intended. For example, lets say a
|
||||
walking animation is to be exported. The model starts at the origin on
|
||||
frame 0 and then walks to (100,0,0) within 10 frames of animation. If
|
||||
the animation contains 10 frames of animation than the origin triangle
|
||||
would be placed at the following locations for each frame:</p>
|
||||
<blockquote>
|
||||
<table border="0" cellspacing="4" cellpadding="0">
|
||||
<tr>
|
||||
<td><div align="center"><b>Frame /</b></div></td>
|
||||
<td><div align="center"><b>Coordinate</b></div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">0</div></td>
|
||||
<td><div align="center">(0,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">1</div></td>
|
||||
<td><div align="center">(10,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">2</div></td>
|
||||
<td><div align="center">(20,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">3</div></td>
|
||||
<td><div align="center">(30,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">4</div></td>
|
||||
<td><div align="center">(40,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">5</div></td>
|
||||
<td><div align="center">(50,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">6</div></td>
|
||||
<td><div align="center">(60,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">7</div></td>
|
||||
<td><div align="center">(70,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">8</div></td>
|
||||
<td><div align="center">(80,0,0)</div></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><div align="center">9</div></td>
|
||||
<td><div align="center">(90,0,0)</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
</blockquote>
|
||||
<p> The exporter or conversion utility automatically moves each frame “back
|
||||
to the origin” so there is no need to auto-center the model oneself.</p>
|
||||
<p class="subheader">Surfaces</p>
|
||||
<p>Surfaces define how the model will be broken up. Each surface can have
|
||||
only one texture or shader active on it at any given time. Therefore by
|
||||
skinning the model and breaking it up into two different skins, 2 different
|
||||
surfaces are automatically created. Even though textures are assigned
|
||||
in a program like Uview or within MAX, one still needs to define which
|
||||
texture or shader will be used for each surface, this is done in the SETUP
|
||||
SECTION of the TIK file. The way that surfaces are created (which triangles
|
||||
go to which surface) is very important in that it defines the different
|
||||
parts of a model. Splitting the model up into multiple parts allows one
|
||||
to turn on or off or apply special effects to distinct regions of the
|
||||
model. Surface naming is also critical in that it defines a hierarchy
|
||||
that will be used in the game to determine what part of the model is what
|
||||
(the game will look for keywords like head, torso, arm, leg etc.). The
|
||||
surface naming convention is explained below.<br>
|
||||
General Guidelines</p>
|
||||
<p class="subheader">Standard Tag Names</p>
|
||||
<p>There are certain “default” tag names that should exist in
|
||||
a model. </p>
|
||||
<ul type="square">
|
||||
<li><b>ORIGIN</b><br>
|
||||
The standard name of the origin tag.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>TAG_WEAPON</b><br>
|
||||
If a model is going to be carrying a gun and that gun is a separate
|
||||
model (it is not integrated into the model) than the model should have
|
||||
a tag named “tag_weapon”. This tag should be placed in the
|
||||
hand of whichever arm the model will be wielding the weapon.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>TAG_BARREL</b><br>
|
||||
If a model is a weapon or the model has a weapon integrated into it,
|
||||
it should have a tag named “tag_barrel”. This is the tag
|
||||
at which muzzle flashes will be attached as well as where the projectile
|
||||
or bullet will be fired.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>TAG_HEAD / TAG_TORSO</b><br>
|
||||
If the model is a multi-segmented model with separate head, torso and
|
||||
legs, than the following tags must exist: In the legs model a “tag_torso”
|
||||
must exist. This is the attachment point of the torso to the legs. In
|
||||
the torso model a “tag_head” must exist. This is the attachment
|
||||
point of the head to the torso.</li>
|
||||
</ul>
|
||||
<p>If the model will have limbs chopped off and the intent is that the model
|
||||
spurt blood or something else from the location of severance, than a tag
|
||||
must be created at that area. If one chopped off the left arm than the
|
||||
tag would be called tag_arm_left and would be located at the left shoulder
|
||||
joint.</p>
|
||||
<p class="subheader">STANDARD SURFACE NAMES</p>
|
||||
<p>The surface naming convention is hierarchical, in that any part that
|
||||
is part of a larger part has that larger part as the beginning of its
|
||||
name. For example, if one have a pair of glasses on a model’s face
|
||||
than the surface describing the head might be called “head”
|
||||
and the surface describing the glasses would be called “head_glasses”.
|
||||
This way one can instantly tell that the glasses belong to the head. The
|
||||
naming convention does get a bit confusing at times, but this way if one
|
||||
blows off someone’s legs_left_high, one can delete all the surfaces
|
||||
which begin with “legs_left_high” that includes “legs_left_high”,
|
||||
”legs_left_high_low” and “legs_left_high_low_foot”.
|
||||
Here is a list of surface names which should be used as much as possible
|
||||
and wherever applicable (these surface names are for a standard biped,
|
||||
and one’s creature may not be bipedal in nature). Also, not all
|
||||
these surfaces have to exist by any means, in fact it is desirable to
|
||||
have as few surfaces as possible. </p>
|
||||
<ul type="square">
|
||||
<li>head</li>
|
||||
<li>head_hair</li>
|
||||
<li>torso_front</li>
|
||||
<li>torso_back</li>
|
||||
<li>legs_left_high</li>
|
||||
<li>legs_left_high_low</li>
|
||||
<li>legs_left_high_low_foot</li>
|
||||
<li>legs_right_high</li>
|
||||
<li>legs_right_high_low</li>
|
||||
<li>legs_right_high_low_foot</li>
|
||||
<li>arm_left_high</li>
|
||||
<li>arm_left_high_low</li>
|
||||
<li>arm_left_high_low_hand</li>
|
||||
<li>arm_right_high</li>
|
||||
<li>arm_right_high_low</li>
|
||||
<li>arm_right_high_low_hand</li>
|
||||
</ul>
|
||||
<p>For severed limbs, one would implement “cap surfaces”, these
|
||||
would be surfaces which would be turned on to cap off severed portions
|
||||
of the model. They would utilize the naming convention as follows. If
|
||||
one blows away the arm_left_high, than the cap surface one would use would
|
||||
be cap_arm_left. If one blows away the arm_righ_high_low_hand surface
|
||||
than the cap that one would use would be cap_arm_right_low. </p>
|
||||
<p class="subheader">The TIK File</p>
|
||||
<p> The beginning of a TIK file must always start with the “TIKI”
|
||||
identifier. The rest of the TIK file is made up of sections. A TIK file
|
||||
is broken up into 3 distinct sections, the setup section, the init section
|
||||
and the Animations section. The setup section is the section in which
|
||||
all surface definitions are made as well as things like global scale and
|
||||
global origin offset. The Init section contains all setup events for a
|
||||
given model for both the client and the server. The Animations section
|
||||
is where all animations are defined. This section also contains the individual
|
||||
frame definitions for each animation in the model.</p>
|
||||
<p class="subheader">General .TIK Info</p>
|
||||
<p>A TIK file can be created with any text editor. For those that do not
|
||||
have a preference, Notepad is a simple text editor included with Windows
|
||||
95/NT.</p>
|
||||
<p>The TIK file supports some unique parsing tools that can make one’s
|
||||
life easier. First of all, a TIK file can contain any number of Setup,
|
||||
Init and Animation sections, there doesn’t have to be just one of
|
||||
each. This has no real application for a single TIK file but makes more
|
||||
sense when one considers the next feature of TIK files. TIK files support
|
||||
two unique keywords which are $define and $include.</p>
|
||||
<p><b>$define <macro_name> <macro_expansion></b> <br>
|
||||
This allows one to define a macro that will be automatically substituted
|
||||
in the TIK file. This feature is especially useful when one has a filename
|
||||
or some piece of text that is used over and over again and may change
|
||||
at any time. Macros can only be used in the file once they are defined,
|
||||
so a macro won’t be substituted correctly until it has been defined.
|
||||
Macro definitions can be placed anywhere in the TIK file regardless of
|
||||
which section is currently being processed. Here is an example:</p>
|
||||
<blockquote>
|
||||
<p class="menu">$define texpath textures/gorilla/head/<br>
|
||||
<br>
|
||||
surface head shader $texpath$nostril.tga</p>
|
||||
</blockquote>
|
||||
<p>When the shader definition for the head is parsed instead of getting
|
||||
“$texpath$nostril.tga” as a texture name. The macro would
|
||||
be properly substituted and one would get “textures/gorilla/head/nostril.tga”.
|
||||
Macros must be surrounded by the “$” to be properly substituted.</p>
|
||||
<p> <b>$include <filename></b><br>
|
||||
This allows one to include another file into the current one. What this
|
||||
means is that the included file will be parsed from then on in the TIK
|
||||
file until the included file’s end has been reached. This allows
|
||||
one to include a “common” TIK file that has the basic animations
|
||||
and setup information for a particular group of models and then make only
|
||||
a few minor changes in this TIK file. </p>
|
||||
<p>Comments may be created in TIK files at any time simply by starting the
|
||||
comment out with “//”. Once the double slash is encountered,
|
||||
the rest of the line will automatically be skipped.</p>
|
||||
<p class="subheader">.TIK Setup Section</p>
|
||||
<p> The format of the setup section is as follows:</p>
|
||||
<p class="menu">Setup<br>
|
||||
{<br>
|
||||
<setup_keyword> …<br>
|
||||
.<br>
|
||||
.<br>
|
||||
.<br>
|
||||
}</p>
|
||||
<p>The following are valid setup keywords: scale, path, origin and surface.</p>
|
||||
<ul type="square">
|
||||
<li><b>scale <global scale value></b><br>
|
||||
Allows one to globally scale the model, where 1.0 is the default scale.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>path <subpath></b><br>
|
||||
This will be prepended to all TGA and TAN files. One can use the “path”
|
||||
command to specify a subdirectory where all the files are located.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>origin <x y z></b><br>
|
||||
Apply a global origin offset to all animations. This allows one to re-position
|
||||
a model without having to re-export it.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>lightoffset <x y z></b><br>
|
||||
When lighting the model, apply this offset to the lighting sample location.
|
||||
This can be used to fix models whose centroids occasionally drop below
|
||||
the origin.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>surface <surface_name> flags <flag_keywords …><br>
|
||||
surface <surface_name> damage <damage_multiplier><br>
|
||||
surface <surface_name> shader <shader_name></b> <br>
|
||||
<br>
|
||||
<ul>
|
||||
<li><b>surface_name</b><br>
|
||||
This is the name of the surface to modify. This can also be “all”
|
||||
to apply to all surfaces or utilitze the “*” to modify
|
||||
multiple surfaces at once. For example, given that we have a model
|
||||
with all the default surfaces defined. If the surface_name is “legs*”,
|
||||
then all surfaces beginning with “legs” will be modified.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>flags</b><br>
|
||||
This allows one to modify default surface attributes utilizing the
|
||||
following keywords: skin1, skin2, skin3, nodraw, twosided, nodamage,
|
||||
nomipmaps.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>damage</b><br>
|
||||
This allows one to specify how much the damage should be “amplified”
|
||||
or scaled when damage is inflicted upon this surface.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>shader</b><br>
|
||||
This allows you to specify which texture will be used on which surface.
|
||||
If the “shader_name” ends in a “.tga” then
|
||||
that texture will be used. If it does not end with an extension,
|
||||
then the “shader_name” will be assumed to be a valid
|
||||
shader registered in some other “.shader” file.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p class="subheader">.TIK Init Section</p>
|
||||
<p> The format of the init section is as follows:</p>
|
||||
<blockquote>
|
||||
<p class="menu">Init<br>
|
||||
{<br>
|
||||
Client<br>
|
||||
{<br>
|
||||
.<br>
|
||||
.<br>
|
||||
. <br>
|
||||
}<br>
|
||||
Server<br>
|
||||
{<br>
|
||||
.<br>
|
||||
.<br>
|
||||
. <br>
|
||||
}<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p>Client initialization events are executed when a model is registered
|
||||
on the client. Server initialization commands are executed when ever the
|
||||
model is spawned on the server</p>
|
||||
<p class="subheader">.TIK Animations Section</p>
|
||||
<p> The format of the Animations section is as follows:</p>
|
||||
<blockquote>
|
||||
<p class="menu">Animations<br>
|
||||
{<br>
|
||||
anim_alias <filename.TAN> <br>
|
||||
{<br>
|
||||
client<br>
|
||||
{<br>
|
||||
<frame_num>
|
||||
<events …><br>
|
||||
.
|
||||
<br>
|
||||
.<br>
|
||||
.<br>
|
||||
}<br>
|
||||
server<br>
|
||||
{<br>
|
||||
<frame_num>
|
||||
<events …><br>
|
||||
.
|
||||
<br>
|
||||
.<br>
|
||||
.<br>
|
||||
}<br>
|
||||
}<br>
|
||||
anim_alias <filename.TAN> <br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p>Each animation is defined by an anim_alias followed by a TAN file. The
|
||||
alias allows one to rename the animation so that it can adhere to a naming
|
||||
convention, without having to rename all the TAN files to the same name.
|
||||
It also allows the same animation to be used multiple times with different
|
||||
effects. The braced section following an animation define the events to
|
||||
be processed on the client or server at specific frames of the animations.</p>
|
||||
<ul type="square">
|
||||
<li><b>frame_num</b><br>
|
||||
This is either a specific frame number from 0 to the number of frames
|
||||
in the animation minus one. This can also be one of the keywords: start,
|
||||
end, first, last, every, entry, and exit. The exit keyword means that
|
||||
that command will be executed whenever leaving that animation. The entry
|
||||
keyword means that the command will be executed the first time you enter
|
||||
an animation, all subsequent loops of the animation will not call this
|
||||
event. Both entry and exit can only be used on the client.</li>
|
||||
</ul>
|
||||
<p class="subheader"> TGA Files</p>
|
||||
<p> TGA files should be 24-bit unless it is absolutely imperative that the
|
||||
texture needs to utilize an alpha channel. This would only be the case
|
||||
if the texture and model utilized masking or alpha effects</p>
|
||||
<p class="subheader"> 3D Studio MAX Tools</p>
|
||||
<p><b>UVOUT</b><br>
|
||||
This is a plugin for 3D Studio Max 2.0. It outputs the texture coordinates,
|
||||
triangle definitions and surface definitions to a file with a UV extension.
|
||||
This file is later read by MAX2TAN. You can simply rename your surfaces
|
||||
by editing this file manually. Surfaces are defined in 3D Studio Max by
|
||||
assigning material id’s to various faces. When the UV file is generated,
|
||||
you will see the material id’s appear at the top of the file. By
|
||||
default the materials are named material# where # is the material used
|
||||
inside MAX. Simply rename material# to tag_origin or torso or whatever
|
||||
name makes the most sense.</p>
|
||||
<p><b>ANIMOUT</b><br>
|
||||
This is a plugin for 3D Studio Max 2.0. It outputs animation information
|
||||
for a given model. It will create a file with a ANM extension. This file
|
||||
is later read by MAX2TAN. The ANM is a binary file and cannot be edited.</p>
|
||||
<p><b>MAX2TAN</b><br>
|
||||
This program converts 3D Studio MAX ANM and UV files to the TAN format.
|
||||
All animations must have an appropriate UV file for texture coordinate
|
||||
assignment. When converting an animation, it will check for the presence
|
||||
of the destination and only re-grab the source if the time/date of the
|
||||
source is newer than the destination or the –force option is used.
|
||||
MAX2TAN has the following options:</p>
|
||||
<blockquote>
|
||||
<p class="menu">MAX2TAN animname [-uv filename.uv] [-force] [-scale num]
|
||||
[-ignore filename]<br>
|
||||
[-origin originname] [-dest name] [-nolod] [-verbose] [-noclampz] [-zeroz]<br>
|
||||
[-reverse] [-noorigin] [-clearxy] [-clearz] [-rotate yaw]</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<li><b>animname</b><br>
|
||||
The name of an ANM file created by ANIMOUT. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>uv</b><br>
|
||||
If a uv file is not specified, a uv file will be looked for called “animname.uv”.
|
||||
This allows one to create one uv file for a model and use it for each
|
||||
animation. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>force</b><br>
|
||||
Causes MAX2TAN to re-process the animation regardless of what the time
|
||||
and date of the destination TAN file is.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>scale</b><br>
|
||||
Specifies a scale to be used when converting the file. The default scale
|
||||
is 1.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>ignore</b><br>
|
||||
Specifies an external file which contains a list of surfaces to ignore
|
||||
when grabbing this model. This is used extensively when grabbing a multi-part
|
||||
model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>origin</b><br>
|
||||
Specifies an alternate surface name for the origin. Normally, the origin
|
||||
surface is simply called “origin”, this allows one to choose
|
||||
an alternate surface name for the origin. This is used extensively when
|
||||
grabbing a multi-part model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>dest</b><br>
|
||||
Specifies an alternate destination name for the TAN file, normally the
|
||||
TAN file shares the same name as the animname but with a TAN extension.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>nolod</b><br>
|
||||
Do not create an LOD mapping for this model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>verbose</b><br>
|
||||
Outputs a lot of information while processing the model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>noclampz</b><br>
|
||||
By default, the Z component of the origin tag is clamped to only positive
|
||||
and zero values. If you would like to allow negative Z values, use this
|
||||
option.<br>
|
||||
</li>
|
||||
<li><b>zeroz</b><br>
|
||||
Always set the Z component of the origin tag to zero.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>rotate [yaw]</b><br>
|
||||
Rotates the model before processing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>reverse</b><br>
|
||||
reverse the order of frames of the animation.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>noorigin</b><br>
|
||||
Tells max2tan to not subtract the origin’s position from the model’s
|
||||
position. No movement deltas are produced.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>clearz</b><br>
|
||||
Specifies that Z movement is cleared out on deltas.<br>
|
||||
</li>
|
||||
<li><b>clearxy</b><br>
|
||||
Specifies that X and Y movement is cleared out on deltas.</li>
|
||||
</ul>
|
||||
<p class="subheader"> Testing TIKI models</p>
|
||||
<p>The following commands allow one to test a TIK model inside the game</p>
|
||||
<ul type="square">
|
||||
<li><b>viewspawn <modelname></b><br>
|
||||
Spawns a viewthing with <modelname> as the model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewmodel <modelname></b><br>
|
||||
Sets the model of the current viewthing<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewthingnext</b><br>
|
||||
Makes the next viewthing in your world the current one.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewthingprev</b><br>
|
||||
Makes the previous viewthing in your world the current one.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewnext</b><br>
|
||||
Increments the current frame of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewprev</b><br>
|
||||
Decrements the current frame of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewnextanim</b><br>
|
||||
Increments the current anim of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewprevanim</b><br>
|
||||
Decrements the current anim of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewanimate</b><br>
|
||||
Toggles the animation of the current viewthing. 4 states, off, on, on
|
||||
with movement, on with movement and looping.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewscaleup</b><br>
|
||||
Increments the current scale of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewscaledown</b><br>
|
||||
Decrements the current scale of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewscale <scale></b><br>
|
||||
Sets the scale of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewyaw <angle></b><br>
|
||||
Sets the yaw of the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewdelete</b><br>
|
||||
Deletes the current viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>viewattach <tag name> <fully realized path name of model
|
||||
to attach></b><br>
|
||||
Tag name is the name of the tag to attach to, fully realized path name
|
||||
would be like <models/grunt.tik>, normally on viewspawn and viewmodel
|
||||
commands you don't need to prepend models/, but in this case you do.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>viewdetachall</b><br>
|
||||
Detach and delete all my children.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>vieworigin <x y z></b><br>
|
||||
Specifies an absolute position for the viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>viewangles <pitch yaw roll></b><br>
|
||||
Specifies new angles for the viewthing.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b>R_lodscale</b><br>
|
||||
Adjust the global LOD scale for all models, default is 5. Lower values
|
||||
increase LOD, higher values decrease LOD. You can easily bind two keys
|
||||
to change the CVAR like so:
|
||||
<ul>
|
||||
<li> Bind key1 “add r_loadscale 0.25”</li>
|
||||
<li> Bind key2 “add r_loadscale –0.025”</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p class="subheader"> Older testing commands which are being phased out:</p>
|
||||
<ul>
|
||||
<li><b>Testmodel <model.tik></b><br>
|
||||
Spawns a test model in front of the player.</li>
|
||||
<li> <b>testscale <scale value></b><br>
|
||||
Changs the scale of the test model.</li>
|
||||
<li> <b>testscaleup</b><br>
|
||||
Ups the scale of the test model.</li>
|
||||
<li> <b>testscaledown</b><br>
|
||||
Downs the scale of the test model.</li>
|
||||
<li> <b>testanimate</b> <br>
|
||||
Toggles the animation state of the test model. One toggle animates the
|
||||
model in place (without movement information). The second toggle animates
|
||||
the model with movement but resets the movement after each animation
|
||||
loop. The third toggle animates the model with movement and continues
|
||||
looping. The fourth toggle resets the model to not animate and brings
|
||||
it back to its origin.</li>
|
||||
<li> <b>testorigin <x y z></b><br>
|
||||
Specifies a new origin for the given model.</li>
|
||||
<li> <b>testangles <pitch yaw roll></b><br>
|
||||
Specifies new angles for the test model.</li>
|
||||
<li> <b>Nextframe</b><br>
|
||||
Goes to the next frame in the current animation of the test model.</li>
|
||||
<li> <b>Prevframe</b><br>
|
||||
Goes to the previous frame in the current animation of the test model.</li>
|
||||
<li> <b>Nextanim</b><br>
|
||||
Goes to the next animation in the test model.</li>
|
||||
<li> <b>Prevanim</b><br>
|
||||
Goes to the previous animation in the test model.</li>
|
||||
</ul>
|
||||
<p class="subheader"> A Sample TIK File</p>
|
||||
<table width="100%" border="0" cellspacing="4" cellpadding="0">
|
||||
<tr>
|
||||
<td width="50%" valign="top" class="menu">TIKI</td>
|
||||
<td valign="top">// All TIKI files must have this at the<br>
|
||||
// beginning of the file</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">setup</td>
|
||||
<td valign="top">// The setup section</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> {</td>
|
||||
<td valign="top"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> scale 1.1</td>
|
||||
<td valign="top">// specify a scale of 1.1</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> path models/sample</td>
|
||||
<td valign="top">// set the path for all files to<br>
|
||||
// models/julia</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> surface all shader eden_julia_dam5.tga</td>
|
||||
<td valign="top">// set all surfaces to use<br>
|
||||
// eden_julia_dam5.tga as their<br>
|
||||
// default texture</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> }<br> <br></td>
|
||||
<td valign="top"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">$define playerdir player/julia/taunts<br> <br> </td>
|
||||
<td valign="top">// define a macro called playerdir</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">init</td>
|
||||
<td valign="top">// The init section</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> {</td>
|
||||
<td valign="top"> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> server</td>
|
||||
<td valign="top">// the server init events</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> {</td>
|
||||
<td valign="top"> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> setsize "-16 -16 0" "16 16 40"</td>
|
||||
<td valign="top">// override the default bounding box</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2" valign="top" class="menu"><br>
|
||||
//<br>
|
||||
// create some default taunt sound aliases<br>
|
||||
//<br>
|
||||
aliascache snd_taunt1 $playerdir$/getbent.wav"<br>
|
||||
aliascache snd_taunt2 $playerdir$/gtthrt.wav"<br>
|
||||
aliascache snd_taunt3 $playerdir$/mkmybtc1.wav"<br>
|
||||
aliascache snd_taunt4 $playerdir$/rcknrll2.wav"<br>
|
||||
aliascache snd_taunt5 $playerdir$/rstnpcs.wav"<br>
|
||||
aliascache snd_taunt6 $playerdir$/schldy.wav"<br>
|
||||
aliascache snd_taunt7 $playerdir$/trynw1.wav"<br>
|
||||
aliascache snd_taunt8 $playerdir$/whsyrdd1.wav"<br>
|
||||
aliascache snd_taunt9 $playerdir$/harry.wav"<br>
|
||||
}</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> client</td>
|
||||
<td valign="top">// the client init events</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2" valign="top" class="menu"> {<br>
|
||||
// There are no initialization events for the client<br>
|
||||
}<br>
|
||||
} </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">animations<br>
|
||||
{ </td>
|
||||
<td valign="top">// The animations section</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> idle f_edenjulia2.tan</td>
|
||||
<td valign="top">// create an animation called idle</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> taunt f_edenjulia2.tan</td>
|
||||
<td valign="top">// create an animation called taunt</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> {<br></td>
|
||||
<td valign="top"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> client</td>
|
||||
<td valign="top">// client events for the taunt anim</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> {</td>
|
||||
<td valign="top"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> first playsound snd_taunt</td>
|
||||
<td valign="top">// on the first frame of idle play<br>
|
||||
// a taunt sound</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu"> }<br>
|
||||
}<br>
|
||||
}</td>
|
||||
<td valign="top"></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,487 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Lighting System Specifications </p>
|
||||
<p class="subheader">Introduction</p>
|
||||
<p> The static lightmap generation system has been redesigned and reengineered
|
||||
from the ground up to accommodate the growing need for better lighting
|
||||
in Ritual’s games. These changes have required code changes to the
|
||||
map compiling utility (q3map.exe), the map editor (q3radiant.exe), and
|
||||
the core game engine itself. This document is meant to serve three purposes:
|
||||
first, to extend the TDD (Technical Design Doc) as it relates to the specific
|
||||
features of the lighting system; second, as a tutorial for level designers
|
||||
and lighting specialists; third, as a canonical reference resource for
|
||||
future lighters, engineers, and programmers alike.</p>
|
||||
<p class="subheader">General Principles</p>
|
||||
<p> In designing each aspect of the new lighting system, input was gathered
|
||||
from a number of contributors both inside Ritual and out. The resulting
|
||||
design was a consolidation of all of these inputs and, for the most part,
|
||||
accommodates the desires of each (at least in spirit if not in specific
|
||||
implementation details). Efforts have been made to create the system in
|
||||
such a way that it is flexible enough to encompass different methods and
|
||||
techniques into a generalized system that can service the needs of everyone
|
||||
involved.</p>
|
||||
<p>The most obvious philosophical change in lighting paradigms is that map
|
||||
lighters now have a much greater amount of control over various aspects
|
||||
of the light. A light’s brightness is now independent of its falloff
|
||||
geometry, which in turn is broken up into several individually controllable
|
||||
aspects. Each of these aspects will be covered in detail throughout the
|
||||
course of this document.</p>
|
||||
<p>Another important philosophical design decision of the new lighting system
|
||||
can be summarized by the phrase: “realism is good; total control
|
||||
is better”. Lighting engineers now have the ability to (reasonably)
|
||||
reproduce realistic behavior in their lights; however, they also have
|
||||
the ability to explicitly change any aspect of a light such that it will
|
||||
behave in a less realistic but more desirable fashion.</p>
|
||||
<p class="subheader">The Lighting Process</p>
|
||||
<p> The following is a step-by-step process of how lighting works in the
|
||||
TikiEngine.</p>
|
||||
<p><b>Step 1: Placement of light entities in Radiant</b><br>
|
||||
The lighting engineer uses the map editor to create, copy, and modify
|
||||
light sources in a map. Lights are previewed visually in the editor, both
|
||||
in the orthogonal (2d) and perspective (3d) views. OpenGL is used to render
|
||||
spotlights as cones, point-lights as spheres, and so on. The lighting
|
||||
engineer tweaks each of the lighting keys (discussed later) until (s)he
|
||||
gets the desired light shape and properties. The map is then saved.</p>
|
||||
<p><b>Step 2: Compilation of static lightmap data using q3map</b><br>
|
||||
The lighting engineer then generates the static lightmap data for the
|
||||
map by running the map compiler on the level, using the command:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> q3map –all <mapname></p>
|
||||
</blockquote>
|
||||
<p>Or by running each stage of q3map as a separate task:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> q3map <mapname><br>
|
||||
q3map –vis <mapname><br>
|
||||
q3map –light <mapname></p>
|
||||
</blockquote>
|
||||
<p>At this stage, the q3map tool calculates the lightmap data for the entire
|
||||
level by applying the following steps:</p>
|
||||
<ol>
|
||||
<li> For each surface in the world, a sample point is generated for every
|
||||
16 world units, forming a coarse grid overlaying the entire surface
|
||||
area of the world.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> For each sample point, every light source in the map is checked to
|
||||
see if it contributes any light to that sample point. If the sample
|
||||
point is outside a point-light’s (or spotlight’s) maximum
|
||||
radius (called “falloff_end_dist”), that light is not considered
|
||||
for that sample point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> For point-lights, the amount of light added to the lightmap at each
|
||||
sample point is calculated using the following steps: <br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>a. If the sample point is inside the inner radius of the light
|
||||
(called “falloff_start_dist”), the light is applied
|
||||
to the sample point at the light’s maximum brightness.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>b. If the sample point is outside the inner radius of the light,
|
||||
the amount of light is somewhere between 0 and maximum brightness;
|
||||
the exact value depends on the distance the sample point is away
|
||||
from the inner radius as well as the nature of the falloff curvature
|
||||
(“falloff_curvature”), which can be anywhere from a
|
||||
straight-linear drop-off to a steep, inverse-squared drop-off.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> For spotlights, the amount of light added to the lightmap at each
|
||||
sample point is calculated using the following steps:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li> a. If the sample point is inside the area of the inner cone (“angle_hotspot”),
|
||||
it is lit normally as if the light were a normal point light.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>b. If the sample point is outside the inner cone but still within
|
||||
the outer cone (“angle_penumbra”), it is partially lit
|
||||
in proportion to its closeness to the inner cone.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>c. If the sample point lies outside the outer cone, it is not
|
||||
lit by the spotlight at all (unless the “spherical_ambient”
|
||||
key is nonzero for that light).<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> For sunlight, the amount of light added to the lightmap at each sample
|
||||
point is calculated using the following steps: <br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>a. A ray is traced from the sample point backward along the direction
|
||||
of the sunlight vector. If the ray collides with a sky brush or
|
||||
sky portal before any other solid object, that sample point is fully
|
||||
lit by the sunlight source.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ol>
|
||||
<p><b>Step 3: The map is rendered by the engine using textures and lightmap
|
||||
data.</b><br>
|
||||
When drawing a surface of the world, the engine generally makes (at least)
|
||||
two rendering passes. The first pass is the opaque application of the
|
||||
surface’s texture. The second pass is the application of the lightmap
|
||||
data that was precalculated during the q3map –light stage. The lighting
|
||||
pass is done using the lightmap’s RGB value as a color filter against
|
||||
pixels in the texture at each pixel on the surface; each of the lightmap’s
|
||||
RGB components is multiplied by the pixel’s matching component to
|
||||
produce the net resulting color component. Thus, a lightmap of (1.0, 0.5,
|
||||
0.0) on a medium-grey texel (0.6, 0.6, 0.6) will produce a resulting pixel
|
||||
value of (0.6, 0.3, 0.0).</p>
|
||||
<p class="subheader">Light Source Types</p>
|
||||
<p> There are several different types of light sources available to lighting
|
||||
engineers. All types are represented by a single “light” entity;
|
||||
however, some types require additional objects in order to be properly
|
||||
defined:</p>
|
||||
<p><b>Type 1: Point Lights</b><br>
|
||||
A point light is the most common type of light. It is the simplest to
|
||||
define, the easiest to visualize in the editor, and the fastest to calculate
|
||||
during the q3map –light phase of map precompilation. </p>
|
||||
<p>Point lights emit light outward spherically from their origin, affecting
|
||||
all surfaces within their outermost radius (or “falloff_end_dist”,
|
||||
discussed below). They cast static shadows onto the lightmap when a line
|
||||
of sight ray between the point light source and the surface sample point
|
||||
is obstructed by another object.</p>
|
||||
<p><b>Type 2: Spotlights</b><br>
|
||||
A spotlight is the next most common type of light. It bears all the properties
|
||||
of a point light; however, a spotlight confines its area of affect into
|
||||
a cone along the direction of the spotlight. This direction is determined
|
||||
by associating the light with a target – usually an info_null –
|
||||
that has a “targetname” key matching the light’s own
|
||||
“target” key. In order to turn a point light into a spotlight,
|
||||
simply associate it to a target entity in this manner.</p>
|
||||
<p><b>Type 3: Sunlights</b><br>
|
||||
Sunlights are essentially point lights that are infinitely far away. They
|
||||
are constructed in a manner similar to a spotlight (i.e. using an info_null
|
||||
as a target entity). To make a spotlight into a sunlight, simply check
|
||||
the box in the Light Properties dialog labeled “Directional (parallel)
|
||||
light source”. </p>
|
||||
<p>Once a light becomes a sunlight, its actual position becomes completely
|
||||
meaningless. The light now simply serves as a prototype for defining a
|
||||
light source infinitely far away (such as the sun or moon). All sky brushes
|
||||
and sky portals in the level will now act as parallel emitters for this
|
||||
sunlight; in other words, light of the type specified will be cast in
|
||||
parallel lines along the vector specified by the light’s target
|
||||
entity from every point on the surface of every sky brush or sky portal.</p>
|
||||
<p class="subheader">Lighting Keys</p>
|
||||
<p> In the map editor, a light source is represented as an entity. Each
|
||||
entity has a number of key-value pairs (or epairs) which store the various
|
||||
properties of that light. The following is a description of each of the
|
||||
newly-added epair keys:</p>
|
||||
<p><b>“brightness”</b><br>
|
||||
Called Overall Brightness in the Light Properties dialog, this determines
|
||||
the maximum brightness multiplier for the light at its brightest point
|
||||
(i.e. its origin). If “brightness” is 1.0, the light makes
|
||||
any surface inside its inner radius appear fullbright (assuming the light
|
||||
is pure white). If “brightness” is 0.5, the light’s
|
||||
brightest spot is only 50% as bright as a normal light at any given point.
|
||||
Note, however, that its geometry – including inner and outer radius,
|
||||
falloff curvature, etc. – will be completely unchanged.</p>
|
||||
<p>Note also that if “brightness” is negative, the light is
|
||||
subtractive rather than additive; i.e. it actually removes light from
|
||||
surrounding surfaces rather than adding light to them.</p>
|
||||
<p>The “brightness” key may hold any value between –1.0
|
||||
and 1.0.</p>
|
||||
<p><b>“dot_product_weight”</b><br>
|
||||
Called Dot Product Effect in the Light Properties dialog, this determines
|
||||
the degree to which the dot product (angle of incidence) will affect a
|
||||
light’s effect on a surface. When “dot_product_weight”
|
||||
is 0.0, the angle of the surface being lit is not taken into account at
|
||||
all (other than the fact that surfaces facing completely away from the
|
||||
light are never lit). When “dot_product_weight” is 1.0, the
|
||||
amount of light received on a given surface is proportional to how perpendicular
|
||||
/ straight-on that surface is to the source of the light. A value of 0.0
|
||||
produces unrealistic (but easy-to-control) quake-like lighting; a value
|
||||
of 1.0 produces realistic lighting with more complex subtleties. In general,
|
||||
a value somewhere in-between these two extremes is desirable. The default
|
||||
value is 0.5.</p>
|
||||
<p><b>“_color”</b><br>
|
||||
The color of the light emitted by a light source. This key has a 3-float
|
||||
vector for its value, such as “1.0 0.5 0.0” (an orange color).
|
||||
The “_color” key is set by choosing a color in the entity
|
||||
color-picker (default “K” in Radiant), although it may also
|
||||
be edited by hand. Clicking on the color sample in the Light Properties
|
||||
dialog also opens the color picker for all currently selected objects.</p>
|
||||
<p>Note that lights may never have a color that is not component-saturated;
|
||||
in other words, all light colors must have at least one component (either
|
||||
Red, Green, or Blue) that is set to 1.0. Non-saturated colors are automatically
|
||||
saturated by Radiant (if set through the color picker) and by q3map at
|
||||
load-time.</p>
|
||||
<p><b>“falloff_curvature”</b><br>
|
||||
Called Falloff Curvature in the Light Properties dialog, this determines
|
||||
the steepness of the falloff in intensity as it decreases from maximum
|
||||
at the inner radius (“falloff_start_dist”) to the zero at
|
||||
the outer radius (“falloff_end_dist”). A “falloff_curvature”
|
||||
of 0.0 represents a gentle linear falloff; a value of 1.0 represents a
|
||||
steep, rapidly-decreasing (inverse-squared) falloff. As with “dot_product_weight”,
|
||||
“falloff_curvature” is easiest to control (and least realistic)
|
||||
at 0.0 and is most realistic (but more subtly complex to control) at 1.0.
|
||||
The default value is 0.5.</p>
|
||||
<p><b>“falloff_start_dist”</b><br>
|
||||
Called Falloff Start Distance in the Light Properties dialog. This is
|
||||
the inner radius; that is, the distance – in world units –
|
||||
away from the light source within which any surface is fully lit by the
|
||||
light. Note that although this means “fullbright” in some
|
||||
cases, other factors are considered as well: the color of the light, the
|
||||
dot product of the light’s angle hitting the surface (if enabled),
|
||||
and so on. The “falloff_start_dist” value of a currently selected
|
||||
light is represented graphically in both 2d and 3d views in Radiant as
|
||||
translucent spheres of the (normalized) color of the light. (Note: make
|
||||
sure “Show actual colors in XY” is checked ON in Edit->Preferences.)</p>
|
||||
<p>For spotlights, this represents the height of the inner cone, as is consistent
|
||||
with spherical lights (considering the cone as a segment of a sphere).</p>
|
||||
<p>The hotkeys to quickly adjust “falloff_start_dist” for all
|
||||
selected lights is (by default) : ALT + CTRL + [ to decrease, ALT + CTRL
|
||||
+ ] to increase.</p>
|
||||
<p><b>“falloff_end_dist”</b><br>
|
||||
Called Falloff End Distance in the Light Properties dialog. This is the
|
||||
outer radius; that is, the distance – in world units – away
|
||||
from the light source outside of which any surface is totally unaffected
|
||||
by the light. The “falloff_end_dist” value of a currently
|
||||
selected light is represented graphically in both 2d and 3d views in Radiant
|
||||
as translucent spheres of the (normalized) color of the light. (Note:
|
||||
make sure “Show actual colors in XY” is checked ON in Edit->Preferences.)</p>
|
||||
<p>For spotlights, this represents the height of the outer cone, as is consistent
|
||||
with spherical lights (considering the cone as a segment of a sphere).</p>
|
||||
<p>The hotkeys to quickly adjust “falloff_end_dist” for all
|
||||
selected lights is (by default) : ALT + SHIFT + [ to decrease, ALT + SHIFT
|
||||
+ ] to increase.</p>
|
||||
<p><b>“angle_hotspot”</b> (spotlights only)<br>
|
||||
Called Hotspot Angle in the Light Properties dialog, this field is used
|
||||
only by spotlights. The “angle_hotspot” value of the light
|
||||
determines the total angle, in degrees, of the inner cone of the spotlight.
|
||||
Any point within this inner cone is lit as though the light source were
|
||||
a normal spherical point light. Likewise, any point within this inner
|
||||
cone AND within the inner radius (as determined by “falloff_start_dist”)
|
||||
is fully lit by the light.</p>
|
||||
<p>The hotkeys to quickly adjust “angle_hotspot” for all selected
|
||||
lights is (by default) : ALT + CTRL + < to decrease, ALT + CTRL + >
|
||||
to increase.</p>
|
||||
<p><b>“angle_penumbra”</b> (spotlights only)<br>
|
||||
Called Penumbra Angle in the Light Properties dialog, this field is used
|
||||
only by spotlights. The “angle_penumbra” value of the light
|
||||
determines the total angle, in degrees, of the outer cone of the spotlight.
|
||||
Any point outside this outer cone is completely unlit / unaffected by
|
||||
the spotlight (unless “spherical_ambient” is nonzero –
|
||||
see below). Points that fall outside the inner cone (“angle_hotspot”)
|
||||
but inside the outer cone (“angle_penumbra”) are partially
|
||||
lit by the spotlight, with a lateral linear falloff from normal brightness
|
||||
(at the edge of the inner cone) to total darkness (at the edge of the
|
||||
outer cone).</p>
|
||||
<p>The hotkeys to quickly adjust “angle_penumbra” for all selected
|
||||
lights is (by default) : ALT + SHIFT + < to decrease, ALT + SHIFT +
|
||||
> to increase.</p>
|
||||
<p><b>“spherical_ambient”</b> (spotlights only)<br>
|
||||
Called Spherical Ambient in the Light Properties dialog, this field is
|
||||
used only by spotlights. The “spherical_ambient” value of
|
||||
the light determines the fractional amount of the spotlight’s intensity
|
||||
that is conveyed outside the outer (“angle_penumbra”) cone.
|
||||
A value of 0.0 (default) indicates that the spotlight emits no light outside
|
||||
its outer cone. A value of 0.5 indicates that surfaces outside the spotlight’s
|
||||
cone are lit as if by a normal, spherical point light of half the intensity
|
||||
of the spotlight (but with the same basic geometry, in terms of “falloff_start_dist”,
|
||||
“falloff_end_dist”, and “falloff_curvature”).
|
||||
A value of 1.0 (maximum) makes the spotlight behave exactly like a normal
|
||||
spherical point light, since points outside the cone are lit with an equal
|
||||
amount of intensity as the points inside the cone.</p>
|
||||
<p class="subheader">Miscellaneous Notes Regarding Lighting Keys</p>
|
||||
<ul type="square">
|
||||
<li>Sunlights ignore the following keys: falloff_curvature, falloff_start_dist,
|
||||
falloff_end_dist, hotspot_angle, hotspot_penumbra, spherical_ambient<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>Point lights ignore the following keys: hotspot_angle, hotspot_penumbra,
|
||||
spherical_ambient<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>falloff_start_dist can never be greater than falloff_end_dist; similarly,
|
||||
falloff_end_dist can never be less than falloff_start_dist. (Note that
|
||||
the distinction between these two statements refers to two different
|
||||
types of clamps, depending on which value is being changed to exceed
|
||||
the other.) The Light Properties dialog will automatically stretch the
|
||||
other field to accommodate the one being moved in excess of these limits.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li>Likewise, angle_hotspot can never be greater than angle_penumbra,
|
||||
and vice-versa. Also enforced by the Light Properties dialog.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> The keys light, style, falloff, minlight, radius, angles, spot_angle,
|
||||
spot_dir, and other legacy quake-style lighting epair keys are now obsolete
|
||||
and are completely ignored by the compiler.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Sunlights automatically enforce a dot_product_weight of 1.0. </li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,432 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
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|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Terrain Texture Blending System Overview</p>
|
||||
<p> Here is the system for creating, categorizing, and naming the terrain
|
||||
blend preset images. It's designed to give a useful and uniform core set
|
||||
of presets, allow for expandability without creating disorganized chaos.
|
||||
</p>
|
||||
<p class="subheader">Terrain Shaders</p>
|
||||
<p> The terrain system is expanded to include alpha blending between two
|
||||
textures. The includes the ability to control the alpha blend in real
|
||||
time in Radiant. First you need to build special two stage alpha blend
|
||||
shaders like the one displayed below.</p>
|
||||
<blockquote>
|
||||
<p class="menu"> //<br>
|
||||
// Sample shader to demonstrate alpha blending between<br>
|
||||
// two textures on a terrain brush.<br>
|
||||
//<br>
|
||||
textures/set_weathertop/rock_grass <br>
|
||||
{<br>
|
||||
// Make sure no light map is created for the
|
||||
terrain brush.<br>
|
||||
surfaceparm nolightmap<br>
|
||||
// Both texture names must appear in the qer_editorimage
|
||||
statement<br>
|
||||
qer_editorimage textures/set_weathertop/terrrain-rocky-scrub.tga
|
||||
textures/set_weathertop/gra_fl_pgrro.tga<br>
|
||||
{<br>
|
||||
// First stage renders
|
||||
the first texture with vertex lighting<br>
|
||||
map textures/set_weathertop/terrrain-rocky-scrub.tga<br>
|
||||
rgbGen vertex<br>
|
||||
} <br>
|
||||
{<br>
|
||||
// Second stage renders
|
||||
the second texture with vertex lighting<br>
|
||||
// and the alpha blend
|
||||
created in Radiant.<br>
|
||||
map textures/set_weathertop/gra_fl_pgrro.tga<br>
|
||||
rgbGen vertex<br>
|
||||
alphaGen vertex<br>
|
||||
blendFunc GL_SRC_ALPHA
|
||||
GL_ONE_MINUS_SRC_ALPHA<br>
|
||||
}<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> The surfaceparam nolightmap statement tells q3map not to calculate a
|
||||
light map for the terrain brush. The qer_editorimage statement with two
|
||||
texture names tells Radiant to display the both textures as a single shader
|
||||
in the texture window. This second texture name is an optional parameter.
|
||||
</p>
|
||||
<p>The first texture in the qer_editorimage statement appears on the left
|
||||
in the Radiant texture window and the second texture appears on the right
|
||||
in the Radiant texture window. In addition, the first texture in the qer_editorimage
|
||||
statment must be the first stage texture and the second texture in the
|
||||
qer_editorimage statment must be the second stage texture. </p>
|
||||
<p>The first stage of the shader renders the first texture with verterx
|
||||
lighting and the second stage renders the second texture on top of the
|
||||
first using the alpha blend data created in Radiant. The second stage
|
||||
also applies vertex lighting to the second texture.</p>
|
||||
<p class="subheader">Radiant Usage</p>
|
||||
<p> Once a two stage alpha blend shader has been created, the alpha blend
|
||||
on a terrain brush is editable in real time.</p>
|
||||
<ol>
|
||||
<li> Select a terrain brush in either the XY-window or the 3D-window with
|
||||
Shift-LeftMouseButton.</li>
|
||||
<li> Select a two pass blend shader in the texture window. Only the texture
|
||||
displayed on the left in the texture window will be visible on the terrain
|
||||
brush.</li>
|
||||
<li> Press the F key and Radiant will switch to terrain alpha blend mode.
|
||||
</li>
|
||||
<li> Select a vertex with the left mouse button and drag the vertex upwards.
|
||||
The vertex will not move but the texture will start to blend to the
|
||||
one displayed on the right in the texture window. </li>
|
||||
<li> Drag downwards to blend back to the texture displayed on the left
|
||||
in the texture window.</li>
|
||||
</ol>
|
||||
<p> Preset blends may also be applied to terrain brushes. </p>
|
||||
<ol>
|
||||
<li> Load the textures in the blends directory.</li>
|
||||
<li> Select a terrain brush in either the XY-window or the 3D-window.
|
||||
(The terrain brush must have a two stage alpha blend shader on it.)</li>
|
||||
<li> Select a blend texture in the texture window. The blend will now
|
||||
be applied accross the terrain brush.</li>
|
||||
<li> The blend can be selectively modified using the first alpha blend
|
||||
mode described above.</li>
|
||||
</ol>
|
||||
<p class="subheader">Blend Preset Image Specifications</p>
|
||||
<ul type="square">
|
||||
<li> Blends
|
||||
<ul type="square">
|
||||
<li> Type_Method-Modifier
|
||||
<ul type="square">
|
||||
<li> Lin = Linear Ramp between A and B </li>
|
||||
<li> Nos = Noisy transition between A and B </li>
|
||||
<li> Wgt = Weighted transition between A and B
|
||||
<ul type="square">
|
||||
<li> Weighted means the blend falloff is weighted towards
|
||||
the white or black end of the luminosity ramp.
|
||||
<ul type="square">
|
||||
<li> i.e.: <font color="#0000CC">Circ</font>_<font color="#009900">Wgt</font>-<font color="#990000">25</font>
|
||||
.tga= <font color="#0000CC">Circular Blend</font>, <font color="#009900">Weighted</font>
|
||||
at <font color="990000">25%</font> more White than Black
|
||||
versus a linear ramp. </li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> Wvy = Wavy transition between A and B </li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p> The shader name for blend presets must be blends/presetimagefilename
|
||||
(the shader name following "blends/" must be identical to the
|
||||
Targa image's filename so Radiant can find the image from the shader's
|
||||
name.</p>
|
||||
<ul type="square">
|
||||
<li> The shader name for the above example image should be blends/Circ_Wgt-25
|
||||
</li>
|
||||
</ul>
|
||||
<p> Here are the basic blend types and methods:</p>
|
||||
<ul type="square">
|
||||
<li><b> Horizontal Gradient </b>
|
||||
<ul>
|
||||
<li> Horiz_Lin </li>
|
||||
<li> Horiz_Nos </li>
|
||||
<li> Horiz_Wgt </li>
|
||||
<li> Horiz_Wvy </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Vertical</b>
|
||||
<ul>
|
||||
<li> Vert_Lin </li>
|
||||
<li> Vert_Nos </li>
|
||||
<li> Vert_Wgt </li>
|
||||
<li> Vert_Wvy </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><b> Diagonal Upper Left to Lower Right </b>
|
||||
<ul>
|
||||
<li> DiagLR_Lin </li>
|
||||
<li> DiagLR_Nos </li>
|
||||
<li> DiagLR_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Diagonal Upper Right to Lower Left </b>
|
||||
<ul>
|
||||
<li> DiagRL_Lin </li>
|
||||
<li> DiagRL_Nos </li>
|
||||
<li> DiagRL_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Circular</b>
|
||||
<ul>
|
||||
<li> Circ_Lin </li>
|
||||
<li> Circ_Nos </li>
|
||||
<li> Circ_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Corners</b>
|
||||
<ul>
|
||||
<li> Crns_Lin </li>
|
||||
<li> Crns_Nos </li>
|
||||
<li> Crns_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Diamond</b>
|
||||
<ul>
|
||||
<li> Dmd_Lin </li>
|
||||
<li> Dmd_Nos </li>
|
||||
<li> Dmd_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><b> Bulge Upwards </b>
|
||||
<ul>
|
||||
<li> BlgUp_Lin </li>
|
||||
<li> BlgUp_Nos </li>
|
||||
<li> BlgUp_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><b> Bulge Downwards </b>
|
||||
<ul>
|
||||
<li> BlgDn_Lin </li>
|
||||
<li> BlgDn_Nos </li>
|
||||
<li> BlgDn_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Bulge Left </b>
|
||||
<ul>
|
||||
<li> BlgLt_Lin </li>
|
||||
<li> BlgLt_Nos </li>
|
||||
<li> BlgLt_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <b>Bulge Right </b>
|
||||
<ul>
|
||||
<li> BlgRt_Lin </li>
|
||||
<li> BlgRt_Nos </li>
|
||||
<li> BlgRt_Wgt </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><b> Irregular </b>
|
||||
<ul>
|
||||
<li> Irreg_Nos </li>
|
||||
<li> Irreg_Spots </li>
|
||||
<li> Irreg_?other? </li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p> Blend Preset shaders are completely separate from the Terrain shaders.
|
||||
Every blend preset is a shader that blends between with 2 base images
|
||||
referenced in a separate terrain shader entry. The first is the "A"
|
||||
texture and the second is the "B" texture. The blend is from
|
||||
"A" to "B" when in normal mode, and from "B"
|
||||
to "A" when Inverse Blend is activated. </p>
|
||||
<p>The actual blend texture must be a 9x9 24-bit targa file. Even though
|
||||
depicted as a hue neutral (grayscale) image, the blend must be in the
|
||||
red, green, and blue channels. Each blend preset shader must also have
|
||||
a QEReditorimage that represents the blend. While terrain blend preset
|
||||
images are 9x9 pixels, corresponding with the verts of a terrain tile,
|
||||
this is too small to see in the editor and so QEReditorimages for blend
|
||||
preset shaders need to be 64x64 so it is viewable in Radiant without changing
|
||||
any settings.</p>
|
||||
<p> The procedure to make a QEReditorimage for blend presets in PhotoShop
|
||||
is:</p>
|
||||
<ol>
|
||||
<li> Create a new image of 64x64.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Make a pure red layer and a pure blue layer. Red represents image
|
||||
"A" and blue represents "B", so the red layer should
|
||||
be above the blue layer in order.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Resize your grayscale blend image image to 64x64 using the nearest
|
||||
neighbor interpolation method. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Copy the blend image to the clipboard. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Add a Layer Mask to the red layer (Reveal All mode if using PS6).
|
||||
<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Select the Layer Mask thumbnail on the Layers palette, and then select
|
||||
the Channels tab. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Activate the visibility icon for the Mask channel and select the
|
||||
Mask Channel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Paste the blend image into the Mask Channel.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Save the file as a Targa in the QER folder using the naming convention
|
||||
qer_blendimagename.tga.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Set up the blend preset shader, pointing to this QEREditorImage.</li>
|
||||
</ol>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,147 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>Elite Force II UberTools GDK</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberRadiant<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level in EF2</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="scripting_tricorder.html">Tricorder Puzzles</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
</div>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated<br>Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tricorder.html">global_tricorder*.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
</div>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"> </p>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All
|
||||
right reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
tools or the source, as we do not have the resources to support them.
|
||||
They are provided as is, and are meant for the hardcore hackers out
|
||||
there.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,195 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
credits</p>
|
||||
<p class="subheader"> <strong>ÜberTools Tutorials and Documenation</strong></p>
|
||||
<p> Squirrel Eiserloh<br>
|
||||
Reid "BrushBaron" Kimball<br>
|
||||
Jared "BirdDawg" Hefty<br>
|
||||
Josh Martel<br>
|
||||
Benson "elmagoo" Russel</p>
|
||||
<p class="subheader">Heavy Metal FAKK2 Documentation</p>
|
||||
<p>Scott "Aldie" Alden<br>
|
||||
Mark "markd" Dochtermann<br>
|
||||
Pat "phook" Hook</p>
|
||||
<p class="subheader"><strong>Layout, Design & Implementation</strong></p>
|
||||
<p> Steve "badman" Hessel</p>
|
||||
<p class="subheader"> <strong>ÜberTools GDK Management</strong></p>
|
||||
<p>Jared "BirdDawg" Hefty<br>
|
||||
Steve "badman" Hessel<br>
|
||||
Tom "ParadoX" Mustaine</p>
|
||||
<p class="subheader">Thanks To</p>
|
||||
<p>Kevin "ildon" Boisseau<br>
|
||||
Doug "PingEnvy" Pearson<br>
|
||||
Activision<br>
|
||||
id Software</p>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,200 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Web Links</p>
|
||||
<p class="subheader">Useful Tools</p>
|
||||
<p><a href="http://developer.nvidia.com/object/ps_texture_compression_plugin.html" target="_blank">NVIDIA's
|
||||
.dds Plug-ins Page</a></p>
|
||||
<p class="subheader">Tutorials</p>
|
||||
<p><a href="http://www.claudec.com/lair_of_shaders/tutorials.shtml" target="_blank">Claudec's
|
||||
Quake 3 Arena Level Design Tutorial Index</a></p>
|
||||
<p class="subheader">Official Sites</p>
|
||||
<p><a href="http://www.st-ef2.com" target="_blank">www.st-ef2.com</a><br>
|
||||
<a href="http://gaming.startrek.com" target="_blank">gaming.startrek.com</a><br>
|
||||
<a href="http://www.ritual.com" target="_blank">Ritual Entertainment</a><br>
|
||||
<a href="http://www.activision.com" target="_blank">Activision</a></p>
|
||||
<p class="subheader">Fan Sites</p>
|
||||
<p><a href="http://www.ritualistic.com" target="_blank">Ritualistic</a>
|
||||
- Ritual Entertainment's Official Fansite<br>
|
||||
<a href="http://www.eliteforce.com" target="_blank">EliteForce.com</a><br>
|
||||
<a href="http://www.3dap.com/eliteforce" target="_blank">Elite Force Universe</a><br>
|
||||
<a href="http://www.totallyef.net/" target="_blank">Totally Elite Force</a>
|
||||
<br>
|
||||
<a href="http://www.effiles.com" target="_blank">Elite Force Files</a><br>
|
||||
<a href="http://www.efclans.com/" target="_blank">Elite Force Clans</a><br>
|
||||
<a href="http://www.ef2modders.com/" target="_blank">EF2Modders</a> <br>
|
||||
<a href="http://www.gamehawks.com/ef/" target="_blank">Elite Force Network</a>
|
||||
<br>
|
||||
<a href="http://www.hazardteam.de" target="_blank">HazardTeam HQ<br>
|
||||
</a><a href="http://www.elite-force.com" target="_blank">Elite-Force2.com</a><br>
|
||||
<a href="http://www.hazardteam.de" target="_blank"> </a><a href="http://www.efextreme.com/" target="_blank">eliteforce
|
||||
eXtreme</a></p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,350 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
building your first room</p>
|
||||
<p class="subheader"><a name="1"></a>1. Editor Interface Basics</p>
|
||||
<p align="center"><img src="../images/tut02_editor_layout01.jpg" width="512" height="384" /></p>
|
||||
<p>NOTE: Depending on how you setup your editor the above screenshot and
|
||||
directions below may be somewhat different for you but still useful.</p>
|
||||
<p>The ÜberRadiant interface may look very complex but thankfully
|
||||
you do not need to know very much before you can successfully build your
|
||||
levels. Noticing the orange text, you will see that I have labeled four
|
||||
different view ports and one bar of text field boxes with clickable arrows
|
||||
and buttons.</p>
|
||||
<p><strong><br>
|
||||
2D Views</strong></p>
|
||||
<p>Starting at the top, the <strong>Top View</strong> is the main view port
|
||||
window you are likely to be working from. It is also the default view
|
||||
the editor starts up with. You can see which view port you are currently
|
||||
using by looking in the exact same spot the drop down menu is covering
|
||||
in this screen shot, the upper left corner. In addition to the Top View
|
||||
window, you can press<strong> CTRL-TAB</strong> to switch between <strong>Front
|
||||
View</strong>, <strong>Side View</strong> and <strong>Top View</strong>.
|
||||
</p>
|
||||
<p>To the left of the main view port window is a slim view port that is
|
||||
the <strong>Height View</strong>. This view is helpful if you want to
|
||||
raise the side of a brush vertically or move any object in a vertical
|
||||
only direction. </p>
|
||||
<p><strong>To move within all 2D Views (Top, Front, Side or Height)</strong>:
|
||||
Right click and drag will move in all directions. In the Height View if
|
||||
you right-click and drag you will only move up or down.</p>
|
||||
<p><strong>To zoom within all 2D Views</strong>: You can use the mouse wheel
|
||||
or INSERT to zoom in and DELETE to zoom out. The Height View does not
|
||||
have any zooming capability.</p>
|
||||
<p><strong><br>
|
||||
3D View</strong></p>
|
||||
<p>On the right side of the editor you will find the <strong>3D View</strong>
|
||||
port. This view represents a camera that you can use to fly through your
|
||||
level. You control the camera with your mouse or arrow keys. </p>
|
||||
<p><strong>Move forward or backward</strong>: Right click anywhere in the
|
||||
view and drag your mouse forward or backward. Alternatively you can use
|
||||
your forward and back arrow keys.</p>
|
||||
<p><strong>Turn (pan) view left or right</strong>: Right click anywhere
|
||||
in the view and move your mouse left or right. Alternatively you can use
|
||||
your left and right arrow keys.</p>
|
||||
<p><strong>To move vertically</strong>: Hold CTRL-Right click and drag UP
|
||||
to move upward and drag DOWN to move downward. Alternatively you can press
|
||||
'd' to move up and 'c' to move down.</p>
|
||||
<p><strong>To look up or down</strong>: Hold SHIFT-Right click and drag
|
||||
UP to look upward and drag DOWN to look downward. Alternatively you can
|
||||
press 'a' to look up and 'z' to look down.</p>
|
||||
<p><br>
|
||||
<strong>Texture View</strong></p>
|
||||
<p>The Texture view is where you can view all the textures being used for
|
||||
your level or all the textures that are available to you. To view only
|
||||
the textures currently being used press <strong>'u'</strong>. To turn
|
||||
that of press 'u' again. When you are browsing through the Texture View
|
||||
window you can <strong>use the mouse wheel</strong> to scroll up or down
|
||||
as well as <strong>right-click dragging</strong> to scroll up or down.
|
||||
Holding down SHIFT will speed up the scroll.</p>
|
||||
<p><br>
|
||||
<strong>Texture Manipulation Bar</strong></p>
|
||||
<p>Finally, down at the bottom of UberRadiant you will find a bar of text
|
||||
fields and buttons that are used to manipulate the textures you have applied
|
||||
to a brush. Once you have a brush selected or faces of a brush selected
|
||||
you can change the textures position and size.</p>
|
||||
<p><strong>To alter the textures position</strong>: The Shift H: and V:
|
||||
boxes that have arrows poining up/down can only be used when the text
|
||||
box to the right has a number entered. This number relates to how many
|
||||
units the texture should move when you press the arrow buttons. 8 units
|
||||
is usually a good number to enter and then when you use the box to the
|
||||
left of it by pushing the arrow buttons you will see the numbers increment
|
||||
by 8 each time (0...8...16, etc). Alternatively, within the 3D view you
|
||||
can hold ALT right-click and drag to move the texture.</p>
|
||||
<p><strong>To alter the textures size</strong>: This works exactly as it
|
||||
does for altering a textures position. A number of units must be entered
|
||||
into the blank text box before the box with the arrow buttons can be used.</p>
|
||||
<p><strong>To alter the textures rotation</strong>: This works exactly as
|
||||
it does for altering a textures position and scale. A number of units
|
||||
must be entered into the blank text box before the box with the arrow
|
||||
buttons can be used. Alternatively, within the 3D view you can hold CTRL+ALT
|
||||
right-click and drag up/down to rotate the texture.</p>
|
||||
<p><strong>Fit, X Flip and Y Flip</strong>: These buttons allow you to fit
|
||||
a texture to a face or flip the texture on the X or Y axis. Alternatively,
|
||||
you can fit a texture to a brush or face by pressing CTRL+f.</p>
|
||||
<p>The rest of the buttons relate to patches which are entirely different
|
||||
beasts from brushes and are not covered in this tutorial. They are typically
|
||||
used for more advanced geometry.</p>
|
||||
<p class="subheader"><a name="2"></a>2. Choosing Your Textures</p>
|
||||
<p>To begin making your first room, you will need to choose a texture set
|
||||
to work with. For the purpose of this tutorial any one will do, select
|
||||
one by navigating to the Textures menu at the top menu bar.</p>
|
||||
<p>After choosing your texture set you may have to wait upwards to 15 seconds
|
||||
for all the textures to load. Regardless of how long it takes you should
|
||||
see that it's working by looking at the console msgs or the text in the
|
||||
3d view window.</p>
|
||||
<p class="subheader"><a name="3"></a>3. Building the Room</p>
|
||||
<p>Now that you have your texture set loaded you can begin building your
|
||||
level. First, press the number '4'. This will set your editor to use a
|
||||
grid size of 8 units. In the 2D Top View left click and drag from anywhere
|
||||
to anywhere. Your brush should be at least 256x256 units. You should see
|
||||
a box outlined in RED. This box is known as a brush and can be manipulated
|
||||
in many ways. To <strong>resize the brush</strong> left click outside
|
||||
of any side you want to change and drag in the desired direction. To <strong>move
|
||||
the brush</strong> left click anywhere inside of it and drag to your desired
|
||||
location.</p>
|
||||
<p>Once you have your first brush drawn out you can deselect it by hitting
|
||||
the escape (Esc) key. To toggle selection of a single brush you can SHIFT+Left-click
|
||||
on it in any of the views (2D or 3D).</p>
|
||||
<p>With the brush selected, left-click on any texture you find in the texture
|
||||
window that looks suitable for a floor texture.</p>
|
||||
<p align="center"><img src="../images/tut02_room01.jpg" width="512" height="384" /></p>
|
||||
<p> Next we are going to copy this floor brush and make it into the ceiling
|
||||
for our room. With the floor brush selected, tap quickly the space bar.
|
||||
If you hold down on the space bar you will end up with MANY copies of
|
||||
your floor brush. After the copy, you should see another brush selected
|
||||
in red above your old brush (which is now deselected). Move the new brush
|
||||
exactly on top of the old one and then in the Height View, left click
|
||||
inside of it to move it UP at least 128 units from the original brush.
|
||||
</p>
|
||||
<p align="center"><img src="../images/tut02_room02.jpg" width="512" height="384" /> </p>
|
||||
<p> Feel free to find another texture to apply to the ceiling so it looks
|
||||
different from the floor. Then, deselect the brush.</p>
|
||||
<p>Next, switch to the Front View by pressing CTRL-TAB once. Now drag out
|
||||
a new brush as you did for the floor. This time it will be used for one
|
||||
of the four walls. Make sure the brush touches the floor and ceiling in
|
||||
the Front View. </p>
|
||||
<p align="center"><img src="../images/tut02_room03.jpg" width="512" height="384" /></p>
|
||||
<p> Feel free to choose a new wall texture for it. Then, press spacebar
|
||||
to copy it and move it to the other side of the room in the Front View.
|
||||
</p>
|
||||
<p align="center"><img src="../images/tut02_room04.jpg" width="512" height="384" /></p>
|
||||
<p> Before we forget, lets save this room. Choose File > Save As... and
|
||||
give it a name, I chose room01. Hopefully, you set up your editor correctly
|
||||
and the default directory is 'maps' under the 'base' directory. You could
|
||||
create a sub-directory under maps if you choose to keep your maps seperate
|
||||
from other user made levels.</p>
|
||||
<p>Continuing with the task at hand, deselect the last brush you made for
|
||||
the wall and CTRL-TAB twice to the Top View. Now, drag out a brush for
|
||||
the north wall, shown below.</p>
|
||||
<p align="center"><img src="../images/tut02_room05.jpg" width="512" height="384" /></p>
|
||||
<p> To complete the room, press space bar to copy the north wall and move
|
||||
to into position for the south wall as shown below. </p>
|
||||
<p align="center"><img src="../images/tut02_room06.jpg" width="512" height="384" /></p>
|
||||
<p> Again, now would be a good idea to save your level. </p>
|
||||
<p class="subheader"><a name="4"></a>4. Adding a Light</p>
|
||||
<p>Now we should add a light to the room to make it interesting for the
|
||||
player (they can see what you built!). Lights have many different properties
|
||||
to play with to get the desired effect, however I will only discuss how
|
||||
to add a basic light to your level. </p>
|
||||
<p>Deselect all brushes and while in the Top View, <strong>right click</strong>
|
||||
in the center of your room to bring up the <strong>Entity list</strong>.
|
||||
Choose <strong>'light'</strong> from the list. Next, CTRL-TAB to another
|
||||
view and click inside the light entity to move it up towards the ceiling.</p>
|
||||
<p class="subheader"><a name="5"></a>5. Adding a Player Start Location</p>
|
||||
<p>The last thing we need for our level to work correctly is the player
|
||||
start location. Deselect the light entity. CTRL-TAB to the Top View and
|
||||
right-click anywhere inside the room. With your entity menu open, select
|
||||
<strong>Info > Player > Start</strong>. Using the 2D views (Top,
|
||||
Side, Front) position the player start where you want it. Make sure the
|
||||
player start entity or ANY entity at all is completely inside your level
|
||||
and not stuck inside a wall. Doing so may cause errors. The finished room
|
||||
should look similar to the one below, except for the textures which were
|
||||
totally up to you.</p>
|
||||
<p align="center"><img src="../images/tut02_room07.jpg" width="512" height="384" /></p>
|
||||
<p>Finally, save your map again.</p>
|
||||
<p class="subheader"><a name="6"></a>6. Compiling Your Level</p>
|
||||
<p>At the top menu bar, locate the <strong>Build Map menu</strong> and choose,
|
||||
<strong>'Full Compile'</strong>. You will see new dos prompt window appear
|
||||
with the status of your level compiling. Soon it should finish and you
|
||||
will now have a levelname.bsp file in the directory where you saved your
|
||||
levelname.map file. The .map file is what the editor builds and the compiler
|
||||
creates the .bsp file so that the game can display your level.</p>
|
||||
<p class="subheader"><a name="7"></a>7. Viewing the Level in the Game</p>
|
||||
<p>Run your game as you normally would. At the main menu screen, press the
|
||||
<strong>tilda key '~'</strong> to bring down the <strong>console</strong>.
|
||||
Within the console, type <strong>'devmap mapname'</strong>. Using 'devmap'
|
||||
allows you to enable cheats such as <strong>'noclip' or 'god'</strong>
|
||||
mode. Noclip allows you to fly through walls and god makes you unable
|
||||
to die.</p>
|
||||
<p>This wraps up the tutorial on building your first room.</p>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,315 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
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||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
setting up radiant</p>
|
||||
<p class="subheader"><a name="1"></a>1. That Scary Error Msg... !@#$</p>
|
||||
<p>The first time you load ÜberRadiant you might get a dialog box saying:</p>
|
||||
<span class="menu">"C:\program files\activision\ef2\base is not a
|
||||
valid basepath. Please choose a new path."</span>
|
||||
<p>Click OK</p>
|
||||
<p>You will be brought to the ÜberRadiant preferences screen where
|
||||
you can setup your editor.</p>
|
||||
<p class="subheader"><a name="2"></a>2. General Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant01.jpg" width="450" height="467" />
|
||||
</p>
|
||||
<p><strong><br>
|
||||
Layout</strong><br />
|
||||
Choose the layout you want, the 3rd from the left may look like the best
|
||||
since it gives you all the different view ports but it doesn’t take
|
||||
advantage of the fact that you can easily switch views in one view port,
|
||||
thus maximizing that one view ports size.</p>
|
||||
<p><strong>Mouse</strong><br />
|
||||
Choose either 2 or 3 button mouse movement, if you have a mouse wheel
|
||||
you can use that to zoom in the view ports.</p>
|
||||
<p><strong>Camera</strong><br />
|
||||
Make sure flying camera movement in the camera section is checked. This
|
||||
allows you to move much better in the 3d view. More will be explained
|
||||
later.</p>
|
||||
<p><strong>Troubleshooting</strong><br />
|
||||
Leave it checked on Use OpenGL display lists</p>
|
||||
<p><strong>Behavior</strong><br />
|
||||
It’s safer to leave “load last map on open” unchecked
|
||||
because if the map file some how gets corrupt you can crash the editor
|
||||
on load which will be a pain to fix.</p>
|
||||
<p>Choose if you want the editor to save or not and how often</p>
|
||||
<p>Saving the map snapshots might be good if you want to keep back ups of
|
||||
your map without explicitly saving different copies (room01.map, room02.map,
|
||||
etc)</p>
|
||||
<p class="subheader"><a name="3"></a>3. Display Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant02.jpg" width="450" height="467" />
|
||||
</p>
|
||||
<p><strong><br>
|
||||
2D View</strong><br />
|
||||
A lot of these items will be up to your own personal tastes. </p>
|
||||
<p> [ ] Use solid selection lines – will make it easier to see what
|
||||
is selected in the 3d view</p>
|
||||
<p>[ ] Models Wireframe in XY – will increase the speed of rendering
|
||||
the models in the 2d view ports. </p>
|
||||
<p>[ ] Use anti-aliased lines in XY – will decrease speed of rendering
|
||||
but make the lines look smoother with less jagged edges</p>
|
||||
<p>[ ] Snap Camera in XY – unsure of what this does</p>
|
||||
<p>[ ] Mouse chaser – view will scroll with mouse if it moves off
|
||||
screen while dragging a selection</p>
|
||||
<p>[ ] paint sizing info – VERY useful, as you drag out a brush it
|
||||
will tell you the size of it in real time</p>
|
||||
<p>[ ] paint selection centroid – draw a blue dot that represents
|
||||
the center of the selected brushes</p>
|
||||
<p>[ ] show actual light colors in XY – will show you the specific
|
||||
color of the light entity in the 2d views</p>
|
||||
<p><strong>All Views</strong><br />
|
||||
[ ] light radiuses – will show you the actual size of the light
|
||||
as a sphere</p>
|
||||
<p>[ ] light drawing – draws the light radiuses in the XY view</p>
|
||||
<p>[ ] update lights on slider drag – there is a hot key to easily
|
||||
increase the brightness of a light by dragging your mouse. Checking this
|
||||
will show you the change in light intensity as you drag.</p>
|
||||
<p><strong>Texture Window</strong><br />
|
||||
[ ] texture scrollbar – will allow you to use a scrollbar to scroll
|
||||
through the texture view port instead of using the mouse wheel or right
|
||||
click and drag.</p>
|
||||
<p>[ ] texture name filtering – will allow you to type into a text
|
||||
box that will help filter textures. If there are 100 textures and 20 of
|
||||
them have the prefix of wtr_, when you type wtr_ the texture view port
|
||||
will only show you the 20 textures that have the prefix of wtr_.</p>
|
||||
<p>[ ] show shaders – will show you the shaders in the texture window,
|
||||
you should leave this on</p>
|
||||
<p>Gamma – the lower the number the brighter the textures will appear
|
||||
in the texture view port</p>
|
||||
<p><strong>Distances/Scales</strong><br />
|
||||
Texture Scale – will change the default size of the texture, if
|
||||
the texture is 64x64 a scale of 0.5 will make it 32x32.</p>
|
||||
<p>Model Cull Dist – will remove rendering of models if they are beyond
|
||||
the distance entered.</p>
|
||||
<p>Brush Scale Increment – when scaling a brush it will increase it
|
||||
by 0.25 each iteration</p>
|
||||
<p>Patch Shift Increment – amount to shift patch textures by</p>
|
||||
<p>Path Scale Increment – when scaling the size of the patch do so
|
||||
at the entered value</p>
|
||||
<p>Rotation increment – rotate all objects by the degrees entered</p>
|
||||
<p class="subheader"><a name="4"></a>4. User Interface Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant03.jpg" width="450" height="467" /></p>
|
||||
<p><br />
|
||||
<strong>Miscellaneous</strong><br />
|
||||
Clipper Tool Shader – when clipping brushes, the face that was clipped
|
||||
can have a caulk texture applied to it. The caulk texture tells the engine
|
||||
not to render that face and improves compiling time and rendering.</p>
|
||||
<p>Status Font Size – size of the font in the status bar </p>
|
||||
<p>3D console lines visible – number of console lines displayed in
|
||||
the Camera view. Set it to 0 to disable the console. This shows what is
|
||||
being displayed in the console window (accessed by pressing 'o')</p>
|
||||
<p><strong>Interface</strong><br />
|
||||
ALT to multi-drag – forces you to hold alt in order to drag multiple
|
||||
objects. This helps keep mistakes to a minimum.</p>
|
||||
<p>Snap Texture Shifts to Grid – will make the texture alignment tools
|
||||
position the textures based on the grid size. If you are using a grid
|
||||
of 2, you can make much more precise adjustments.</p>
|
||||
<p>Use Tablet settings – adjusts the selection keys to be easier to
|
||||
use if you're using a pen/tablet instead of a mouse.</p>
|
||||
<p>Don’t clamp plane points – don't clamp brush planes to integer
|
||||
values.</p>
|
||||
<p>Right click to drop entities in XY – brings up the entity menu
|
||||
system when right clicking, very useful</p>
|
||||
<p class="subheader"><a name="5"></a>5. Keyboard Shortcuts Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant04.jpg" width="450" height="467" />
|
||||
</p>
|
||||
<p><br>
|
||||
Have a look through all the key bindings, this is a great way to learn
|
||||
how to best use the editor.</p>
|
||||
<p> If you want to change an action, select it and in the Assign Key area,
|
||||
type in a new key and then press Assign to Key. Or you can assign a special
|
||||
key to it instead.</p>
|
||||
<p class="subheader"><a name="6"></a>6. Colors Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant05.jpg" width="450" height="467" />
|
||||
</p>
|
||||
<p><br>
|
||||
Allows you to set up your own color theme or use a previously designed
|
||||
one.</p>
|
||||
<p class="subheader"><a name="7"></a>7. Game/Paths Tab</p>
|
||||
<p align="center"><img src="../images/tut01_uber_radiant06.jpg" width="450" height="467" />
|
||||
</p>
|
||||
<p><br>
|
||||
User settings – tell Radiant to load keyboard bindings from a file
|
||||
other than keyboard.ini</p>
|
||||
<p>Prefabs – directory where you want prefabs to be loaded / saved
|
||||
in.</p>
|
||||
<p>Base Path – where the “base” dir is on your computer</p>
|
||||
<p>The rest of the fields you can leave as they are. ÜberRadiant does
|
||||
everything else for you. It will find all the textures, entities and models
|
||||
without you having to unpack all the files. That’s right, you can
|
||||
save precious hard drive space by NOT unpacking the files as most Q3 based
|
||||
editors force you to do.</p>
|
||||
<p>You are now finished with setting up the editor for use and can click
|
||||
the OK button. It will ask you to restart the editor, simply relaunch
|
||||
from the executable. Once you do this it will take a few seconds to load
|
||||
everything since it is scanning for all the resources like textues and
|
||||
models.</p>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,249 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
constructing terrain</p>
|
||||
<p class="subheader"><a name="1"></a>1. Setting Up Your Terrain Tools</p>
|
||||
<p> In this tutorial you are going to learn the tools necessary to design
|
||||
your own terrain. You will not be instructed to design a specific terrain,
|
||||
rather it will be up to you to decide how you want your terrain to look
|
||||
at the end of this tutorial. </p>
|
||||
<p>First, select your texture set by choosing <strong>Textures > drull_ruins3_exterior</strong>.
|
||||
The first texture that loads is a special terrain texture. You will notice
|
||||
it is a special terrain texture when there are two different images exactly
|
||||
side by side with no gap between them (shown below). The name should also
|
||||
have the word <strong>'terrain'</strong> in it. The other *_exterior texture
|
||||
sets have other terrain textures in them if you wish to use those instead.
|
||||
For the purpose of this tutorial you can choose any kind you like.</p>
|
||||
<p align="center"><img src="../images/tut03_terrain01.jpg" width="512" height="410" /></p>
|
||||
<p>Next you should define how large you would like your terrain to be by
|
||||
navigating to <strong>Terrain > Dimension</strong> and choosing your
|
||||
desired size. In this tutorial I chose 512 at first (shown above).</p>
|
||||
<p align="center"><img src="../images/tut03_terrain07.jpg" width="512" height="410" /></p>
|
||||
<p>After choosing your dimension you may want to alter the <strong>soft
|
||||
selection</strong> settings (shown above). Choose, <strong>Terrain >
|
||||
Selection > Soft Select Dialog...</strong> The soft selection dialog
|
||||
allows you to control whether other surrounding vertices are moved as
|
||||
you drag a centrally located vertex. If the radius is low, when you click
|
||||
on one vertex, only that one vertex will move. If the radius is high,
|
||||
when you move one vertex, many surround vertices will move with your selected
|
||||
vertex. This can help you create pointed terrain or smooth rolling hills.
|
||||
A radius of around 100 is a nice start, but feel free to experiment, you
|
||||
are free to create whatever terrain you want to in this tutorial.</p>
|
||||
<p class="subheader"><a name="2"></a>2. Creating and Modifying the Terrain
|
||||
Shape</p>
|
||||
<p>Referring back to the first picture you will see a small brush created
|
||||
in the Top View. To create the terrain you need to make a brush of any
|
||||
size. Don't waste time on making it a specific size since the terrain
|
||||
tool will alter it after use. Once the brush has been created, navigate
|
||||
to the <strong>Terrain</strong> menu and choose <strong>Create Terrain
|
||||
from Brush</strong>.</p>
|
||||
<p align="center"><img src="../images/tut03_terrain02.jpg" width="512" height="410" /></p>
|
||||
<p>After creation, you will see a terrain patch. Note that this terrain
|
||||
patch is not solid geometry when the level is compiled, so you need to
|
||||
enclose it side a box of sorts or else your level will "leak".
|
||||
The next step is to make your terrain look more like terrain by altering
|
||||
the height of the vertices. Press <strong>'v'</strong> to enter <strong>Vertex
|
||||
Edit</strong> mode. You will see many purple colored vertices that you
|
||||
can click on <strong>(selected color is green)</strong> and move up or
|
||||
down. Experiment with this and also the soft selection settings shown
|
||||
earlier. Soon your terrain will take shape. You can easily create paths
|
||||
that wind in between mountain walls. </p>
|
||||
<p class="subheader"><a name="3"></a>3. Modifying the Terrain Textures</p>
|
||||
<p align="center"><img src="../images/tut03_terrain03.jpg" width="512" height="410" /></p>
|
||||
<p>After your terrain has taken the shape you want you can texture it the
|
||||
way terrain should look. Apply the special terrain texture if not already
|
||||
done so. Then, enter the texture blending mode by pressing <strong>'f'</strong>.
|
||||
You should see the same vertices you moved early now appear in the color
|
||||
blue. When you click and drag a vertex up it won't move, however the floor
|
||||
texture of the terrain will blend into view. The more you drag up, the
|
||||
better you should see the floor texture. Doing this will create more realistic
|
||||
terrain, such as paths that look like others have walked on them before.
|
||||
</p>
|
||||
<p class="subheader"><a name="4" id="4"></a>4. Adding More Terrain </p>
|
||||
<p align="center"><img src="../images/tut03_terrain04.jpg" width="512" height="410"></p>
|
||||
<p>One of the more powerful features of the terrain system is that you can
|
||||
copy, paste and connect pieces of terrain together to increase the size
|
||||
of it. Simply have your terrain selected and press the spacebar key. Then
|
||||
move the terrain so that it's edges match up exactly with the edge of
|
||||
the original terrain. A dialog box should automatically appear asking
|
||||
if you want to <strong>Connect Adjacent Terrain</strong>. If you choose
|
||||
'Snap new brush to group', the terrain on the new brush will have its
|
||||
vertices moved to match up with the vertices on the connecting edge of
|
||||
the other terrain piece. If you choose 'Snap group to new brush', the
|
||||
vertices on the unselected terrain will have its vertices moved to match
|
||||
up with the vertices on the connecting edge of the new terrain brush.</p>
|
||||
<p align="center"><img src="../images/tut03_terrain05.jpg" width="512" height="410" /></p>
|
||||
<p align="center"><img src="../images/tut03_terrain06.jpg" width="512" height="410" /></p>
|
||||
<p>In the two above pictures you can see the end result of merging the two
|
||||
terrain brushes. This concludes the terrain tutorial. Don't forget to
|
||||
enclose the level so that it doesn't leak and cause errors.</p>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,299 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
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var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
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if(el.style.display != "block"){ //DynamicDrive.com change
|
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for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
creating flying creatures</p>
|
||||
<p>Also see the documentation for "<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a>".</p>
|
||||
<p class="subheader"> To Set Up Crash Version</p>
|
||||
<p> To set this version up in the editor, you'll need:</p>
|
||||
<ul type="square">
|
||||
<li> spline path for the creature to follow</li>
|
||||
<li> script model using the creature you want to fly in</li>
|
||||
<li> an impact mark that's either a decal, or made of brushes</li>
|
||||
<li> a trigger brush</li>
|
||||
</ul>
|
||||
<p>These four things HAVE to be there, it won't work right unless all four
|
||||
elements exist.</p>
|
||||
<p>You use an info_splinepath to make the path the creature will follow.
|
||||
You CTRL+K them together so they're all linked in a chain. The only values
|
||||
you'll want to play with per node are the speed values. The speed value
|
||||
is a percentage. 1 is the default, and that's 100% (normal speed). If
|
||||
you want it to go faster, you increase the number (so 2 would make the
|
||||
object go 200% of normal speed, or twice as fast). If you want it to go
|
||||
slower you decrease the number towards 0, but not below (so .5 would tell
|
||||
the object to go 50% of normal speed, or half as fast). This is from a
|
||||
node-to-node basis mind you, so you can have the objects go fast between
|
||||
two nodes, and then slow down between two different nodes, etc.</p>
|
||||
<p>Place a script model in the level, and set the model keyvalue towards
|
||||
the creature .tik you want to use (there's a nifty little model button
|
||||
you can use on the entity dialog).</p>
|
||||
<p>Make an impact crater that sits on top of the ground. If you look in
|
||||
the example map, you'll see it's just a simple set of brushes that can
|
||||
go ontop of the ground. A decal FX would work really nice as well.</p>
|
||||
<p>Make a trigger brush. THIS IS THE IMPORTANT PART. You have to place the
|
||||
trigger brush on top of the crater, where the creature will intersect
|
||||
it. Also, and again check out the example map, you don't want to make
|
||||
the trigger brush too tall or to big as right when the creature touches
|
||||
it, will it consider its self to have impacted. The IMPORTANT PART, is
|
||||
that you have to make sure you check the SCRIPTSLAVE flag on the trigger
|
||||
brush for this to work, if you don't, nothing will happen when the script
|
||||
model passes through it. Give the triggerbrush a unique targetname</p>
|
||||
<p>Once you have all of that setup, here's the next IMPORTANT step. First,
|
||||
highlight the trigger. Now control+K the trigger to the impact crater.
|
||||
Then control+K the impact crater to the script model. Then control+K the
|
||||
script model to the first point in the spline path. IT IS VERY IMPORTANT
|
||||
THAT YOU LINK THESE OBJECTS TOGETHER IN THIS ORDER! The script derives
|
||||
the objects targetnames based on the order you link them together, so
|
||||
if you do not link them, or link them in the improper order, it won't
|
||||
work.</p>
|
||||
<p class="subheader"> To Set Up Land Version</p>
|
||||
<p> To set this version up in the editor, you'll need:</p>
|
||||
<ul type="square">
|
||||
<li> spline path for the creature to follow</li>
|
||||
<li> script model using the creature you want to fly in</li>
|
||||
<li> a trigger brush</li>
|
||||
</ul>
|
||||
<p>These 3 things HAVE to be there, it won't work right unless all 3 elements
|
||||
exist.</p>
|
||||
<p>The spline path is setup in the same manner as in the crash verison.</p>
|
||||
<p>The script model is setup in the same manner as in the crash version.</p>
|
||||
<p>The trigger brush is setup a little differently. You still need the trigger
|
||||
brush to intersect the path the creature will follow, but you'll want
|
||||
it to intersect it in the air. The goal of this version of the script
|
||||
is to have an alien fly in and then 'hop' off of his path and attack just
|
||||
above the ground. Look at the example to see what I'm talking about. Give
|
||||
the triggerbrush a unique targetname.</p>
|
||||
<p>As in the crash example you'll have to control+K link all these objects
|
||||
together. Only this time here's the order:</p>
|
||||
<ul type="square">
|
||||
<li>trigger brush to script model</li>
|
||||
<li> script model to first node in spline path</li>
|
||||
</ul>
|
||||
<p> This concludes the radiant setup portion. </p>
|
||||
<p class="subheader">Script Setup and Threads to Launch</p>
|
||||
<p> Here's what you need to do in your level's script file to get this to
|
||||
work. You'll want to include this line just after where you declare all
|
||||
your threads at the top of your script file (you can also check the global
|
||||
script synopsis document):</p>
|
||||
<p>Dependancies:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_common.scr<br>
|
||||
#include "maps/global_scripts/global_debugUtils.scr</p>
|
||||
</blockquote>
|
||||
<p>Actual script file:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_flyin.scr"</p>
|
||||
</blockquote>
|
||||
<p><br>
|
||||
There's a setup thread you have to run for each flyin creature you've
|
||||
setup. So at the start of the level you'll want to run this thread:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalFlyin_setup( "string value of the targetname
|
||||
of the trigger", "type of variation" );</p>
|
||||
</blockquote>
|
||||
<p>The string value of the targetname of the trigger, is the trigger's targetname
|
||||
WITHOUT the '$'. The type of variation should be either the word 'crash'
|
||||
or 'land' without the quotes of course, and all lower case. So for example,
|
||||
I've setup a crash version, and the trigger brush has a targetname of
|
||||
crash_example, here's what the thread I would run would look like:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalFlyin_setup( "crash_example", "crash"
|
||||
);</p>
|
||||
</blockquote>
|
||||
<p> When in your script you're ready to activate the creature, you use this
|
||||
thread, again with the string value of the targetname of the trigger.
|
||||
Using the previous example with a trigger brush targetname of crash_example:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalFlyin_Launch( "crash_example" );</p>
|
||||
</blockquote>
|
||||
<p> this will cause the creature to flyin on the path and activate. They
|
||||
can get shot out of the air as well and will explode when you do this
|
||||
(pretty cool to watch actually :).</p>
|
||||
<p class="subheader"> Optional Parameters</p>
|
||||
<p> There is a default effect to play for when the creature crashes into
|
||||
the ground, and gets shot out of the air. But you can override either
|
||||
of these by entering the following keyvalues on the trigger brush in radiant(please
|
||||
note, that entering a crash FX for the land version of the creature will
|
||||
have no effect :)</p>
|
||||
<ul type="square">
|
||||
<li>uservar1 - will replace the crash effect</li>
|
||||
<li> uservar2 - will replace the shot out of the air effect</li>
|
||||
</ul>
|
||||
<p>The Land example in the example map uses the uservar2 to set a different
|
||||
shot out of the air effect if you'd like to see an example. You just enter
|
||||
these as a standard keyvalue, and then the fx/fx-name-here.tik as the
|
||||
actual data.</p>
|
||||
<p>There is also grouping options:</p>
|
||||
<ul type="square">
|
||||
<li>uservar3 - Group on-death thread to launch</li>
|
||||
<li>uservar4 - Group number to assign to this creature</li>
|
||||
</ul>
|
||||
<p>This way you can assign these guys to a group and use the onDeath thread
|
||||
funcitonality</p>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,218 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
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|
||||
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|
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|
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|
||||
|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
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|
||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global script synopsis</p>
|
||||
<p>Here you can find the documentation for most of the global scripts contained
|
||||
in Ritual's ÜberTools for Quake III v4.0:</p>
|
||||
<ul type="square">
|
||||
<li><a href="scripting_globalscripts_accelmove.html">global_acceleratedMovement.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_archetype.html">global_archetype.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_array.html">global_array.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_common.html">global_common.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_flyin.html">global_flyin.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_math.html">global_math.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_transport.html">global_Transport.scr</a></li>
|
||||
<li><a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a></li>
|
||||
</ul>
|
||||
<p>Each document is divided into several subsections. You can find the subsections
|
||||
along with their descriptions below:</p>
|
||||
<p class="subheader"><strong>Dependencies</strong></p>
|
||||
<p>These are other global scripts that you must #include within your levels
|
||||
script in order for this global script to work. You have to make sure
|
||||
these include lines appear before any function you use within this global
|
||||
script. </p>
|
||||
<p class="subheader"> <strong>Purpose</strong></p>
|
||||
<p> A brief description of what the functions of this global script perform.</p>
|
||||
<p class="subheader"><strong>How To Use</strong></p>
|
||||
<p> A brief description of how to use this global script.</p>
|
||||
<p class="subheader"> <strong>External Functions</strong></p>
|
||||
<p> These are the functions that you can call from this global script.</p>
|
||||
<ul type="square">
|
||||
<li><strong>Purpose</strong><br>
|
||||
The purpose of this function.</li>
|
||||
<li><strong>Returns<br>
|
||||
</strong>If the function returns a value back, lists the return variable
|
||||
type and description of what it returns.</li>
|
||||
<li><strong>Parms</strong><br>
|
||||
T he parameters that you have to pass into the function. You have to
|
||||
pass all functions in order for the script to compile. The description
|
||||
of the parm is:
|
||||
<ul>
|
||||
<li><strong>Parameter Name</strong><br>
|
||||
T he variable type, description of what that parameter is for.</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,453 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_acceleratedMovement.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"<br>
|
||||
#include "maps/global_scripts/global_math.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Commands that move objects in accelerated ways</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> Call these functions on a script object or script model in your level
|
||||
passing the desired parameters.</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p><strong>globalAccelMove_AxisAligned( entityName, totalTime, totalDistance,
|
||||
moveDirection )</strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Moves a script object with acceleration along an axial path (up, down,
|
||||
north, south, east, west) ADDENDUM - This is the older method, you should
|
||||
use the new acceleration commands listed below</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entityName</strong> (string)<br>
|
||||
The targetname of the script object to accelerate with no '$' in the
|
||||
name.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>totalTime</strong> (float)<br>
|
||||
The total time it should take to move its distance.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>totalDistance</strong> (float)<br>
|
||||
Tthe distance it should move on it's choosen axis.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>moveDirection</strong> (string)<br>
|
||||
The axial direction to move .
|
||||
<ul>
|
||||
<li>up - moves the object up
|
||||
<li>down - moves the object down
|
||||
<li>north - moves the object north
|
||||
<li>south - moves the object south
|
||||
<li>east - moves the object east
|
||||
<li>west - moves the object west
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p> <strong>globalAccelMove( entObject, vecMove, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
globalAccelMoveX( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
globalAccelMoveY( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
globalAccelMoveZ( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
</strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Move an object using one of 3 acceleration curve types in absolute directions.
|
||||
This means using North, South, East, West movement commands rather than
|
||||
relative movement commands.</p>
|
||||
<p><strong>How to setup:</strong><br>
|
||||
Make a script model or object that you wish to use. Call one of these
|
||||
functions on it. If you want to wait until the move is finished before
|
||||
proceeding in your script, call this function in-line. If you would
|
||||
like your script to progress and not wait, then call this function with
|
||||
the 'thread' command.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li><strong>entObject</strong> (entity)<br>
|
||||
The script object to move with acceleration.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>vecMove</strong> (vector)<br>
|
||||
The distance to move for X, Y, and Z axis. You enter the distance you
|
||||
want the object to move on all 3 axis from it's current position. So
|
||||
X handles the East/West motion, Y handles the North/South motion, and
|
||||
Z handles the Up/Down motion.<br>
|
||||
<br>
|
||||
Positive X is East, negative X is West, positive Y is North, negative
|
||||
Y is South, positive Z is Up, negative Z is Down. Syntax for vectors
|
||||
are 'x y z' with the apostraphe's. So as an example, a value of '512
|
||||
-256 64' will make the object move East 512 units, South 256 units,
|
||||
and Up 64 units.<br>
|
||||
<br>
|
||||
OR<br>
|
||||
<br>
|
||||
<strong>fltDistance</strong> (float)<br>
|
||||
ONLY when using one of the single axis commands, just pass the distance
|
||||
for that axis only.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>fltTime</strong> (float)<br>
|
||||
The time to take for the move, just like the .time parameter on an object.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strCurve</strong> (string)<br>
|
||||
The acceleration curve to use, there are 3 options: <br>
|
||||
<ul>
|
||||
<br>
|
||||
<li>rampup - this will make the object start from still and ramp up
|
||||
to it's maximum velocity
|
||||
<li>rampdown - this will make the object start at maximum velocity
|
||||
and slow down to still
|
||||
<li>rampupdown - this will make the object start from still, ramp
|
||||
up to it's maximum velocity, the slow down to still again
|
||||
<li>"none" - this will make the object move linearly (with
|
||||
no acceleration) <br>
|
||||
<br>
|
||||
</ul>
|
||||
<li>strSound - string, a path to the sound to play on this object as it
|
||||
moves. The sound will start playing the moment it moves. Entering ""
|
||||
will play no sound.</li>
|
||||
</ul>
|
||||
<p> <strong>globalAccelMove_Relative(entObject, vecMove, fltTime, strCurve,
|
||||
strSound)<br>
|
||||
globalAccelMove_RelativeX(entObject, fltDistance, fltTime, strCurve, strSound)<br>
|
||||
globalAccelMove_RelativeY(entObject, fltDistance, fltTime, strCurve, strSound)<br>
|
||||
globalAccelMove_RelativeZ(entObject, fltDistance, fltTime, strCurve, strSound)
|
||||
</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:<br>
|
||||
</strong>Move an object using one of 3 acceleration curve types in a
|
||||
relative movement. This means using Right, Left, Forward, Backward movement
|
||||
commands. The forward direction is determined by the 'angle' keyvalue
|
||||
set on the object. ADDENDUM: Relative movement commands only work on
|
||||
an objects horizontal axis, or straight up / down. This means that you
|
||||
can not face an object South and Down and expect it to move Forward
|
||||
in that direction. It would only move forward on it's horizontal axis,
|
||||
but not Down.</p>
|
||||
<p><strong>How to setup:</strong><br>
|
||||
Make a script model or object that you wish to use. Call on of these
|
||||
functions on it. If you want to wait until the move is finished before
|
||||
proceeding in your script, call this function in-line. If you would
|
||||
like your script to progress and no wait, then call this function with
|
||||
the 'thread' command.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entObject</strong> (entity)<br>
|
||||
The script object to move with acceleration.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>vecMove</strong> (vector)<br>
|
||||
The distance to move for X, Y, and Z axis. You enter the distance you
|
||||
want the object to move on all 3 axis from it's current position. So
|
||||
X handles the Right/Left motion, Y handles the Forward/Backward motion,
|
||||
and Z handles the Up/Down motion.<br>
|
||||
<br>
|
||||
Positive X is Right, negative X is Left, positive Y is Forward, negative
|
||||
Y is Backward, positive Z is Up, negative Z is Down. Syntax for vectors
|
||||
are 'x y z' with the apostraphe's. So as an example, a value of '512
|
||||
-256 64' will make the object move Right 512 units, Backward 256 units,
|
||||
and Up 64 units.<br>
|
||||
<br>
|
||||
OR<br>
|
||||
<br>
|
||||
<strong>fltDistance</strong> (float)<br>
|
||||
ONLY when using one of the single axis commands, just pass the distance
|
||||
for that axis only.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>fltTime</strong> (float)<br>
|
||||
The time to take for the move, just like the .time parameter on an object.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strCurve</strong> (string)<br>
|
||||
The acceleration curve to use, there are 3 options:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"rampup" - this will make the object start from still
|
||||
and ramp up to it's maximum velocity.
|
||||
<li>"rampdown" - this will make the object start at maximum
|
||||
velocity and slow down to still.
|
||||
<li>"rampupdown" - this will make the object start from
|
||||
still, ramp up to it's maximum velocity, the slow down to still
|
||||
again.
|
||||
<li>"none" - this will make the object move linearly (with
|
||||
no acceleration)<br>
|
||||
<br>
|
||||
</ul>
|
||||
</li>
|
||||
<li> <strong>strSound</strong> (string)<br>
|
||||
A path to the sound to play on this object as it moves. The sound will
|
||||
start playing the moment it moves. Entering "" will play no
|
||||
sound.
|
||||
</ul>
|
||||
<p> <strong>globalAccelMove_Rotate( entObject, vecMove, fltTime, strCurve,
|
||||
strSound )<br>
|
||||
globalAccelMove_RotateX( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
globalAccelMove_RotateY( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)<br>
|
||||
globalAccelMove_RotateZ( entObject, fltDistance, fltTime, strCurve, strSound
|
||||
)</strong>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Rotate an object using one of 3 acceleration curve types.</li> </ul>
|
||||
</p>
|
||||
<p><strong>How to setup:</strong><br>
|
||||
Make a script model or object that you wish to use. Call this function
|
||||
on it. If you want to wait until the move is finished before proceeding
|
||||
in your script, call this function in-line. If you would like your script
|
||||
to progress and no wait, then call this function with the 'thread' command.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entObject</strong> (entity)<br>
|
||||
The script object to rotate with acceleration.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>vecMove</strong> (vector)<br>
|
||||
The rotational distance in degrees on X, Y, and Z axis. Positive or
|
||||
negative controls the direction (positive is counterclockwise, negative
|
||||
is clockwise). Syntax for vectors is 'x y z' (with the apostrophes).<br>
|
||||
<br>
|
||||
OR<br>
|
||||
<br>
|
||||
<strong>fltDistance</strong> (float)<br>
|
||||
ONLY when using one of the single axis commands, just pass the distance
|
||||
for that axis only.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>fltTime</strong> (float)<br>
|
||||
The time to take for the move, just like the .time parameter on an object.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strCurve</strong> (string), <br>
|
||||
The acceleration curve to use, there are 3 options:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"rampup" - this will make the object start from still
|
||||
and ramp up to it's maximum velocity
|
||||
<li>"rampdown" - this will make the object start at maximum
|
||||
velocity and slow down to still
|
||||
<li>"rampupdown" - this will make the object start from
|
||||
still, ramp up to it's maximum velocity, the slow down to still
|
||||
again
|
||||
<li>"none" - this will make the object move linearly (with
|
||||
no acceleration).<br>
|
||||
<br>
|
||||
</ul>
|
||||
</li>
|
||||
<li> strSound - string, a path to the sound to play on this object as
|
||||
it moves. The sound will be start playing the moment it moves. Entering
|
||||
"" will play no sound.</li>
|
||||
</ul>
|
||||
<p> <strong>globalAccelMove_Pendulum( entObject, vecMove, fltTime, fltFriction,
|
||||
strSound )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Swings an object back and forth on the desired axis in a pendulum motion.</p>
|
||||
<p><strong>How to setup:</strong><br>
|
||||
Position and orient your script object in what would be the dead center
|
||||
position (the bottom of the swing). Don't forget to have an origin brush
|
||||
on the object if it's a script object. For a script model, bind it to
|
||||
a script origin, then pass the script origin into this function)</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entObject</strong> (entity)<br>
|
||||
The script object to perform the pendulum motion on vecMove - vector,
|
||||
this is the amplitude of the pendulum swing per axis (half the total
|
||||
arc) in degrees. So if you enter a value of 15 degrees on one axis,
|
||||
the full swing will be 30 degrees on that axis. Syntax for vectors is
|
||||
'x y z' (with the apostrophes).</li>
|
||||
<li> <strong>fltTime</strong> (float)<br>
|
||||
The total time it takes to perform one full swing (from one extreme,
|
||||
to the other extreme, and then back to the first extreme again).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>fltFriction</strong> (float)<br>
|
||||
This is a percentage value between 0 and 1. This is the percentage of
|
||||
the amplitude that will be subtracted from the swing each time the object
|
||||
passes through it's starting position. Enter a value of 0 for infinite
|
||||
(frictionless).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strSound</strong> (string)<br>
|
||||
A path to the sound to play on this object as it swings. The sound will
|
||||
be played each time the object is at it's maximum outer extents and
|
||||
swings on down to center.</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,192 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_archetype.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Archetyping objects in the world so the proper highlight box goes around
|
||||
the object, along with the proper tricorder descriptions. ONLY USED FOR
|
||||
B-MODELS. </p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> Call this function on a script_object in the world that needs archetype
|
||||
information</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalArchetype_Setup( scriptObject, theArchetype ) </strong></p>
|
||||
<blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li> <strong>scriptObject</strong> (entity)<br>
|
||||
The entity to archetype.</li>
|
||||
<li> <strong>theArchetype</strong> (string)<br>
|
||||
The archetype reference from the gameplay database to put on this object.</li>
|
||||
</ul>
|
||||
</blockquote>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,251 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_array.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Can create and access an array of floating point values<br>
|
||||
<br>
|
||||
*** WARNING ***<br>
|
||||
This is a HACKED method for doing this! Unless you trully understand what
|
||||
arrays are and how to use them, DO NOT USE THIS SCRIPT!</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> You first run the setup function, passing a unique identifier for the
|
||||
array, and the number of elements you want in the array. This initializes
|
||||
the array and gets it ready for use. Then use the get and set functions
|
||||
to access the array, using the unique identifier. You can have as many
|
||||
array's as you'd like, as long as they all have unique identifiers to
|
||||
differenciate them.</p>
|
||||
<p class="subheader">External Functions:</p>
|
||||
<p> <strong>globalArray_FloatSetup( strArrayName, intNumberOfElements )</strong>
|
||||
</p>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Initializes and sets up the array with the desired number or elements</p>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strArrayName</strong> - (string)<br>
|
||||
A unique identifier for the array.</li>
|
||||
<li> <strong>intNumberOfElements</strong> - (float)<br>
|
||||
The number of elements to initialize the array to. Once this has been
|
||||
set, you can not change this. The element numbering starts from 1 and
|
||||
goes up. DO NOT PUT ANYTHING AT ELEMENT 0!</li>
|
||||
</ul>
|
||||
<p> <strong>globalArray_FloatSet( strArrayName, intElementToSet, intValueToSet
|
||||
)</strong>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Sets a value into the desired array at the desired element. DO NOT PUT
|
||||
ANYTHING AT ELEMENT 0! </p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strArrayName</strong> (string)<br>
|
||||
The unique identifier of the array to set a value on.</li>
|
||||
<li> <strong>intElementToSet</strong> (float)<br>
|
||||
The element number at which to set the value.</li>
|
||||
<li> <strong>intValueToSet</strong> (float)<br>
|
||||
The value to set.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalArray_FloatGet( strArrayName, intElementToGet )
|
||||
</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Gets a value from the desired array at the desired element.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
F loat, the value stored at the desired element.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strArrayName</strong> (string)<br>
|
||||
The unique identifier of the array to get a value from.</li>
|
||||
<li> <strong>intElementToSet</strong> (float)<br>
|
||||
The element number at which to get a value from.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalArray_FloatHasMatchingValue( strArrayName, float
|
||||
intValueToCheck )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Checks the desired array to see if any element contains a particular
|
||||
value</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
float, the element at which the value was found. If it was not found
|
||||
in the array<br>
|
||||
it will return 0</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strArrayName</strong> (string)<br>
|
||||
The unique identifier of the array to check.</li>
|
||||
<li> <strong>intValueToCheck</strong> (float)<br>
|
||||
The value to check for in the array.</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,303 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_cinematicFX.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"<br>
|
||||
#include "maps/global_scripts/global_math.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Commands used mainly for cinematic stuff</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> These are a set of functions that effect camera FOVs, and camera path
|
||||
and object positioning.</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalCineFX_CameraFOVLerp( entCamera, fltFOVStart, fltFOVEnd,
|
||||
fltTime, strCurve )</strong></p>
|
||||
<blockquote>
|
||||
<p><strong>Purpose:</strong><br>
|
||||
Smoothly changes a camera's FOV with acceleration for a Zoom effect.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entCamera</strong> (entity)<br>
|
||||
The camera to zoom.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>fltFOVStart</strong> (float)<br>
|
||||
Starting FOV for the zoom.</li>
|
||||
<li> <strong>fltFOVEnd</strong> (float)<br>
|
||||
The ending FOV for the zoom.</li>
|
||||
<li> <strong>fltTime</strong> (float)<br>
|
||||
The time to take for the zoom.</li>
|
||||
<li> <strong>strCurve</strong> (string)<br>
|
||||
The acceleration curve to use, there are 3 options:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li><strong>rampup</strong><br>
|
||||
This will make the object start from still and ramp up to it's maximum
|
||||
velocity.
|
||||
<li><strong>rampdown</strong><br>
|
||||
This will make the object start at maximum velocity and slow down
|
||||
to still.
|
||||
<li><strong>rampupdown</strong><br>
|
||||
This will make the object start from still, ramp up to it's maximum
|
||||
velocity, the slow down to still again.
|
||||
</ul>
|
||||
</ul>
|
||||
<p><strong>globalCineFX_CameraPathRemove( entCamPath ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Removes an entire camera path. This was created so camera paths created
|
||||
with the in-game path creator could be removed.</li> </ul> </p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entCamPath</strong> (entity)<br>
|
||||
The lead node in the path. If the camera path was created with the in-game
|
||||
path creator, this is the name of the path </li>
|
||||
</ul>
|
||||
<p> <strong>globalCineFX_CameraPathRotate( entCamPath, fltDegrees, vecPivotCoordinate,
|
||||
vecDestinationCoordinate )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes a path and rotates the entire path around a desired pivot point.
|
||||
This will also rotate the facing on all of the nodes in the path accordingly.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entCamPath</strong> (entity)<br>
|
||||
The lead node in the path. If the camera path was created with the in-game
|
||||
path creator, this is the name of the path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>fltDegrees</strong> (float)<br>
|
||||
How far to rotate the path around in degrees. Positive is counterclockwise
|
||||
and negative is clockwise.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>vecPivotCoordinate</strong> (vector)<br>
|
||||
The origin of the point to pivot the path around.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>vecDestinationCoordinate</strong> (vector)<br>
|
||||
The origin of the final position for the entire path based off of the
|
||||
pivot point. What this means is that it will rotate the entire path
|
||||
around the pivot point, and then re-position the entire path by moving
|
||||
the pivot point with the new rotational orientation locked to the pivot
|
||||
point as it moves.<br>
|
||||
So if you want to just rotate the path without re- positioning it, just
|
||||
enter the pivot point coordinate as the destination coordinate</li>
|
||||
</ul>
|
||||
<p> <strong>globalCineFX_TimeLerp( fltTimeScaleStart, fltTimeScaleEnd, fltTime,
|
||||
strCurve )</strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
The goal of this function was to create cool slow motion transitions
|
||||
as it would ramp time up or down. But the timescale command didn't work
|
||||
very well with this technique, so hence this function doesn't really
|
||||
work all too well. Try at yer own risk suchah's :).</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>fltTimeScaleStart</strong> (float)<br>
|
||||
The starting timescale value based on a normalized scale. Meaning 1
|
||||
is in normal time, .5 would be half-time, and 2 would be double time<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>fltTimeScaleEnd</strong> (float)<br>
|
||||
The ending timescale value based on a normalized scale. Since I know
|
||||
you just read the previous description, I'm not going to repeat the
|
||||
whole, 'what does normalized' mean schpeal. :)<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>fltTime</strong> (float)<br>
|
||||
The time for the whole lerp to take. This starts getting tricky because
|
||||
this wouldn't be the actual time. As you start to timescale the game,
|
||||
the actual time of the game will be effected, thus effecting the timers
|
||||
in the engine that count time. There were no time commands written 'outside'
|
||||
of normal time to account for this and the timescale command. Wow, there's
|
||||
a lot of time in this description, I think it's time to move on. </li>
|
||||
</ul>
|
||||
<p> <strong>globalCineFX_PositionObject( entObject, entDestination )</strong></p>
|
||||
<p><strong>Purpose:</strong><br>
|
||||
Takes an object and moves it to be at the same position and orientation
|
||||
of another object.</p>
|
||||
<p><strong>Parms:</strong></p>
|
||||
<ul type="square">
|
||||
<li> <strong>entObject</strong> (entity), <br>
|
||||
The object to re-position and re-orient<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>entDestination</strong> (entity)<br>
|
||||
The destination entity. This function will take the entObject and set
|
||||
it's origin and angles to this entities origin and angles</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,505 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
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|
||||
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|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
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|
||||
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|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_common.scr</p>
|
||||
<p class="subheader">Dependancies</p>
|
||||
<p> none</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> This script contains basic functions for use on all levels, along with
|
||||
definitions for<br>
|
||||
constansts that are used on all level</p>
|
||||
<p class="subheader">How to use</p>
|
||||
<p> See the description for each function</p>
|
||||
<p>Constant variables that have been assigned:</p>
|
||||
<p> FALSE = 0<br>
|
||||
TRUE = 1<br>
|
||||
NULL = -1</p>
|
||||
<p>So as long as you include this global script, you can use these variables
|
||||
in place of their assigned counterparts. One warning, and this is a problem
|
||||
with the scripting language, when you initially declare your variable,
|
||||
you can not set it equale to another variable. So for example this will
|
||||
not work:</p>
|
||||
<p>float newVariable = TRUE;</p>
|
||||
<p>You have to assign it to an actual number value for the initialization,
|
||||
and then anytime after that you can use the constants.</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalCommon_AssertEntity( entPassedEntity, strMessage )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Checks the passed in entity to see if it is valid. If it's not, the
|
||||
game will stop and display the passed in message.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entPassedEntity</strong> (entity)<br>
|
||||
This is the entity to perform the check on.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strMessage</strong> (string)<br>
|
||||
This is the message to print on the screen before stopping the game.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_Autosave()</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Used to help simplify autosaving so people don't have to write as much
|
||||
script. It performs an autosave when called.</p>
|
||||
<p><strong>Parms:</strong><br>
|
||||
None</p>
|
||||
</blockquote>
|
||||
<p> <strong>globalCommon_OnUse( entOnUseTargetname , strOnUseThread ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To simplify setting up of an onuse function by automating the pause
|
||||
and thread assignment</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li><strong> entOnUseTargetname</strong> (entity)<br>
|
||||
T his is the entity to wait for the 'onuse' action to occur.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strOnUseThread</strong> (string)<br>
|
||||
T his is thread to execute when the object is used.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_OnDamage( entOnDamageTargetname, strOnDamageThread
|
||||
) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To simplify setting up of an ondamage function by automating the pause
|
||||
and thread assignment</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entOnDamageTargetname</strong> (entity)<br>
|
||||
This is the entity to wait for the 'ondamage' action to occur.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strOnDamageThread</strong> (string)<br>
|
||||
T his is thread to execute when the object is damaged.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_OnTouch( entOnTouchTargetname, strOnTouchThread
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To simplify setting up of an ontouch function by automating the pause
|
||||
and thread assignment</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entOnTouchTargetname</strong> (entity)<br>
|
||||
This is the entity to wait for the 'ontouch' action to occur.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strOnTouchThread</strong> (string)<br>
|
||||
This is thread to execute when the object is touched.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_OnTrigger( entOnTriggerTargetname, strOnTriggerThread
|
||||
) </strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To simplify setting up of an ontrigger function by automating the pause
|
||||
and thread assignment</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entOnTriggerTargetname</strong> (entity)<br>
|
||||
This is the entity to wait for the 'ontrigger' action to occur.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strOnTriggerThread</strong> (string)<br>
|
||||
This is thread to execute when the object is triggered.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_OnBlock( entOnBlockTargetname, strOnBlockThread
|
||||
) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To simplify setting up of an onblock function by automating the pause
|
||||
and thread assignment</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entOnBlockTargetname</strong> (entity)<br>
|
||||
This is the entity to wait for the 'onblock' action to occur.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strOnBlockThread</strong> (string)<br>
|
||||
This is thread to execute when the object is blocked.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_AiDummyHide( entAiDummyToHide ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in AI character, turns their AI off, hides them, and
|
||||
makes them notsolid.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entAiDummyToHide</strong> (entity)<br>
|
||||
This is the AI character to turn off, hide, and make notsolid.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_AiDummyShow( entAiDummyToShow )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in AI character, shows them, makes them solid, and
|
||||
puts them in the 'idle' animation.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entAiDummyToShow</strong> (entity)<br>
|
||||
This is the AI character to show, make solid, and set the 'idle' pose
|
||||
on.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_AiActor( entAiActor )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in AI character, turns on their AI, makes them pushable,
|
||||
shows them, and makes them solid.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entAiActor</strong> (entity)<br>
|
||||
This is the AI character to effect.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_AiDummy ( entAiDummy , strAiDummyAnim )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in AI character, turns off their AI, makes them not
|
||||
pushable, shows them, and sets the passed in animation.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>entAiDummy</strong> (entity)<br>
|
||||
This is the AI character to effect.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strAiDummyAnim</strong> (string)<br>
|
||||
This is the animation to set the character to. If "" is passed,
|
||||
then it won't attempt to set any animation.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_AiActorUseWeapon( currentActor, weaponToUse )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in AI character and makes them use the passed in weapon.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>currentActor</strong> (entity)<br>
|
||||
This is the AI character to affect.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>weaponToUse</strong> (string)<br>
|
||||
This is the weapon to make the actor use. If set to 'current', it will
|
||||
use the weapon the player is using.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_SpawnScriptModel( spawnedTikiName, spawnedTargetName,
|
||||
spawedOrigin, spawnedAngle )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Spawns a script model at the passed in origin, facing the passed in
|
||||
angle.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>spawnedTikiName</strong> (string)<br>
|
||||
This is the tiki to use.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnedTargetName</strong> (string)<br>
|
||||
This is the targetname to give the script model.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawedOrigin</strong> (vector)<br>
|
||||
This is the origin to spawn it at.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnedAngle</strong> (float)<br>
|
||||
This is the angle to face it after it's spawned.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_SpawnActor( spawnedTikiName, spawnedTargetName,
|
||||
spawedOrigin, spawnedAngle )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Spawns an AI charcter at the passed in origin, facing the passed in
|
||||
angle.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>spawnedTikiName</strong> (string)<br>
|
||||
Tthis is the tiki to use.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnedTargetName</strong> (string)<br>
|
||||
This is the targetname to give the AI character.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawedOrigin</strong> (vector)<br>
|
||||
This is the origin to spawn it at.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnedAngle</strong> (float)<br>
|
||||
This is the angle to face it after it's spawned.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_ActorRandomNodePatrolWork( currentActor, nodePatrolWork,
|
||||
animationToPlayPerNode, totalNumberOfNodes )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Used for characters who's AI will be off. Lets them constantly pick
|
||||
amongst several pre- defined work nodes, walks them over to one, and
|
||||
plays a passed in animation. Then loops to perform the same tasks.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>currentActor</strong> (entity)<br>
|
||||
This is the AI character entity to perform this function on.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>nodePatrolWork</strong> (string)<br>
|
||||
This is the identifier for all nodes this charcater can pick from.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>animationToPlayPerNode</strong> (string)<br>
|
||||
This is the animation to play once the character reaches a node.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>totalNumberOfNodes</strong> (float)<br>
|
||||
This is the total number of nodes in the group.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_ActorRandomNodeWork( currentActor, nodePatrolWork,
|
||||
animationToPlayPerNode, totalNumberOfNodes )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Used for characters who's AI will be off. Lets them pick amongst several
|
||||
pre- defined work nodes, walks them over to one, and plays a passed
|
||||
in animation. This function does not loop.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>currentActor</strong> (entity)<br>
|
||||
This is the AI character entity to perform this function on.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>nodePatrolWork</strong> (string)<br>
|
||||
This is the identifier for all nodes this charcater can pick from.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>animationToPlayPerNode</strong> (string)<br>
|
||||
This is the animation to play once the character reaches a node.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>totalNumberOfNodes</strong> (float)<br>
|
||||
This is the total number of nodes in the group.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_ActorNodeWork( currentActor, nodePatrolWork, animationToPlayPerNode,
|
||||
nodeToWorkAt )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Used for characters who's AI will be off. Takes the passed in specific
|
||||
node of a defined group of work nodes, walks them over to it, and plays
|
||||
a passed in animation. This function does not loop.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>currentActor</strong> (entity)<br>
|
||||
This is the AI character entity to perform this function on.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>nodePatrolWork</strong> (string)<br>
|
||||
This is the identifier for all nodes this charcater can pick from.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>animationToPlayPerNode</strong> (string)<br>
|
||||
This is the animation to play once the character reaches a node.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>nodeToWorkAt</strong> (float)<br>
|
||||
This is the number of the node in the group of nodes to work at.</li>
|
||||
</ul>
|
||||
<p> <strong>globalCommon_SetupContextDialog( currentActor, theActorName
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Loads all the +use and context sensitive dialog on the passed in teammate,
|
||||
provided there is dialog recorded for that teammate.</p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li> <strong>currentActor</strong> (entity)<br>
|
||||
This is the AI character entity to perform this function on.<br>
|
||||
<br>
|
||||
<li> <strong>theActorName</strong> (string)<br>
|
||||
This is the string used to concactinate the .mp3 file names for all
|
||||
the context dialog. The only possible choices are:
|
||||
<ul>
|
||||
<li>"telsia"
|
||||
<li>"jurot"
|
||||
<li>"chell"
|
||||
<li>"chang"
|
||||
<li>"korban"
|
||||
</ul>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,201 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
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|
||||
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|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_debugUtils.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> None.</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Debugging functions used by global scripters.</p>
|
||||
<p class="subheader">How To Use</p>
|
||||
<p> Refer to the function descriptions below.</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalDebug_CenterPrint( msg ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Prints Debug Messages to the screen (along with reasonable waits)</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>msg</strong> (string)<br>
|
||||
The message to print.</li>
|
||||
</ul>
|
||||
<p> <strong>globalDebug_Disconnect( msg ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Prints Debug Messages to the screen ( along with reasonable waits )<br>
|
||||
and then disconnects the map</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>msg</strong> (string)<br>
|
||||
The message to print .
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,281 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_flyin.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"<br>
|
||||
#include "maps/global_scripts/global_debugUtils.scr" </p>
|
||||
<p class="subheader"> Purpose</p>
|
||||
<p> Implements a few different ways to have monsters fly in along a spline
|
||||
path and land in a specific place. Will work with any tiki that has the
|
||||
"inflight", "land", and in some cases "crash"
|
||||
animations.</p>
|
||||
<p>The different types are:</p>
|
||||
<ol>
|
||||
<li> Spawn a model, fly it in, make it land (each individual spawner/path
|
||||
can be reused as much as you want)</li>
|
||||
<li> Take a model from the map, fly it in, make it land (can only be used
|
||||
once per monster)</li>
|
||||
<li> Take a model from the map, fly it in, make it crash into the world
|
||||
and show damage to the world (only one use) </li>
|
||||
</ol>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> For types 2 and 3, there is too much to list here. See "<a href="scripting_flying.html">Creating
|
||||
Flying Creatures</a>".</p>
|
||||
<p> For type 1:<br>
|
||||
Create a func_spawn with a good targetname, then make the spline path
|
||||
you want the flying creature to follow. Connect (via Control+K) the func_spawn
|
||||
to the first node of the splinepath, link the splinepath together, and
|
||||
wherever it ends is where the entity will "go live" and start
|
||||
doing its AI routines. Here are the parameters for reference:</p>
|
||||
<ul type="square">
|
||||
<li> <strong>spawner</strong><br>
|
||||
The func_spawn that will create entities; is targeted to the first node
|
||||
of the splinepath.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnModelName</strong><br>
|
||||
The tiki of what to spawn.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnGroup</strong><br>
|
||||
AI group to put the spawned entity in.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnMasterState</strong><br>
|
||||
Masterstate to initialize the new entity with.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>touchThread<br>
|
||||
</strong>Thread to ontouch for the flying entity.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>setTouchTriggers</strong><br>
|
||||
Should the flying script_model touch triggers?</li>
|
||||
</ul>
|
||||
<p> Flying monsters will explode when shot by default, but you can set a
|
||||
custom "ontouch" thread if you want. </p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalFlyin_Setup( strMasterName, strFlyinType ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Sets up a type 2 or 3 flyin unit (refer to "<a href="scripting_flying.html">Creating
|
||||
Flying Creatures</a>").</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strMasterName</strong> (string)<br>
|
||||
The targetname of the creature without the $.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strFlyinType</strong> (string)<br>
|
||||
The flyin type to setup.</li>
|
||||
</ul>
|
||||
<p> <strong>globalFlyin_Launch( strMasterName ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Launches a type 2 or 3 flyin creature that's been setup (refer to "<a href="scripting_flying.html">Creating
|
||||
Flying Creatures</a>").</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strMasterName</strong> (string)<br>
|
||||
The targetname of the creature without the $.</li>
|
||||
</ul>
|
||||
<p> <strong>entity globalFlyin_SpawnLaunch( spawner, spawnModelName, spawnGroup,
|
||||
spawnMasterState, touchThread, setTouchTriggers );</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Launches a multi-spawn capable type 1 version of the flyin creature.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Entity. The entity that was spawned as the creature "goes live"</p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li> <strong>spawner</strong> (entity)<br>
|
||||
The func_spawn that will create entities; is targeted to the first node
|
||||
of the splinepath.<br>
|
||||
<br>
|
||||
<li> <strong>spawnModelName</strong> (string)<br>
|
||||
The tiki of what to spawn.<br>
|
||||
<br>
|
||||
<li> <strong>spawnGroup</strong> (float)<br>
|
||||
AI group to put the spawned entity in.<br>
|
||||
<br>
|
||||
<li> <strong>spawnMasterState</strong> (string)<br>
|
||||
Masterstate to initialize the new entity with.<br>
|
||||
<br>
|
||||
<li> <strong>touchThread</strong> (string)<br>
|
||||
Thread to ontouch for the flying entity.<br>
|
||||
<br>
|
||||
<li> <strong>setTouchTriggers</strong> (float)<br>
|
||||
Should the flying script_model touch triggers?
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,465 @@
|
|||
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|
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UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
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||||
<a href="../start.html">Introduction</a><br>
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|
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<a href="../start.html#3">Source Files</a><br>
|
||||
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|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
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||||
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||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
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<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
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|
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||||
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|
||||
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|
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<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
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<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
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||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
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|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
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||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
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||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
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|
||||
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|
||||
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|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
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||||
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||||
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||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_math.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> These are a general set of math functions that can be used</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> Refer to each functions description</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>float globalMath_NormalizeAngleTo360Degrees( degrees )</strong>
|
||||
</p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes any degree-angle and forces it into the range [0,360]. The new
|
||||
angle value is returned.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The new normalized angle results.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>degrees</strong> - (float)<br>
|
||||
T he angle to normalize to the range [0,360]</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_GetCircularDistanceInDegrees( degreeAngle1,
|
||||
degreeAngle2 )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Returns the distance from one point on a circle to another point on
|
||||
that same circle, given in degrees.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The radial distance in degrees one point is from another. If
|
||||
the return value is positive, the closest path is counter-clockwise,
|
||||
else if it's negative, it is clockwise.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>degreeAngle1</strong> (float)<br>
|
||||
The angle, in degrees, of the starting point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>degreeAngle2</strong> (float)<br>
|
||||
The angle, in degrees, of the ending point.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_GetXYAngleForPointAboutCenter( point, center
|
||||
) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the center origin of a circle, and an orbiting point on the circle,
|
||||
and calculates the angle in degrees where the oribiting point is located.
|
||||
0 degrees being due East.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
float, the angle in degrees where the oribiting point is on the circle
|
||||
relative to the passed center coordinate vector. For reference, the
|
||||
4 main points are:</p>
|
||||
<ul type="square">
|
||||
<li> 0 - East</li>
|
||||
<li> 90 - North</li>
|
||||
<li> 180 - West</li>
|
||||
<li> 270 - South </li>
|
||||
</ul>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>point</strong> (vector)<br>
|
||||
The xyz location of the oribiting point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>center</strong> (vector)<br>
|
||||
The xyz location of the origin.</li>
|
||||
</ul>
|
||||
<p> <strong>vector globalMath_RotateAnglesInXYPlane( inputAngles, degrees
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in angles facing and rotates the Y axis the desired
|
||||
number<br>
|
||||
of degrees.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Vector. The new angles after the Y axis rotation has been applied. </p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>inputAngles</strong> (vector)<br>
|
||||
The starting angles to rotate.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>degrees</strong> (float)<br>
|
||||
The number of degrees to rotate the Y axis.</li>
|
||||
</ul>
|
||||
<p> <strong>vector globalMath_RotatePointInXYPlane( inputPoint, pivotPoint,
|
||||
degrees )</strong></p>
|
||||
<p> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in point and pivots it around a passed in pivot point
|
||||
in the XY plane.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
vector, the new origin of the pivoted point.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>inputPoint</strong> (vector)<br>
|
||||
The point to pivot,<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>pivotPoint</strong> (vector)<br>
|
||||
The point to pivot around<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>degrees</strong> (float)<br>
|
||||
The number of degrees to pivot the point.</li>
|
||||
</ul>
|
||||
<p> <strong>vector globalMath_MirrorAnglesInXYPlane( vector inputAngles,
|
||||
float degrees ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in angles facing and mirrors them in the XY plane.
|
||||
The mirroring line is determined by the passed in degrees. The main
|
||||
points are:</p>
|
||||
<ul type="square">
|
||||
<li>0 - East / West</li>
|
||||
<li> 90 - North South</li>
|
||||
<li> 180 - East / West</li>
|
||||
<li> 270 - North / South </li>
|
||||
</ul>
|
||||
<p>Anything above 179 degrees is redundant as in the actual direction
|
||||
of the line is irrelevant for this calculation.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Vector; the new mirrored angles facing.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>inputAngles</strong> (vector)<br>
|
||||
The starting angles to mirror.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>degrees</strong> (float)<br>
|
||||
Determines how to place the mirroring line.</li>
|
||||
</ul>
|
||||
<p> <strong>vector globalMath_MirrorPointInXYPlane( inputPoint, pivotPoint,
|
||||
degrees )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in point and mirrors it in the XY plane. The mirroring
|
||||
line is determined by the passed in degrees. The main points are:</p>
|
||||
<ul type="square">
|
||||
<li>0 - East / West</li>
|
||||
<li> 90 - North South</li>
|
||||
<li> 180 - East / West</li>
|
||||
<li> 270 - North / South </li>
|
||||
</ul>
|
||||
<p>Anything above 179 degrees is redundant as in the actual direction
|
||||
of the line is irrelevant for this calculation.</p>
|
||||
<p>The pivot point is used to determine where to place the mirror in the
|
||||
world. So the mirroring line will be drawn through the pivot point,
|
||||
and it's relative location to the point to be mirrored will be taken
|
||||
into account.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
vector, the new origin of the mirrored point.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>inputPoint</strong> (vector)<br>
|
||||
The point to mirror<br>
|
||||
. <br>
|
||||
</li>
|
||||
<li> <strong>pivotPoint</strong> (vector)<br>
|
||||
The point to mirror around.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>degrees</strong> (float)<br>
|
||||
Determines how to place the mirroring line.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_GetDistance( vecFrom, vecTo ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Calculates the distance in units between two given coordinates in 3
|
||||
dimensions.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The distance in units between the two passed in coordinate points.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>vecFrom</strong> (vector)<br>
|
||||
The xyz location of the starting point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>vecTo</strong> (vector)<br>
|
||||
The xyz location of the ending point.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_GetXYDistance( vecFrom, vecTo )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Calculates the distance in units between two given points only taking
|
||||
the X and Y coordinates into account. So it's returning a straight-line
|
||||
distance from a top-down (XY) only perspective (2 dimensions).</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float, the distance in units between the two passed in coordinate points.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>vecFrom</strong> (vector)<br>
|
||||
The xyz location of the starting point.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>vecTo</strong> (vector), <br>
|
||||
The xyz location of the ending point.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_RampUp_GetMovementPercentage( float fltPercentageDone_Move
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Based on a set Sin curve, takes the passed in percentage and converts
|
||||
it to a percentage based on a ramping up acceleration curve.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The equivalent percentage value taking acceleration into account.
|
||||
</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>fltPercentageDone_Move</strong> (float)<br>
|
||||
The percentage to convert, from 0 - 1.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_RampDown_GetMovementPercentage( float fltPercentageDone_Move
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Based on a set Sin curve, takes the passed in percentage and converts
|
||||
it to a<br>
|
||||
percentage based on a ramping down acceleration curve.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The equivalent percentage value taking acceleration into account.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>fltPercentageDone_Move</strong> (float)<br>
|
||||
The percentage to convert, from 0 - 1.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_RampUpDown_GetMovementPercentage( float fltPercentageDone_Move
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Based on a set Sin curve, takes the passed in percentage and converts
|
||||
it to a percentage based on a ramping up, then back down acceleration
|
||||
curve.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. The equivalent percentage value taking acceleration into account</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>fltPercentageDone_Move</strong> (float)<br>
|
||||
The percentage to convert, passed value from 0 - 1.</li>
|
||||
</ul>
|
||||
<p> <strong>vector globalMath_LerpGetPosition( vector vecMove, float fltPercentageDone_Distance
|
||||
)</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes the passed in vector, and using that vector as the ending point
|
||||
in a line going from '0 0 0', returns a percentage of that distance.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Vector. The converted value based on the passed percentage.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>vecMove</strong> (vector)<br>
|
||||
The value to consider as the ending point in a line from '0 0 0' for
|
||||
the conversion.</li>
|
||||
<li> <strong>fltPercentageDone_Distance</strong> (float)<br>
|
||||
The percentage of vecMove to return. Passed value from 0 - 1.</li>
|
||||
</ul>
|
||||
<p> <strong>float globalMath_LinearFalloff ( maxDistance, maxValue, _origin
|
||||
, location )</strong></p>
|
||||
<blockquote>
|
||||
<p><strong>Purpose:</strong><br>
|
||||
Provides a linear falloff from 0 to maxValue, based on the distance
|
||||
of location from origin, up to a maxDistance. Once maxDistance is exceeded,
|
||||
the value is clamped to maxValue.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Float. A value from 0 to maxValue, based on the distance of location
|
||||
from _origin, clamped to maxValue at maxDistance and greater.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>maxDistance</strong> (float)<br>
|
||||
maxDistance - Maximum distance to use for interpolation. Any distance
|
||||
past maxDistance returns maxValue.</li>
|
||||
<li> <strong>maxValue</strong> (float)<br>
|
||||
Maximum allowed value, corresponds to being at exactly maxDistance from
|
||||
the origin.</li>
|
||||
<li> <strong>_origin</strong> (vector)<br>
|
||||
Center of the distance test. </li>
|
||||
<li> <strong>location</strong> (vector)<br>
|
||||
Location of the value being tested in space. Used to calculate a distance
|
||||
from _origin.</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,194 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
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}
|
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el.style.display = "block";
|
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}else{
|
||||
el.style.display = "none";
|
||||
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|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_playerLoadout.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"</p>
|
||||
<p class="subheader">Function</p>
|
||||
<p> Loads out the player in terms of weapons, ammo, and viewmodes depending
|
||||
upon if the player typed the map command, or if they're playing through
|
||||
the single player game .</p>
|
||||
<p class="subheader">How To Use</p>
|
||||
<p> After the waitForPlayer, in the level script, call the AssignWeapons
|
||||
function, passing the level's map name as a string. The key to this is
|
||||
the '-' dash in the middle of the map name must be changed to an '_' underscore.
|
||||
For example, 'm1l1a-borg_sphere' needs to be changed to 'm1l1a_borg_sphere'.</p>
|
||||
<p class="subheader">External Functions:</p>
|
||||
<p> <strong>globalLoadout_AssignWeapons( strLevelName )</strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Runs the set loadout routine for the passed in level</p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li> <strong>strLevelName</strong> - string, pass a string into this function
|
||||
that is the converted map name as mentioned above</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,252 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_soundPan.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> None.</p>
|
||||
<p class="subheader">Function</p>
|
||||
<p> Randomly pick a sound from a passed in list, and then pan that sound
|
||||
around as it plays.</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> Call the Init function to initialize the system. Use the AddSound function
|
||||
to input a list of sounds to choose from. YOU MUST ADD ALL THE SOUNDS
|
||||
BEFORE RUNNING THE SYSTEM! If a sound is added after the system is running,
|
||||
it could cause some timing issues and bork the whole thing. Then call
|
||||
the start function to begin running the system, call the stop function
|
||||
to hault the system.</p>
|
||||
<p>There should only be ONE of these systems initialized / running per level!
|
||||
Initializing / running multiple systems will cause weird and unexpected
|
||||
behavior!</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalSoundPan_Init()</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Initializes the system so it can function</p>
|
||||
<p><strong>Parms:</strong><br>
|
||||
None.</p>
|
||||
</blockquote>
|
||||
<p> <strong>globalSoundPan_AddSound( _sound, _channel, _volume, _mindist,
|
||||
_chance, _length, _offset, _pause )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Add sounds into the system. Must be done BEFORE the system is running.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>_sound</strong> (string)<br>
|
||||
Path of the sound.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_channel</strong> (float)<br>
|
||||
The channel to play the sound on, should be 5 for most cases.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_volume</strong> (float)<br>
|
||||
0 - 1 scale of how loud it should play, 1 being the loudest.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_mindist</strong> (float)<br>
|
||||
Distance before it starts to fall off.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_chance</strong> (float)<br>
|
||||
0 - 1 chance of the sound playing when chosen, 1 means 'always'.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_length</strong> (float)<br>
|
||||
Amount of time the panner should be moving (in general should match
|
||||
the approx length of the sound file).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_offset</strong> (float)<br>
|
||||
Distance for the panner to move.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>_pause</strong> (float)<br>
|
||||
Number of seconds to wait before choosing another sound.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
<p> <strong>globalSoundPan_Start()</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Begins running the system</p>
|
||||
<p><strong>Parms:</strong><br>
|
||||
None.</p>
|
||||
</blockquote>
|
||||
<p> <strong>globalSoundPan_Stop() </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Stops running the system</p>
|
||||
<p><strong>Parms:</strong><br>
|
||||
None.</p>
|
||||
</blockquote>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,247 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_spawnWave.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"<br>
|
||||
#include "maps/global_scripts/global_array.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Spawns in waves of AI from a set of spawners.</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> The full explaination of how to setup a spawning wave group is written
|
||||
up under "<a href="scripting_waves.html">Spawning Waves</a>".</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalSpawnWave_Setup( strSpawnWaveName, intNumberOfSpawners,
|
||||
intNumberOfWaves, intMinPerWave, intMaxPerWave, intWaveId )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Sets up a spawn wave group to be ready for activation</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strSpawnWaveName</strong> (string)<br>
|
||||
The unique identifier for this group. All the spawners for this group
|
||||
have to start with this name, followed by a number starting from 1,
|
||||
and incrementing up to the last spawner in the group. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>intNumberOfSpawners</strong> (float)<br>
|
||||
The number of spawners placed in this group.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>intNumberOfWaves</strong> (float)<br>
|
||||
The number of waves to spawn for this group when it's activated.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>intMinPerWave</strong> (float)<br>
|
||||
The minimum number of AI to spawn for a wave. This is also the minimum
|
||||
number that can be alive before spawning the next wave.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>intMaxPerWave</strong> (float)<br>
|
||||
The maximum number of AI that will be spawned per wave.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>intWaveId</strong> (float)<br>
|
||||
Sets this number as the group ID for all AI spawned in this group. Primarily
|
||||
used for the groupdeaththread option. Make sure that each spawn wave
|
||||
group has it's own unique ID. </li>
|
||||
</ul>
|
||||
<p> <strong>globalSpawnWave_SetupDeathThread( strSpawnWaveName, strDeathThread
|
||||
) </strong> </p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Will set a group death thread for a spawn wave group. When all the waves
|
||||
in this group are dead, it will fire this thread.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>strSpawnWaveName</strong> (string)<br>
|
||||
The unique identifier for this group. All the spawners for this group
|
||||
have to start with this name, followed by a number starting from 1,
|
||||
and incrementing up to the last spawner in the group.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>strDeathThread</strong> (string)<br>
|
||||
The thread to call when all waves are dead.</li>
|
||||
</ul>
|
||||
<p> <strong>globalSpawnWave_Start( strSpawnWaveName ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Activate the desired wave spawn group</p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li><strong> strSpawnWaveName</strong> (string), <br>
|
||||
The unique identifier for the group to activate. All the spawners for
|
||||
this group have to start with this name, followed by a number starting
|
||||
from 1, and incrementing up to the last spawner in the group</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,390 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
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|
||||
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|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
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|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
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|
||||
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|
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||||
|
||||
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|
||||
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||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<tr>
|
||||
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|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_Transport.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> None.</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> This is a wrapper for transporting AI in various ways.</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> Refer to each functions description.</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>entity globalTransport_In( theActor, spawnAtEntity, newTargetname,
|
||||
groupid, newGroupDeathThread, effectType ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes an existing AI, relocates and orients him to the spawnAtEntity's
|
||||
origin and angles, then performs the transporting beam in effects on
|
||||
him.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Entity. The AI that is transported. </p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>theActor</strong> (entity)<br>
|
||||
The entity to relocate and transport in.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnAtEntity</strong> (entity)<br>
|
||||
Takes this entites origin and angles, and applies them to the passed
|
||||
in actor.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newTargetname</strong> (string)<br>
|
||||
This will become the actors new targetname after being transported.
|
||||
Use "" to not have it change the targetname.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>groupid</strong> (float)<br>
|
||||
This will set the actors groupid after being transported. Use -1 to
|
||||
not have it change the groupid.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newGroupDeathThread</strong> (string)<br>
|
||||
This will set the actors groupd death thread after being transported.
|
||||
Use "" to not have it change the group death thread.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>effectType</strong> (string)<br>
|
||||
This is the beam in effect to use. Legal values are:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"Federation"
|
||||
<li>"Borg"
|
||||
<li>"Idryll"
|
||||
<li>"Romulan"
|
||||
<li>"Simple"</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<p> <strong>entity globalTransport_InAIOff( theActor, spawnAtEntity, newTargetname,
|
||||
groupid, newGroupDeathThread, effectType )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes an existing AI, relocates and orients him to the spawnAtEntity's
|
||||
origin and angles, then performs the transporting beam in effects on
|
||||
him. The AI of the actor will remain off.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Entity. The AI that is transported.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>theActor</strong> (entity)<br>
|
||||
The entity to relocate and transport in.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnAtEntity</strong> (entity)<br>
|
||||
Takes this entites origin and angles, and applies them to the passed
|
||||
in actor.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newTargetname</strong> (string)<br>
|
||||
This will become the actors new targetname after being transported.
|
||||
Use "" to not have it change the targetname.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>groupid</strong> (float)<br>
|
||||
This will set the actors groupid after being transported. Use -1 to
|
||||
not have it change the groupid.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newGroupDeathThread</strong> (string)<br>
|
||||
This will set the actors groupd death thread after being transported.
|
||||
Use "" to not have it change the group death thread.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>effectType</strong> (string)this is the beam in effect to
|
||||
use. Legal values are: <br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"Federation"
|
||||
<li>"Borg"
|
||||
<li>"Idryll"
|
||||
<li>"Romulan"
|
||||
<li>"Simple"
|
||||
</ul>
|
||||
</ul>
|
||||
<p><strong>globalTransport_Out( theActor, effectType )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Takes an existing AI and transports them out. Removes the actor in the
|
||||
process.</li> </ul> </p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>theActor</strong> (entity)<br>
|
||||
The actor to transport out.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>effectType</strong> (string)<br>
|
||||
This is the beam out effect to use. Legal values are:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"Federation"
|
||||
<li>"Borg"
|
||||
<li>"Idryll"
|
||||
<li>"Romulan"
|
||||
<li>"Simple"</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<p> <strong>entity globalTransport_InAndSpawn( theActorType, spawnAtEntity,
|
||||
newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
|
||||
origin and angles, then performs the transporting beam in effects on
|
||||
him.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Entity. The AI that is transported.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>theActorType</strong> (string)<br>
|
||||
The TIKI file to spawn in and transport.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnAtEntity</strong> (entity)<br>
|
||||
Takes this entity's origin and angles, and applies them to the passed
|
||||
in actor.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newTargetname</strong> (string)<br>
|
||||
This will become the actors new targetname after being transported.
|
||||
Use "" to not have it change the targetname.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>groupid</strong> (float)<br>
|
||||
This will set the actors groupid after being transported. Use -1 to
|
||||
not have it change the groupid.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newGroupDeathThread</strong> (string)<br>
|
||||
This will set the actors groupd death thread after being transported.
|
||||
Use "" to not have it change the group death thread.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>effectType</strong> (string)<br>
|
||||
This is the beam in effect to use. Legal values are:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"Federation"
|
||||
<li>"Borg"
|
||||
<li>"Idryll"
|
||||
<li>"Romulan"
|
||||
<li>"Simple"</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<p> <strong>entity globalTransport_InAiOffAndSpawn( theActorType, spawnAtEntity,
|
||||
newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
|
||||
origin and angles, then performs the transporting beam in effects on
|
||||
him. The AI of the actor will remain off.</p>
|
||||
<p><strong>Returns:</strong><br>
|
||||
Entity. The AI that is transported </p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li><strong>theActorType</strong> (string)<br>
|
||||
The TIKI file to spawn in and transport.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>spawnAtEntity</strong> (entity)<br>
|
||||
Takes this entity's origin and angles, and applies them to the passed
|
||||
in actor.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newTargetname</strong> (string)<br>
|
||||
This will become the actors new targetname after being transported.
|
||||
Use "" to not have it change the targetname.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>groupid</strong> (float)<br>
|
||||
This will set the actors groupid after being transporterd. Use -1 to
|
||||
not have it change the groupid.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>newGroupDeathThread</strong> (string)<br>
|
||||
This will set the actors groupd death thread after being transported.
|
||||
Use "" to not have it change the group death thread.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>effectType</strong> (string)<br>
|
||||
This is the beam in effect to use. Legal values are:<br>
|
||||
<br>
|
||||
<ul>
|
||||
<li>"Federation"
|
||||
<li>"Borg"
|
||||
<li>"Idryll"
|
||||
<li>"Romulan"
|
||||
<li>"Simple"</li>
|
||||
</ul>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,218 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
global_tripwire.scr</p>
|
||||
<p class="subheader">Dependencies</p>
|
||||
<p> #include "maps/global_scripts/global_common.scr"</p>
|
||||
<p class="subheader">Purpose</p>
|
||||
<p> Creates a tripwire that moves back and forth along a path.</p>
|
||||
<p class="subheader"> How To Use</p>
|
||||
<p> The full explaination of how to setup a tripwire is written up in "<a href="scripting_tripwires.html">Setting
|
||||
Up Tripwires</a>".</p>
|
||||
<p class="subheader">External Functions</p>
|
||||
<p> <strong>globalTripwire_Setup( basename, thespeed ) </strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
To setup and bind together all the objects that make up a tripwire object</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>basename</strong> (string)<br>
|
||||
The unique targetname indentifier used on the source object.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>thespeed</strong> (float)<br>
|
||||
The speed with which the tripwire will follow it's path.</li>
|
||||
</ul>
|
||||
<p> <strong>globalTripwire_Run( basename )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
If you desire the tripwire to follow a path comprised of info_notnull's,
|
||||
use this function to start it going along the path.</p>
|
||||
</blockquote>
|
||||
<ul type="square">
|
||||
<strong>Parms:</strong>
|
||||
<li> <strong>basename</strong> (string)<br>
|
||||
The unique targetname indentifier used on the source object.</li>
|
||||
</ul>
|
||||
<p> <strong>globalTripwire_Halt( basename )</strong></p>
|
||||
<blockquote>
|
||||
<p> <strong>Purpose:</strong><br>
|
||||
If you have a tripwire that is following a path comprised of info_notnull's,
|
||||
use this function to stop it moving along the path. NOTE: you still
|
||||
have to handle the trigger_hurt and the beam once you stop it (either
|
||||
remove them, or make them both hidden and not-solid).</p>
|
||||
</blockquote>
|
||||
<ul type="square"><strong>Parms:</strong>
|
||||
<li> <strong>basename</strong> (string)<br>
|
||||
The unique targetname indentifier used on the source object.</li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,505 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
scripting syntax</p>
|
||||
<p class="subheader">General rules</p>
|
||||
<ol>
|
||||
<li> Execution starts in the main function (main is just a normal function).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> A function must be declared before it is used:<br>
|
||||
This means either the entire function has to be located before any calls
|
||||
to it or you have to add a function declaration for it (preferably at
|
||||
the top of the file). A function declaration is just the header part
|
||||
with a semicolon at the end.<br>
|
||||
<br>
|
||||
For example: <span class="menu">set_fade_color( int color );</span><br>
|
||||
<br>
|
||||
</li>
|
||||
<li> You need a <span class="menu">;</span> at the end of each command<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Including other files:<br>
|
||||
Format : <span class="menu">#include “filename”</span><br>
|
||||
For example: <span class="menu">#include “scripts/utils.scr”</span><br>
|
||||
<br>
|
||||
</li>
|
||||
<li> Comments:<br>
|
||||
// comments out everything to the right of the // on this line only<br>
|
||||
/* */ comments out everything between the /* and the */</li>
|
||||
</ol>
|
||||
<p class="subheader">Functions</p>
|
||||
<p> All functions adhere to this general format: </p>
|
||||
<blockquote>
|
||||
<p class="menu"> return_type function_name( paramtype parameter1, paramtype
|
||||
parameter2 )<br>
|
||||
{<br>
|
||||
commands;<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> void set_sky_color( float sky_color )<br>
|
||||
{<br>
|
||||
global_sky_color = sky_color;<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> The function declaration for the above example would be as follows:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> void set_sky_color( float sky_color );</p>
|
||||
</blockquote>
|
||||
<p> There are two ways to call a function:</p>
|
||||
<ul type="square">
|
||||
<li> <b>function();</b><br>
|
||||
This calls the function and stops execution of the calling function
|
||||
until the called function returns.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><b> thread function();</b><br>
|
||||
This calls the function with a new thread so that the calling function/thread
|
||||
can keep going.</li>
|
||||
</ul>
|
||||
<p> Calling format: </p>
|
||||
<blockquote>
|
||||
<p class="menu"> function_name( parameter1, parameter2 );</p>
|
||||
</blockquote>
|
||||
<p> The number of parameters is determined by the function declaration.
|
||||
Functions can return values.</p>
|
||||
<p> For example:</p>
|
||||
<p class="menu"> color = get_sky_color(); </p>
|
||||
<p class="subheader"> Entities</p>
|
||||
<p> Map entities are referenced like this:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> $entity_name.command_name( parameters );</p>
|
||||
</blockquote>
|
||||
<p> For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> $monster1.attackplayer();</p>
|
||||
</blockquote>
|
||||
<p> Only use the dollar sign ($) if the referenced entity is a map entity.
|
||||
If you are using a normal entity variable don’t use the dollar sign.</p>
|
||||
<p> It is possible to get a variable for an entity if you know the name
|
||||
of it as follows:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> entity temp_entity;<br>
|
||||
temp_entity = getentity( entity_name );</p>
|
||||
</blockquote>
|
||||
<p class="subheader">Basic language commands</p>
|
||||
<p> <b>while</b> <br>
|
||||
Loops until the while condition equals 0 or false. This is checked at
|
||||
beginning of each loop.</p>
|
||||
<p>Format:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> while( condition )<br>
|
||||
{<br>
|
||||
commands<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> while( waveindex <= 15 )<br>
|
||||
{<br>
|
||||
thread WAVE();<br>
|
||||
wait( 1 );<br>
|
||||
waveindex = waveindex + 1;<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> <b>do/while</b><br>
|
||||
Loops until the while condition equals 0 or false. This is checked at
|
||||
end of each loop.</p>
|
||||
<p> Format:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> do<br>
|
||||
{<br>
|
||||
commands<br>
|
||||
} while ( condition );</p>
|
||||
</blockquote>
|
||||
<p> For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> do<br>
|
||||
{<br>
|
||||
thread FLIP_ARCH_STEPS( "archstep", stepindex, stepheight
|
||||
);<br>
|
||||
wait( 0.5 );<br>
|
||||
stepindex = stepindex + 1;<br>
|
||||
stepheight = stepheight - 25.6;<br>
|
||||
} while( stepindex <= 15 );</p>
|
||||
</blockquote>
|
||||
<p> <b>for</b> <br>
|
||||
This looping construct executes until condition is false.</p>
|
||||
<p> Format:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> for( init commands ; condition ; per loop commands )<br>
|
||||
{<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> The init commands are evaluated just once, usually to initialize variables.
|
||||
Then the condition is evaluated - if it is false, the statement terminates,
|
||||
and if it is true, the statement executes. After that, the per loop commands
|
||||
are executed and the loop starts over.</p>
|
||||
<p> For example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> for( t = 0; t < endtime; t++ )<br>
|
||||
{<br>
|
||||
i += t;<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> <b>if/else</b> <br>
|
||||
This loop executes a block of commands if the condition is true. If false
|
||||
it executes the block of commands after the else (else part is optional).</p>
|
||||
<p> Format:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> if ( condition )<br>
|
||||
{<br>
|
||||
commands<br>
|
||||
}<br>
|
||||
else<br>
|
||||
{<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> For Example:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> if ( sky_color == 1 )<br>
|
||||
{<br>
|
||||
new_color = 2;<br>
|
||||
}<br>
|
||||
else<br>
|
||||
{<br>
|
||||
new_color = 1;<br>
|
||||
}</p>
|
||||
</blockquote>
|
||||
<p> <b>return</b><br>
|
||||
Returns from the current function/thread and optionally returns a value.</p>
|
||||
<p> Format:</p>
|
||||
<blockquote>
|
||||
<p> <span class="menu">return;</span> or<br>
|
||||
<span class="menu">return value;</span></p>
|
||||
</blockquote>
|
||||
<p class="subheader">scripting commands</p>
|
||||
<p>Please see the <a href="/content/allclasses_g.html">Game Module Classes
|
||||
reference</a> for a list of scripting commands.</p>
|
||||
<p class="subheader"> Variable types available</p>
|
||||
<ul type="square">
|
||||
<li> <b>float</b> - a floating-point number.</li>
|
||||
<li> <b>vector</b> - composed of 3 floating point numbers, written as
|
||||
'x y z'.</li>
|
||||
<li> <b>entity</b> - an entity that exists in the game.</li>
|
||||
<li> <b>string </b>- a string, written as "characters".</li>
|
||||
<li> <b>void </b>- no return type.</li>
|
||||
</ul>
|
||||
<p class="subheader">Math operators</p>
|
||||
<ul type="square">
|
||||
<li> <b>+=<br>
|
||||
</b> Equivalent to x = x + y; (works for strings as well)<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>-=<br>
|
||||
</b> Equivalent to x = x - y;<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>*=</b><br>
|
||||
Equivalent to x = x * y;<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>/=</b><br>
|
||||
Equivalent to x = x / y;<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>++<br>
|
||||
</b> Increments variable by one.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>--<br>
|
||||
</b> Decrements variable by one.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>*<br>
|
||||
</b> Multiplication.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>/</b><br>
|
||||
Division.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>-</b><br>
|
||||
Subtraction.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>+<br>
|
||||
</b> Addition (works for strings as well).<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>=<br>
|
||||
</b> Sets variable equal to.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
<p class="subheader">Comparison operators</p>
|
||||
<ul type="square">
|
||||
<li> <b><</b><br>
|
||||
Tests if less than.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>></b><br>
|
||||
Tests if greater than.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b><=</b><br>
|
||||
Tests if less than or equal.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>>=</b><br>
|
||||
Tests if greater than or equal.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>==</b><br>
|
||||
Tests if equal.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>!=</b><br>
|
||||
Test if not equal.<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
<p class="subheader">Logic operators</p>
|
||||
<ul type="square">
|
||||
<li> <b>&&<br>
|
||||
</b> AND<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>||</b><br>
|
||||
OR<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>!<br>
|
||||
</b> Logical negation (true if argument to its right is false, false
|
||||
otherwise).</li>
|
||||
</ul>
|
||||
<p class="subheader">Bit operators</p>
|
||||
<ul type="square">
|
||||
<li> <b>&</b><br>
|
||||
Bitwise AND a variable.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>|</b><br>
|
||||
bitwise OR a variable.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>&=</b><br>
|
||||
equivalent to x = (x & y);<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>|= </b><br>
|
||||
equivalent to x = (x | y);<br>
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
<p class="subheader">Format operators</p>
|
||||
<ul type="square">
|
||||
<li> <b>;</b><br>
|
||||
All statements must end in this.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>,</b><br>
|
||||
Used to separate function arguments.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>(</b><br>
|
||||
Opening for a function call, grouping for mathematical functions.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>)</b><br>
|
||||
Closing for a function call, grouping for mathematical functions<b>.</b></li>
|
||||
<li> <b>#</b><br>
|
||||
Prefix for #include and #define.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>...</b><br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>.</b><br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <b>[</b><br>
|
||||
Opening for array index<b>.<br>
|
||||
<br>
|
||||
</b></li>
|
||||
<li> <b>]</b><br>
|
||||
Closing for array index<b>.<br>
|
||||
<br>
|
||||
</b></li>
|
||||
<li> <b>{</b><br>
|
||||
Opening for a block of statements<b>.<br>
|
||||
<br>
|
||||
</b></li>
|
||||
<li> <b>}</b><br>
|
||||
Closing for a block of statements. </li>
|
||||
</ul>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,299 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
setting up tripwires</p>
|
||||
<p>Dependencies:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_common.scr"</p>
|
||||
</blockquote>
|
||||
<p>Actual script file:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_tripwire.scr"</p>
|
||||
</blockquote>
|
||||
<p>This script was created to help automate the usage of laser tripwires.
|
||||
The tripwire is basically a beam emitted from a source that moves around.
|
||||
If the player touches the beam, then he'll take some damage, and possibly
|
||||
trigger other events based upon what the level designer needs to happen.</p>
|
||||
<p class="subheader">Implementing Tripwires</p>
|
||||
<p> To implement a tripwire, they need to specifically consist of the following:</p>
|
||||
<ol>
|
||||
<li> <strong>Source object:</strong><br>
|
||||
A script_object or script_model that represents where the tripwire is
|
||||
emitting from. <br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>Beam object:<br>
|
||||
</strong> A script_object, script_model, or FX that represents the beam
|
||||
emitting from the source.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li> <strong>Hurt object:</strong><br>
|
||||
A trigger_hurt around the area where the beam object will be. This is
|
||||
the part that the player can walk through. Set all the damage values
|
||||
accordingly for how much damage you want it to do. If you would like
|
||||
the tripwire to trigger some event when the player touches the trigger_hurt,
|
||||
you can use the 'thread' keyvalue to have it execute a function in your
|
||||
script. Keep in mind that it will execute that function every time the
|
||||
player triggers the trigger_hurt, so you'll have to account for this
|
||||
in the function you execute from the trigger_hurt.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong> Origin object:<br>
|
||||
</strong> A script_origin that all entities in the group are bound to.
|
||||
The origin must target the first node in the path (see next item). The
|
||||
origin must also be in the exact same place as the first node in the
|
||||
path.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong> Tripwire path possibility #1:</strong><br>
|
||||
A path of info_notnull entities linked CTRL+K style (target to targetname).
|
||||
If you do not loop the path (meaning have the last node in the path
|
||||
target the first node in the path), then the tripwires will automagically
|
||||
teleport back to the first node after they hit the last.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong> Tripwire path possibility #2:<br>
|
||||
</strong> A splinepath that is linked CTRL-K style (target to targetname).
|
||||
If you do not loop the path (meaning have the last node in the path
|
||||
target the first node in the path), then the tripwire will stop when
|
||||
it reaches the end of the path</li>
|
||||
</ol>
|
||||
<p><br>
|
||||
In order for all of the objects to be properly bound together, they all
|
||||
have to be targetnamed properly. First, you need to think of a unique
|
||||
targetname to give the source object. So for example, let's give it a
|
||||
targetname of 'wire1'. The beam object then needs to have a targetname
|
||||
that begins with the unique targetname from the source object, with an
|
||||
'_beam' appended onto it. So in this example, the beam object would have
|
||||
a targetname of 'wire1_beam'.</p>
|
||||
<p>The origin object targetname needs to follow the same convention, but
|
||||
with an '_origin' appended onto the end of it. So in this example, the
|
||||
origin object would have a targetname of 'wire1_origin'. The hurt object
|
||||
targetname needs to follow the save convention, but with a '_hurt' appended
|
||||
onto the end of it. So in this example, the hurt object would have a targetname
|
||||
of 'wire1_hurt'.</p>
|
||||
<p>After giving all the objects the proper targetname, then you need to
|
||||
lay out a path in the editor. If you want a simplisitc path where the
|
||||
objects follow a straight line from one point to the next, setup a series
|
||||
of info_notnull's and link them together using the CTRL+K method in radiant.
|
||||
If you want a more complex path where the object curves and accelerates
|
||||
around, then setup a series of info_splinepath's and link them together
|
||||
using the CTRL+K method in radiant. After creating the path, use the CTRL+K
|
||||
method to link the origin object to the first node of the path.</p>
|
||||
<p>In script, somewhere before you actually have the tripwire start running,
|
||||
you need to call the setup function on it.</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalTripwire_Setup( basename, thespeed );</p>
|
||||
</blockquote>
|
||||
<p>The 'basename' parameter is the string value of the unique targetname
|
||||
you gave the source object (without the dollar sign). So with our example
|
||||
from earlier, this would be "wire1". The 'thespeed' parameter
|
||||
is how fast you want the object to travel along the path.</p>
|
||||
<p class="subheader">Starting Tripwires</p>
|
||||
<p> When you're ready to get it running along it's path, there are two ways
|
||||
to do this depending upon whether you wish the tripwire to follow a path
|
||||
of info_notnull's, or info_splinepaths.</p>
|
||||
<p><strong>For info_notnull's:</strong></p>
|
||||
<p> Run this function in your script:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalTripwire_Run( basename );</p>
|
||||
</blockquote>
|
||||
<p>The 'basename' parameter is the string value of the unique targetname
|
||||
you gave the source object (without the dollar sign). So with our example
|
||||
from earlier, this would be "wire1". You will probably want
|
||||
to run this function parallel to other functions (i.e. with the 'thread'
|
||||
command), because this function does not return once it's executed.</p>
|
||||
<p><strong>For info_splinepath's:</strong></p>
|
||||
<p> Call the follow command directly on the origin object like this:</p>
|
||||
<blockquote>
|
||||
<p class="menu">$wire1_origin.followPath( $targetnameOfFirstSplineNode
|
||||
);</p>
|
||||
</blockquote>
|
||||
<p class="subheader">Stopping Tripwires</p>
|
||||
<p>When you want the tripwires to stop, there are 2 ways to do this depending
|
||||
upon whether you had it following a paht of info_notnull's, or info_splinepath's.</p>
|
||||
<p> <strong>For info_notnull's:</strong></p>
|
||||
<p> Run this function in your script:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalTripwire_Halt( basename );</p>
|
||||
</blockquote>
|
||||
<p>The 'basename' parameter is the string value of the unique targetname
|
||||
you gave the source object (without the dollar sign). So with our example
|
||||
from earlier, this would be "wire1".</p>
|
||||
<p> <strong>For info_splinepath's:</strong></p>
|
||||
<p> Call the follow command directly on the origin object like this:</p>
|
||||
<blockquote>
|
||||
<p class="menu">$wire1_origin.endPath();</p>
|
||||
</blockquote>
|
||||
<p>In both of these instances, you have to handle the beam and trigger_hurt
|
||||
yourself. So you'll either have to remove them, or hide and make them
|
||||
notsolid.</p>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,336 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="../start.html">Introduction</a><br>
|
||||
<a href="../start.html#2">Utilities</a><br>
|
||||
<a href="../start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="other_links.html">Web Links</a><br>
|
||||
<a href="other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
spawning waves</p>
|
||||
<p>Dependencies<br>
|
||||
(order dependant, as in it has to be included before the global_spawnWave.scr):</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_common.scr"<br>
|
||||
#include "maps/global_scripts/global_array.scr"</p>
|
||||
</blockquote>
|
||||
<p>Actual script file:</p>
|
||||
<blockquote>
|
||||
<p class="menu"> #include "maps/global_scripts/global_spawnWave.scr"</p>
|
||||
</blockquote>
|
||||
<p>The way it works is that you place a bunch of spawners where you want
|
||||
a group of guys to spawn in waves (you can have as many groups of spawners
|
||||
as you like per level). You then run the setup function that defines the
|
||||
behavior of how the waves of guys need to spawn for a single group. The
|
||||
parameters you can setup are number or waves to spawn, the minimum number
|
||||
of guys in a wave, the maximum number of guys in a wave, and the group
|
||||
id that all the spawned guys will have when they spawn. When you're ready
|
||||
to start the spawn group, call the function referencing that group and
|
||||
voila. </p>
|
||||
<p>Here's the breakdown on the specifics:</p>
|
||||
<p class="subheader">Placing Spawners</p>
|
||||
<p> First thing you need to do is place a bunch of spawners for a group.
|
||||
Think about the maximum number of guys you want to be able to spawn in
|
||||
a single wave of the group, and make sure that you have at LEAST that
|
||||
many spawners available. The reason for this is when a wave spawns, it
|
||||
will never use the same spawner twice for that particular wave to prevent
|
||||
AI from spawning on top of themselves. So if you want a maximum of 5 AI
|
||||
to spawn in a wave, and you only have 4 spawners, it won't work and the
|
||||
script will report an error.</p>
|
||||
<p class="subheader">Naming spawners</p>
|
||||
<p> You can have as many spawning groups in your level as you like, but
|
||||
each group has to have a unique name identifier. So for example, let's
|
||||
say I'm creating a fight in engineering on the enterprise and I want a
|
||||
group to spawn there. I'll name this group 'spawnEngineeringGroup' (without
|
||||
the quotes of course :). This is what I'm going to reference the group
|
||||
as from here on out. So, when I name my spawners, ALL of the spawners
|
||||
have to start with this reference, followed by a number.<br>
|
||||
<br>
|
||||
The spawners should be numbered in sequence starting with 1. So, in my
|
||||
example, let's say I want a maximum of 5 guys to spawn in a wave, so I
|
||||
place 10 spawners around the room to give some variety in location. The
|
||||
spawners would be named:</p>
|
||||
<blockquote>
|
||||
<p class="menu">$spawnEngineeringGroup1<br>
|
||||
$spawnEngineeringGroup2<br>
|
||||
$spawnEngineeringGroup3<br>
|
||||
$spawnEngineeringGroup4<br>
|
||||
$spawnEngineeringGroup5<br>
|
||||
$spawnEngineeringGroup6<br>
|
||||
$spawnEngineeringGroup7<br>
|
||||
$spawnEngineeringGroup8<br>
|
||||
$spawnEngineeringGroup9<br>
|
||||
$spawnEngineeringGroup10</p>
|
||||
</blockquote>
|
||||
<p class="subheader">Setting up the Spawners</p>
|
||||
<p>This global script will NOT setup the spawners for you. You still have
|
||||
to set what model you want to spawn, if you want it to play beam in effects
|
||||
or whatever. So you need to setup your spawners.</p>
|
||||
<p class="subheader"> Running the Setup Function</p>
|
||||
<p> After you've setup your spawners, at the start of your level, you need
|
||||
to run this setup function:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalSpawnWave_Setup( strGroupName, intNumberOfSpawners,
|
||||
intNumberOfWaves, intMinPerWave, intMaxPerWave, intWaveId )</p>
|
||||
</blockquote>
|
||||
<p>Now here are the parameters and what they mean:</p>
|
||||
<ul type="square">
|
||||
<li><strong>strGroupName</strong> (string)<br>
|
||||
This is the unique name identifier you gave the group. In my example
|
||||
case, this would be 'spawnEngineeringGroup' (of course minus the quotes
|
||||
:). You HAVE TO HAVE a group name or the script will not work at all
|
||||
because it has to know which group you are referencing!<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>intNumberOfSpawners</strong> (float)<br>
|
||||
This is the number of spawners you placed for this group. In my example
|
||||
case, this would be set to 10. This parameter has to be set to at LEAST
|
||||
1.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>intNumberOfWaves</strong> (float)<br>
|
||||
T his is the number of waves you want spawned for this group. Meaning,
|
||||
when the number of spawned AI that are alive falls below the minimum
|
||||
allowed per wave that you set (which will be discussed next), then it
|
||||
will spawn in another wave of AI in the group. This parameter has to
|
||||
be set to at LEAST 1.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>intMinPerWave</strong> (float)<br>
|
||||
This is the minimum number of guys that will spawn in a wave. When a
|
||||
wave spawns, it randomly picks a value between the set minimum number
|
||||
of guys and the set maximum number of guys. That value is how many AI
|
||||
will spawn that wave. So if I have a minimum number of guys set to 3,
|
||||
and a maximum number of guys set to 5, then for every wave that spawns
|
||||
in that group, between 3 and 5 guys will spawn.<br>
|
||||
<br>
|
||||
The minimum number of guys value also serves as the defining point on
|
||||
when to spawn in the next wave (if there are waves left to spawn). So
|
||||
in this case, if the number of spawned AI that are alive falls from
|
||||
3 guys, to 2 guys, it has now fallen below the set minimum number of
|
||||
guys allowed and will attempt to spawn another wave in this group. This
|
||||
parameter has to be set to at LEAST 1.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>intMaxPerWave</strong> (float)<br>
|
||||
This is the maximum number of guys that will spawn in a wave. You also
|
||||
have to make sure that the number of spawners placed is equal to, or
|
||||
greater than this value. For example, if I set a maximum number of AI
|
||||
to 5, and I only have 4 spawners placed, this would cause a major problem,
|
||||
and therefore the script will catch this and print an error message
|
||||
to the console. This value also works in tandum with the intMinPerWave
|
||||
value in determining how many AI to spawn in a wave.<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>intWaveId</strong> (float)<br>
|
||||
This is the group ID number that all the spawned AI will have. This
|
||||
is primarily for use with the optional group death thread, but it MUST
|
||||
be set regardless. Make sure that each spawn wave group has it's own
|
||||
unique ID.</li>
|
||||
</ul>
|
||||
<p class="subheader"> Setting up an Optional Group Death Thread</p>
|
||||
<p> If you have a situation where when all of your spawned AI from a group
|
||||
are dead, and you need a thread to be called due to this, you can set
|
||||
this optional goup death thread. This will ONLY run when all the AI are
|
||||
dead, meaning it has gone through ALL of the waves of AI for that group.
|
||||
Here is the function you run in your level script:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalSpawnWave_SetupDeathThread( strGroupName, strDeathThread
|
||||
)</p>
|
||||
</blockquote>
|
||||
<p>You MUST run this after the setup function has been fully run else it
|
||||
won't set the death thread properly. Here are the parameters for this
|
||||
function:</p>
|
||||
<ul type="square">
|
||||
<li><strong>strGroupName</strong> (string)<br>
|
||||
This is the unique name identifier you gave the group. In my example
|
||||
case, this would be 'spawnEngineeringGroup' (of course minus the quotes
|
||||
:). You HAVE TO HAVE a group name or the script will not work at all
|
||||
because it has to know which group you are referencing!<br>
|
||||
<br>
|
||||
</li>
|
||||
<li><strong>strDeathThread</strong> (string)<br>
|
||||
This is the thread to call when all the spawned AI in the group are
|
||||
dead</li>
|
||||
</ul>
|
||||
<p class="subheader"> Calling the Start function</p>
|
||||
<p> When it's time to activate this group and get them spawning, call this
|
||||
function:</p>
|
||||
<blockquote>
|
||||
<p class="menu">globalSpawnWave_Start( strGroupName )</p>
|
||||
</blockquote>
|
||||
<p>Here are the parameters for this function:</p>
|
||||
<ul type="square">
|
||||
<li><strong>strGroupName</strong> (string)<br>
|
||||
This is the unique name identifier you gave the group. In my example
|
||||
case, this would be 'spawnEngineeringGroup' (of course minus the quotes
|
||||
:). You HAVE TO HAVE a group name or the script will not work at all
|
||||
because it has to know which group you are referencing!!</li>
|
||||
</ul>
|
||||
<p><br>
|
||||
That's it, the rest works on it's own. You do not have to worry about
|
||||
AI being on top of spawners and spawning ontop of each other, that is
|
||||
taken care of by the script and the func spawn.</p>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
|
@ -0,0 +1,70 @@
|
|||
body {
|
||||
background: #F6F6F4;
|
||||
margin-top: 0;
|
||||
margin-left: 0;
|
||||
margin-right: 0;
|
||||
scrollbar-face-color: #f2f2f0;
|
||||
scrollbar-highlight-color: #808080;
|
||||
scrollbar-shadow-color: #e2e2e0;
|
||||
scrollbar-3dlight-color: #c2c2c0;
|
||||
scrollbar-darkshadow-color: #a2a2a0;
|
||||
scrollbar-track-color: #d2d2d0;
|
||||
scrollbar-arrow-color: #808080;
|
||||
}
|
||||
|
||||
td {
|
||||
font-size: 12px;
|
||||
font-family: Verdana,Arial,Helvetica,sans-serif;
|
||||
color: #666666;
|
||||
line-height: 20px;
|
||||
}
|
||||
|
||||
.menu, pre {
|
||||
font-family: Verdana,Arial,Helvetica,sans-serif;
|
||||
font-size: 10px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.header {
|
||||
font-family: verdana, arial, helvetica, sans-serif;
|
||||
text-transform: lowercase;
|
||||
letter-spacing: 1pt;
|
||||
font-size: 16px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.subheader, h2 {
|
||||
font-family: verdana, arial, helvetica, sans-serif;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 1pt;
|
||||
font-size: 12px;
|
||||
font-weight: bold;
|
||||
line-height: 30px;
|
||||
}
|
||||
|
||||
.legal {
|
||||
font-size: 10px;
|
||||
color: #808080;
|
||||
line-height: 14px;
|
||||
}
|
||||
|
||||
a {
|
||||
text-decoration:underline;
|
||||
color: #828282;
|
||||
}
|
||||
|
||||
a:vlink{
|
||||
color: #808080;
|
||||
}
|
||||
a:hover{
|
||||
color: #808080;
|
||||
}
|
||||
|
||||
.menutitle{
|
||||
cursor:pointer;
|
||||
color: #828282;
|
||||
}
|
||||
|
||||
.submenu{
|
||||
margin-bottom: 0.5em;
|
||||
}
|
After Width: | Height: | Size: 23 KiB |
After Width: | Height: | Size: 1.5 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 2.0 KiB |
After Width: | Height: | Size: 67 B |
After Width: | Height: | Size: 560 B |
After Width: | Height: | Size: 425 B |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 2.2 KiB |
After Width: | Height: | Size: 43 B |
After Width: | Height: | Size: 6.7 KiB |
After Width: | Height: | Size: 33 KiB |
After Width: | Height: | Size: 40 KiB |
After Width: | Height: | Size: 32 KiB |
After Width: | Height: | Size: 33 KiB |
After Width: | Height: | Size: 32 KiB |
After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 38 KiB |
After Width: | Height: | Size: 41 KiB |
After Width: | Height: | Size: 42 KiB |
After Width: | Height: | Size: 42 KiB |
After Width: | Height: | Size: 43 KiB |
After Width: | Height: | Size: 43 KiB |
After Width: | Height: | Size: 44 KiB |
After Width: | Height: | Size: 45 KiB |
After Width: | Height: | Size: 47 KiB |
After Width: | Height: | Size: 47 KiB |
After Width: | Height: | Size: 60 KiB |
After Width: | Height: | Size: 62 KiB |
After Width: | Height: | Size: 60 KiB |
After Width: | Height: | Size: 66 KiB |
After Width: | Height: | Size: 56 KiB |
After Width: | Height: | Size: 57 KiB |
After Width: | Height: | Size: 1.1 KiB |
After Width: | Height: | Size: 319 B |
|
@ -0,0 +1,319 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<title>ÜberTools Game Development Kit</title>
|
||||
<link rel="stylesheet" href="content/style.css">
|
||||
<script type="text/javascript">
|
||||
|
||||
/***********************************************
|
||||
* Switch Menu script- by Martial B of http://getElementById.com/
|
||||
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
||||
* Visit http://www.dynamicdrive.com/ for full source code
|
||||
***********************************************/
|
||||
|
||||
if (document.getElementById){ //DynamicDrive.com change
|
||||
document.write('<style type="text/css">\n')
|
||||
document.write('.submenu{display: none;}\n')
|
||||
document.write('</style>\n')
|
||||
}
|
||||
|
||||
function SwitchMenu(obj){
|
||||
if(document.getElementById){
|
||||
var el = document.getElementById(obj);
|
||||
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
||||
if(el.style.display != "block"){ //DynamicDrive.com change
|
||||
for (var i=0; i<ar.length; i++){
|
||||
if (ar[i].className=="submenu") //DynamicDrive.com change
|
||||
ar[i].style.display = "none";
|
||||
}
|
||||
el.style.display = "block";
|
||||
}else{
|
||||
el.style.display = "none";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<a name="top"></a>
|
||||
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td colspan="3"><img src="images/header.jpg" width="702" height="101" border="0"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">
|
||||
<!-- Keep all menus within masterdiv-->
|
||||
<div id="masterdiv">
|
||||
<img src="images/navigation.jpg" width="158" height="27"><br>
|
||||
UberTools GDK
|
||||
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
||||
<span class="submenu" id="sub0">
|
||||
<a href="start.html">Introduction</a><br>
|
||||
<a href="start.html#2">Utilities</a><br>
|
||||
<a href="start.html#3">Source Files</a><br>
|
||||
</span>
|
||||
<br>Level Design<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
||||
<span class="submenu" id="sub1">
|
||||
<a href="content/radiant_setup.html">That Scary Error Msg</a><br>
|
||||
<a href="content/radiant_setup.html#2">General Tab</a><br>
|
||||
<a href="content/radiant_setup.html#3">Display Tab</a><br>
|
||||
<a href="content/radiant_setup.html#4">User Interface Tab</a><br>
|
||||
<a href="content/radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
||||
<a href="content/radiant_setup.html#6">Colors Tab</a><br>
|
||||
<a href="content/radiant_setup.html#7">Game / Paths Tab</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
||||
<span class="submenu" id="sub2">
|
||||
<a href="content/radiant_firstroom.html">Editor Interface Basics</a><br>
|
||||
<a href="content/radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
||||
<a href="content/radiant_firstroom.html#3">Building The Room</a><br>
|
||||
<a href="content/radiant_firstroom.html#4">Adding a Light</a><br>
|
||||
<a href="content/radiant_firstroom.html#5">Adding a Player Start</a><br>
|
||||
<a href="content/radiant_firstroom.html#6">Compiling Your Level</a><br>
|
||||
<a href="content/radiant_firstroom.html#7">Viewing the Level</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
||||
<span class="submenu" id="sub3">
|
||||
<a href="content/radiant_terrain.html">Setting up the Tools</a><br>
|
||||
<a href="content/radiant_terrain.html#2">Creating Terrain</a><br>
|
||||
<a href="content/radiant_terrain.html#3">Modifying the Textures</a><br>
|
||||
<a href="content/radiant_terrain.html#4">Adding More Terrain</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
||||
<span class="submenu" id="sub4">
|
||||
<a href="content/ldesign_lighting.html">Lighting System</a><br>
|
||||
<a href="content/ldesign_terrain.html">Terrain Texture Blending</a><br>
|
||||
</span>
|
||||
<br>Scripting<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
||||
<span class="submenu" id="sub5">
|
||||
<a href="content/scripting_syntax.html">Scripting Syntax</a><br>
|
||||
<a href="content/scripting_waves.html">Spawning Waves</a><br>
|
||||
<a href="content/scripting_flying.html">Creating Flying Creatures</a><br>
|
||||
<a href="content/scripting_tripwires.html">Setting Up Tripwires</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
||||
<span class="submenu" id="sub6">
|
||||
<a href="content/scripting_globalscripts.html">Introduction</a><br>
|
||||
<a href="content/scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
||||
<a href="content/scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_array.html">global_array.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_common.html">global_common.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_math.html">global_math.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
||||
<a href="content/scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
||||
</span>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
||||
<span class="submenu" id="sub7">
|
||||
<a href="allclasses_g.html">Game Module</a><br>
|
||||
<a href="allclasses_cl.html">Client Module</a><br>
|
||||
<a href="allclasses_cg.html">Client Game Module</a><br>
|
||||
</span>
|
||||
<br>Older Documentation<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
||||
<span class="submenu" id="sub8">
|
||||
<a href="content/fakk2_camera.html">Camera Documentation</a><br>
|
||||
<a href="content/fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
||||
<a href="content/fakk2_gui.html">GUI Documentation</a><br>
|
||||
<a href="content/fakk2_ingameutils.html">In-Game Utilities</a><br>
|
||||
<a href="content/fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
||||
<a href="content/fakk2_shadermanual.html">Shader Manual</a><br>
|
||||
<a href="content/fakk2_soundsystem.html">Sound System</a><br>
|
||||
<a href="content/fakk2_tiki.html">TIKI Model System</a><br>
|
||||
</span>
|
||||
<br>Other<br>
|
||||
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
||||
<span class="submenu" id="sub9">
|
||||
<a href="content/other_links.html">Web Links</a><br>
|
||||
<a href="content/other_credits.html">Credits</a><br>
|
||||
</span>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table></td>
|
||||
<td width="13" background="images/vert_line.jpg"><img src="images/vert_line.jpg" width="13" height="1"></td>
|
||||
<td valign="top" width="533"><p class="header"><br>
|
||||
Übertools gdk documentation</p>
|
||||
<p class="subheader">introduction</p>
|
||||
<p>Thanks for downloading the ÜberTools Game Development Kit!</p>
|
||||
<p>Ritual's ÜberTools for Quake III v4.0 offer a lot of potential for
|
||||
creating user made content. Whether you’re looking to create a total
|
||||
conversion, a player model, or a level, the ÜberTools provide you
|
||||
with lots of power and flexibility. There are so many features to cover
|
||||
that we just could not document them all, but we’ve tried to cover
|
||||
the major areas, and then provide you with ways on where to look to find
|
||||
some additional help. So sit back, relax, and welcome to the wonderfully
|
||||
magical world of the UberTools.. *insert wonderfully magical world music
|
||||
cue here*</p>
|
||||
<p>As with most GDKs, the ÜberTools are released as-is and are not
|
||||
an officially supported product by Ritual Entertainment or Activision.</p>
|
||||
<p>This documentation consists of four major sections:</p>
|
||||
<table width="100%" border="0" cellspacing="4" cellpadding="0">
|
||||
<tr>
|
||||
<td width="28%" valign="top"><b>Level Design</b></td>
|
||||
<td valign="top">-</td>
|
||||
<td>Contains setup instructions and tutorials for ÜberRadiant,
|
||||
the latest generation of Ritual's in-house map editor.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top"><b>Scripting</b></td>
|
||||
<td valign="top">-</td>
|
||||
<td>Contains tutorials and reference material for Ritual's scripting
|
||||
language. </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top"><b>Older Documentation</b></td>
|
||||
<td valign="top">-</td>
|
||||
<td>This section features documents that were originally written for
|
||||
Heavy Metal FAKK2, but which may still apply to newer generations
|
||||
of the ÜberTools.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top"><b>Other</b></td>
|
||||
<td valign="top">-</td>
|
||||
<td>Contains web links and GDK credits.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In addition to the documentation and the utilities listed below, we've
|
||||
included two single player levels, a multiplayer map and one of the character
|
||||
models from the game. Examining those files should answer most of your
|
||||
questions not discussed in the documentation. </p>
|
||||
<p class="subheader"><a name="2"></a>Utilities</p>
|
||||
<p>The following is a list of tools and utilities included with the ÜberTools
|
||||
GDK. Some of these utilities are DOS-based and need to be executed from
|
||||
a command prompt. </p>
|
||||
<table width="100%" border="0" cellspacing="4" cellpadding="0">
|
||||
<tr>
|
||||
<td valign="top" class="menu">\bspc.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Used to generate an .aas file for a multiplayer map. This enables
|
||||
bot support.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\ubermap.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Compiles a .map source file into a .bsp file that can be loaded
|
||||
by the game engine (<a href="content/radiant_firstroom.html#6">more</a>).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\radiant.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Map editor, used to create a .map level file.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\UBER Tools EULA.doc</td>
|
||||
<td valign="top">-</td>
|
||||
<td>The GDK license agreement. Read this carefully to find out what
|
||||
you can and cannot legally do.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Documentation\start.html</td>
|
||||
<td valign="top">-</td>
|
||||
<td>What you're reading right now.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\dlgedit2.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Used to created graphical user interfaces that can be used by the
|
||||
game engine (<a href="content/fakk2_gui.html">more</a>).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\fontgen.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Used to generate .ritualfont fonts that can be used by the game
|
||||
engine. </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\LODTweak.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Used to edit level-of-detail distances in .tik files.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\Lipsync\lipsync.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Used to generate lipsyncing files for characters.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\Lipsync\mss32.dll</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Sound driver required for lipsync.exe</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\MAXUtilities\max2skl.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Converts a 3DS MAX file to a skeleton-based model that can be loaded
|
||||
by the game engine (<a href="content/fakk2_max2skl.html">more</a>).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\MAXUtilities\max2tan.exe</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Converts a 3DS MAX file to a triangle-based model that can be loaded
|
||||
by the game engine (<a href="content/fakk2_max2skl.html">more</a>).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td valign="top" class="menu">\Utilities\MAX4Plugins\</td>
|
||||
<td valign="top">-</td>
|
||||
<td>Contains plugins for MAX4/MAX5 that allow the loading and export
|
||||
of .tik models. Put all of these files into your 3DS MAX plugins directory.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p class="subheader"><a name="3"></a>Source Files</p>
|
||||
<table width="100%" border="0" cellspacing="4" cellpadding="0">
|
||||
<tr>
|
||||
<td class="menu">\base\maps\dm_ctf_station.map<br>
|
||||
\base\maps\m4l1a-attrexian_station.map<br>
|
||||
\base\maps\m10l1-romulan_installation.map</td>
|
||||
<td valign="top">-</td>
|
||||
<td valign="top">Map source files.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="menu">\base\models\merc-female\body.tga<br>
|
||||
\base\models\merc-female\face-green-dark.tga<br>
|
||||
\base\models\merc-female\head.tga </td>
|
||||
<td valign="top">-</td>
|
||||
<td valign="top">Skin source files</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="menu">\base\models\merc-female\merc-female.max</td>
|
||||
<td valign="top">-</td>
|
||||
<td valign="top">3DS MAX model source file</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3"><img src="images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
||||
<img src="images/hor_line.jpg" width="702" height="1"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
||||
<tr>
|
||||
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
||||
Please do not email Ritual Entertainment with questions about the
|
||||
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
||||
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
||||
<td><a href="http://www.ritual.com" target="_blank"><img src="images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p align="center"> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<map name="Map">
|
||||
<area shape="rect" coords="601,10,693,28" href="#top">
|
||||
</map>
|
||||
</body>
|
||||
</html>
|
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 768 KiB |
After Width: | Height: | Size: 64 KiB |
After Width: | Height: | Size: 256 KiB |
|
@ -0,0 +1,104 @@
|
|||
[Global]
|
||||
CurrentGame=0
|
||||
TotalGames=3
|
||||
[Game0]
|
||||
Name=Elite Force 2
|
||||
GameType=EF2
|
||||
Extensions=tga;dds;tik;shader;tan;ska;skb;skm;cpp;
|
||||
autosave=maps/autosave.map
|
||||
basepath=C:\Program Files\Activision\EF2\base
|
||||
entitypath=code
|
||||
mapspath=maps
|
||||
modelpath=models
|
||||
shaderpath=shaders
|
||||
texturepath=textures
|
||||
NumBuildCommands=6
|
||||
BuildCommand0_Description=Normal compile (BSP,VIS,LIGHT)
|
||||
BuildCommand0_NumSubcommands=4
|
||||
BuildCommand0_Subcommand0=$q + $ubermap +$q $q + $mapname + $q
|
||||
BuildCommand0_Subcommand1=$q + $ubermap + $q -vis $q + $mapname + $q
|
||||
BuildCommand0_Subcommand2=$q + $ubermap + $q -light $q + $mapname + $q
|
||||
BuildCommand0_Subcommand3=pause
|
||||
BuildCommand1_Description=Full Compile (BSP,VIS,LIGHT -extra)
|
||||
BuildCommand1_NumSubcommands=4
|
||||
BuildCommand1_Subcommand0=$q + $ubermap +$q $q + $mapname + $q
|
||||
BuildCommand1_Subcommand1=$q + $ubermap +$q -vis $q + $mapname + $q
|
||||
BuildCommand1_Subcommand2=$q + $ubermap +$q -light -extra $q + $mapname + $q
|
||||
BuildCommand1_Subcommand3=pause
|
||||
BuildCommand2_Description=Quick Compile (BSP-only)
|
||||
BuildCommand2_NumSubcommands=2
|
||||
BuildCommand2_Subcommand0=$q + $ubermap +$q $q + $mapname + $q
|
||||
BuildCommand2_Subcommand1=pause
|
||||
BuildCommand3_Description=Quick Compile (BSP and VIS)
|
||||
BuildCommand3_NumSubcommands=3
|
||||
BuildCommand3_Subcommand0=$q + $ubermap +$q $q + $mapname + $q
|
||||
BuildCommand3_Subcommand1=$q + $ubermap +$q -vis $q + $mapname + $q
|
||||
BuildCommand3_Subcommand2=pause
|
||||
BuildCommand4_Description=Compile Bots (BSPC only, -optimize)
|
||||
BuildCommand4_NumSubcommands=2
|
||||
BuildCommand4_Subcommand0=$q + $bspc + $q -optimize -bsp2aas $q + $bspname + $q
|
||||
BuildCommand4_Subcommand1=pause
|
||||
BuildCommand5_Description=Full Compile with bots (BSP,VIS,LIGHT -extra,BSPC -optimize)
|
||||
BuildCommand5_NumSubcommands=5
|
||||
BuildCommand5_Subcommand0=$q + $ubermap +$q $q + $mapname + $q
|
||||
BuildCommand5_Subcommand1=$q + $ubermap +$q -vis $q + $mapname + $q
|
||||
BuildCommand5_Subcommand2=$q + $ubermap +$q -light -extra $q + $mapname + $q
|
||||
BuildCommand5_Subcommand3=$q + $bspc + $q -optimize -bsp2aas $q + $bspname + $q
|
||||
BuildCommand5_Subcommand4=pause
|
||||
NumDefines=6
|
||||
Define0=$bspc = $radiantpath +\bspc.exe
|
||||
Define1=$enginepath = c:\program files\activision\ef2
|
||||
Define2=$exampledefine1 = use this to define commonly-used variables
|
||||
Define3=$exampledefine2 = $mapname and $bspname are defined for you on the fly
|
||||
Define4=$q = "
|
||||
Define5=$ubermap = $radiantpath +\ubermap.exe
|
||||
[Game1]
|
||||
Name=Quake 3: Arena
|
||||
GameType=Quake3
|
||||
Extensions=tga;jpg;shader;md3;
|
||||
autosave=maps/autosave.map
|
||||
basepath=c:\program files\quake III arena\baseq3
|
||||
entitypath=scripts
|
||||
mapspath=maps
|
||||
modelpath=models
|
||||
shaderpath=scripts
|
||||
texturepath=textures
|
||||
NumBuildCommands=1
|
||||
BuildCommand0_Description=Example - Final Q3Map2 compile (BSP -meta,VIS,LIGHT -fast -super 2 -filter -bounce 8)
|
||||
BuildCommand0_NumSubcommands=4
|
||||
BuildCommand0_Subcommand0=$q + $q3map +$q -v -fs_basepath $q + $enginepath + $q $q + $mapname + $q
|
||||
BuildCommand0_Subcommand1=$q + $q3map + $q -v -vis -saveprt -fs_basepath $q + $enginepath + $q $q + $mapname + $q
|
||||
BuildCommand0_Subcommand2=$q + $q3map + $q -v -light -fs_basepath $q + $enginepath + $q -fast -super 2 -filter -bounce 8 $q + $mapname + $q
|
||||
BuildCommand0_Subcommand3=pause
|
||||
NumDefines=6
|
||||
Define0=$bspc = $radiantpath +\bspc.exe
|
||||
Define1=$enginepath = $q + c:\program files\quake III arena\ + $q
|
||||
Define2=$exampledefine1 = use this to define commonly-used variables
|
||||
Define3=$exampledefine2 = $mapname and $bspname are defined for you on the fly
|
||||
Define4=$q = "
|
||||
Define5=$q3map = $radiantpath +\q3map2.exe
|
||||
[Game2]
|
||||
Name=Star Trek: Elite Force
|
||||
GameType=Quake3
|
||||
Extensions=tga;jpg;shader;md3;
|
||||
autosave=maps/autosave.map
|
||||
basepath=C:\Program Files\Raven\Star Trek Voyager Elite Force
|
||||
entitypath=..\tools
|
||||
mapspath=maps
|
||||
modelpath=models
|
||||
shaderpath=scripts
|
||||
texturepath=textures
|
||||
NumBuildCommands=1
|
||||
BuildCommand0_Description=Example - Final Q3Map2 compile (BSP -meta,VIS,LIGHT -fast -super 2 -filter -bounce 8)
|
||||
BuildCommand0_NumSubcommands=4
|
||||
BuildCommand0_Subcommand0=$q + $q3map +$q -v -game ef -fs_basepath $q + $enginepath + $q $q + $mapname + $q
|
||||
BuildCommand0_Subcommand1=$q + $q3map + $q -v -game ef -vis -saveprt -fs_basepath $q + $enginepath + $q $q + $mapname + $q
|
||||
BuildCommand0_Subcommand2=$q + $q3map + $q -v -game ef -light -fs_basepath $q + $enginepath + $q -fast -super 2 -filter -bounce 8 $q + $mapname + $q
|
||||
BuildCommand0_Subcommand3=pause
|
||||
NumDefines=6
|
||||
Define0=$bspc = $radiantpath +\bspc.exe
|
||||
Define1=$enginepath = $q + C:\Program Files\Raven\Star Trek Voyager Elite Force + $q
|
||||
Define2=$exampledefine1 = use this to define commonly-used variables
|
||||
Define3=$exampledefine2 = $mapname and $bspname are defined for you on the fly
|
||||
Define4=$q = "
|
||||
Define5=$q3map = $radiantpath +\q3map2.exe
|