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Changes between Version 63 and Version 64 of content/LevelHowTo


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Timestamp:
Oct 4, 2015, 9:38:52 PM (9 years ago)
Author:
fvultier
Comment:

Minor changes for the PPS HS15

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  • content/LevelHowTo

    v63 v64  
    8686</StaticEntity>
    8787}}}
    88 The StaticEntity defines the model's place and orientation (and some other values). The Model (a cube) is attached to the StaticEntity. With the proper sized collisionshape attached to the StaticEntity you have a "solid" cube. Without a collisionshape, the cube wouldn't be solid and your spaceship could just fly through it. This exampe is quite useful, since you usually can't see a collisionshape's size. If you combine an invisible collisionshape with a fitting model you can see where a collisionshape is for testing purposes. In this special case both the '''scale3D''' and the '''halfExtents''' parameters are identical.
     88The StaticEntity defines the model's place and orientation (and some other values). The Model (a cube) is attached to the StaticEntity. With the proper sized collisionshape attached to the StaticEntity you have a "solid" cube. Without a collisionshape, the cube wouldn't be solid and your spaceship could just fly through it. This exampe is quite useful, since you usually can't see a collisionshape's size. If you combine an invisible collisionshape with a fitting model you can see where a collisionshape is for testing purposes. In this special case both the '''scale3D''' and the '''halfExtents''' parameters are identical. To make the collisionshapes visible in the game type "debugDrawPhysics true" in the ingame console.
    8989
    9090== MovableEntity - Let's get the world moving ==
     
    361361
    362362== Backlight ==
    363 Backlights are a simple light source in a level. You can specify the colour and size of the light.
     363Backlights are a simple light source in a level. You can specify the colour and size of the light. The Backlight is only a Billboard. This means that it will not cause an illuminated mesh to become brighter. A Backlight is only faked light that may be used for example for blinking light at the wings of a spaceship.
    364364{{{
    365365#!xml
    366366<Backlight position="0,0,0" scale=1.5 colour="0.9, 0.4, 0.0" width=7 length=500 lifetime=0.3 elements=20 trailmaterial="Trail/backlighttrail" material="Examples/Flare" loop=1 />
     367}}}
     368
     369
     370== Light ==
     371For real light use the Light class. In the follwing example the cube is only bright at the front side because there is no light behind him.
     372{{{
     373#!xml
     374<Light
     375type=directional position="0,0,0"
     376direction="1, 1, 0"
     377diffuse="1.0, 0.9, 0.9, 1.0"
     378specular="1.0, 0.9, 0.9, 1.0"/>   
     379
     380<Light
     381type=point position="100,0,0"
     382direction="1, 1, 0"
     383diffuse="1.0, 0.9, 0.9, 1.0"
     384specular="1.0, 0.9, 0.9, 1.0"/>
     385
     386<Light
     387type=spotlight position="20,0,0"
     388spotlightrange="10,20,30"
     389direction="1, 1, 0"
     390diffuse="1.0, 0.9, 0.9, 1.0"
     391specular="1.0, 0.9, 0.9, 1.0"/>
     392
     393<Model mesh="Coordinates.mesh" position = "20,0,0" scale=10/>
     394
     395<Model mesh="cube.mesh" position = "100,100,100" scale=50/>
    367396}}}
    368397
     
    373402<ParticleEmitter scale=5 position="100, 0, 0" source="Orxonox/thruster3" lifetime=2.0 loop=1 startdelay=0.0 />
    374403}}}
    375 Take a look at the classes ParticleEmitter and ParticleSpawner to learn more about how particel effects work in Orxonox.
     404Take a look at the class ParticleEmitter to learn more about how particle effects work in Orxonox.
     405
     406== ParticleSpawner ==
     407
     408A ParticleEmitter runs the defined effect forever. If you want to show the effect only once use the more advanced ParticleSpawner class. Search for the XMLPort function in the ParticleSpawner class to see what parameters you can define.
    376409
    377410== Planets ==