Difference between revisions of "Object Edit Mode"

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(Dialog Attribute)
(Controls)
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* R-Click on highlighted Object: Copy the object including its settings.
 
* R-Click on highlighted Object: Copy the object including its settings.
 
* D+L-Click: Delete the selected object.
 
* D+L-Click: Delete the selected object.
 +
* S + L-Click+ Drag: Scale object/light. (Be careful with this)
 
* To unselect you current object brush: R-Click anywhere.
 
* To unselect you current object brush: R-Click anywhere.
 
* Select trough overlaying objects: Unselect you current object and use the mouse wheel to cycle through all overlaying objects. (The red one is the currently selected one)
 
* Select trough overlaying objects: Unselect you current object and use the mouse wheel to cycle through all overlaying objects. (The red one is the currently selected one)

Revision as of 09:30, 16 September 2014

Controls

  • L-Click: Place selected object
  • R-Click on highlighted Object: Copy the object including its settings.
  • D+L-Click: Delete the selected object.
  • S + L-Click+ Drag: Scale object/light. (Be careful with this)
  • To unselect you current object brush: R-Click anywhere.
  • Select trough overlaying objects: Unselect you current object and use the mouse wheel to cycle through all overlaying objects. (The red one is the currently selected one)
  • Double L-Click on objects will open the Object Properties menu.

Object Layer Rules

Be sure you have a object layer selected before starting to place them.

The Action Layer is your main object layer. All cover objects, objects you want to interact with like doors have to be placed in this object layer. All objects in this layer get sorted visually with the enemies and characters ingame.

Any object layer above the Action Layer are rendered above and are not sorted with the characters.

Any layer below will be rendered below the enemies. (For example a object layer below the action layer can be used for decals.) If you want to place object on top of another object, you need to add a new layer that is placed above the one containing the object you want to place onto. For example: If you have a table in the Action Layer and you want to put some weapons on the table, create a new object layer and place it above the Action Layer and place the weapon on this layer.

But please be note:

  1. Only objects in the Action Layer can have atributes.
  2. All objects placed above the action layer will be rendered over the characters. So be carefull when placeing them and use the collision to prevent the player from coming to close to such objects.


Edit Objects Properties

To edit any object, double click on them to open this menu:

Object Properties


Base Objects Settings


This settings can be changed on all objects. It does not matter what attribute they have or if they are on the Action Layer.

RGBA Settings:


Here you can set the color and transparency of your object. Be careful not to use it too much, it starts to look ugly rather fast.

Status


The status is the animation setting. The base setting is always 0. As soon as an object has more then one status/animation you can change it here. This only sets the starting animation/status in which the object will be started if you load the level.

For expample the door has 3 status:

  • 0: door is closed
  • 1: Door is opening
  • 2: Door is open.

If you want to have a door that is rendered open you have to set the Status of the object to "2".

Render Shadows


Settings can be "yes" and "no". This only works if the object has a shadow.

Tileable


If you set this setting to "Yes" the object then will be rendered tileable over the whole level.

Note: This is an experimental feature that was only used for some special cases in the last few levels of Halfway. Most likely this is not usable for most of you. ;)

Origin


This option is important for the rendering and the sorting of objects in the layer.

There are two options: Bottom Left: The object gets sorted with the point of origin in the bottem left corner of the image. This is the standard setting and should be used for most objects.

TopLeft: The point of origin is now in the upper left corner. This should be used for vertical doors. If you are not using it in this case, the characters will be rendered behind the door.

Atributes

Overview of the possible Attributes

AttributesOverview.png

Dialog Attribute

DialogueAttribute.png

  • Dialog File: Opens a dialog where you can select the dialog txt file you want to load.
    • file needs to be plain txt
  • Message: Can be any text you want, will show up when the mouse courser is hovering over the object.
  • Person: Drop-down box for selecting the character portrait that will be shown if the object/character is having an own line of text.
    • If the object has no line of dialog it does not matter what you choose.
  • Icon Offset and Icon line can be ignored. (deprecated)
  • Remove After: Removes the interaction after it is done.
  • Required will show the ! above the object.
How to write a dialoge

You can find rules and information on how to create a dialogue file here.

Go To Level Attribute

GoToLevelAttribute.png

  • Level File: Select the level you want to load next if the player interacts with this object.


Standard Container

StandartContainer.png

  • Required: Will put the ! over the container.
  • Use the tabs on the right side to switch between categories.
  • L-Click to move an object from the right side into the container.
  • R-Click to remove an object from the container.
Random Loot

Besides the item can have random values, you can actually have random items being placed into the box. To do so you have to do the following. (Example for random loot for a Med kit or an ammo pack):

  • Add an Ammo Pack and a Med kit into the box.
  • Now select the Ammo Pack with a L-Click and press the key "1".
  • Now do the same for the Med kit.

Now the Items are grouped into the group 1 and the game will randomly choose one of the item in this group to be put into the container if the player opens it.

Some Facts: You can have multiple groups by using all your keys. For example have one group that has 5 weapons in it and one with the 6 different stimpacks. If you play the game there will be two items: One weapon and one stimpack but it will be random which one.

This gives you a lot of control on what the player gets and still be a bit of a surprise.

All the random factors have a seed. That means if the player saves and reloads the container will always have the same content now, as the seed gets determent when you make a new game. But eveytime the player starts over it will be new. (Same applies for weapon stats)