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Plans for game developer restructure:<br/>3 sections, beginer, intermediate and advanced.<br/><br/>Beginner:(1 star)
Plans for game developer restructure:<br/>3 sections, beginer, intermediate and advanced.
 
Game creation:<br/><br/>Beginner:(1 star)


#focus on how does I get my game in spring
#focus on how does I get my game in spring
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#no tutorials, just informational links, this person wants information not how tos.
#no tutorials, just informational links, this person wants information not how tos.


SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!
<br/>Map creation:
 
#pretty much just a big dump of all the map related resources for now.


'''Notes for SimpleParticleSystem:'''
'''Notes for SimpleParticleSystem:'''
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*[[Testpageforforb|a label]]
*[[Testpageforforb|a label]]


*'''float3 pos'''<br/>Origon point for your particle system.<br/>
*'''float3 pos'''<br/>Origon point for your particle system.
*'''[[AtlasedTexture]] texture'''<br/>Texture for the particles, defined in resources.tdf.<br/>
*'''[[AtlasedTexture]] texture'''<br/>Texture for the particles, defined in resources.tdf.
*'''float3 emitVector'''<br/>Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.<br/><br/>See my notes on vectors to understand how to use the vectors of this:<br/>''i.e. 0,1,0 is straight up''<br/>
*'''float3 emitVector'''<br/>Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.<br/><br/>See my notes on vectors to understand how to use the vectors of this:<br/>''i.e. 0,1,0 is straight up''
*'''[[CColorMap]] colorMap'''<br/>This will give your system a range of colors spread over time.<br/>it has 4 parts:<br/>RED, GREEN, BLUE, ALPHA<br/><br/>note:<br/>For additive blend use values that are low like: 0.1 or 0.05<br/>For overlay use 1.0<br/>see notes on overlay versus additive blend.<br/>
*'''[[CColorMap]] colorMap'''<br/>This will give your system a range of colors spread over time.<br/>it has 4 parts:<br/>RED, GREEN, BLUE, ALPHA<br/><br/>note:<br/>For additive blend use values that are low like: 0.1 or 0.05<br/>For overlay use 1.0<br/>see notes on overlay versus additive blend.
*'''float3 gravity'''<br/>Gravity applied along a vector.<br/><br/>For example, if you want your particles to fall after being emmited.<br/>Emitvector would be: 0,1,0<br/>and gravity would need to be 0,-1,0<br/>This would result in particles falling straight down.<br/>
*'''float3 gravity'''<br/>Gravity applied along a vector.<br/><br/>For example, if you want your particles to fall after being emmited.<br/>Emitvector would be: 0,1,0<br/>and gravity would need to be 0,-1,0<br/>This would result in particles falling straight down.
*'''float airdrag'''<br/>Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.<br/>
*'''float airdrag'''<br/>Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
*'''float particleLife'''<br/>Life of the particles in frames.<br/>
*'''float particleLife'''<br/>Life of the particles in frames.
*'''float particleLifeSpread'''<br/>Random number between 0 and particleLifeSpread added to particleLife.<br/>
*'''float particleLifeSpread'''<br/>Random number between 0 and particleLifeSpread added to particleLife.
*'''int numParticles'''<br/>Number of particles that will be spawned.<br/>
*'''int numParticles'''<br/>Number of particles that will be spawned.
*'''float particleSpeed'''<br/>Initial speed of the particles.<br/>
*'''float particleSpeed'''<br/>Initial speed of the particles.
*'''float particleSpeedSpread'''<br/>Random number between 0 and particleSpeedSpread added to particleSpeed.<br/>
*'''float particleSpeedSpread'''<br/>Random number between 0 and particleSpeedSpread added to particleSpeed.
*'''float particleSize'''<br/>Size of the particles.<br/>
*'''float particleSize'''<br/>Size of the particles.
*'''float particleSizeSpread'''<br/>Random number between 0 and particleSizeSpread added to particleSize.<br/>
*'''float particleSizeSpread'''<br/>Random number between 0 and particleSizeSpread added to particleSize.
*'''float sizeGrowth'''<br/>Size added to particles each frame.<br/>
*'''float sizeGrowth'''<br/>Size added to particles each frame.
*'''float sizeMod'''<br/>Size frame multiplier.<br/>
*'''float sizeMod'''<br/>Size frame multiplier.
*'''float emitRot'''<br/>Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.<br/>
*'''float emitRot'''<br/>Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
*'''float emitRotSpread'''<br/>Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.<br/>
*'''float emitRotSpread'''<br/>Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
*'''bool directional'''<br/>If the particles should be oriented to point at the direction of their velocity.<br/>
*'''bool directional'''<br/>If the particles should be oriented to point at the direction of their velocity.


'''Notes vectors:'''
'''Notes vectors:'''


*Vectors are directional systems represented by a 3d graph here: [[File:Untitled-1.png]]<br/>See how each vector points along it's own line?<br/>We have 6 possible directions:<br/><center>
*Vectors are directional systems represented by a 3d graph here: [[File:Untitled-1.png]]<br/>See how each vector points along it's own line?<br/>We have 6 possible directions:<br/><center></center>
 
X = right<br/>-X = left<br/>Z = Front<br/>-Z = Rear<br/>Y = Up<br/>-Y = Down
X = right<br/>-X = left<br/>Z = Front<br/>-Z = Rear<br/>Y = Up<br/>-Y = Down
</center>
 
WORK IN PROGRESS!
WORK IN PROGRESS!
<br/>


<br/>'''Notes Additive blend versus overlay blend:'''
<br/>'''Notes Additive blend versus overlay blend:''' WORK IN PROGRESS!
WORK IN PROGRESS!<br/>
 
*ADDTITIVE<br/>
*ADDTITIVE
*OVERLAY<br/>
*OVERLAY


<br/>IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1
<br/>IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1

Revision as of 16:38, 10 April 2012

Plans for game developer restructure:
3 sections, beginer, intermediate and advanced.

Game creation:

Beginner:(1 star)

  1. focus on how does I get my game in spring
  2. how can I alter what is already there
  3. stay within knorkes beginner game, we want to have the user in a sort of sandbox.
  4. think mutator

Intermediate:(2 stars)

  1. focus on creating your own content and using it in game
  2. introduce them into existing resources lua/models/art
  3. most tutorials will be located here.
  4. think mod

Advanced:(3 stars)

  1. person is experience programmer or familiar with spring already.
  2. no tutorials, just informational links, this person wants information not how tos.


Map creation:

  1. pretty much just a big dump of all the map related resources for now.

Notes for SimpleParticleSystem:


  • float3 pos
    Origon point for your particle system.
  • AtlasedTexture texture
    Texture for the particles, defined in resources.tdf.
  • float3 emitVector
    Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.

    See my notes on vectors to understand how to use the vectors of this:
    i.e. 0,1,0 is straight up
  • CColorMap colorMap
    This will give your system a range of colors spread over time.
    it has 4 parts:
    RED, GREEN, BLUE, ALPHA

    note:
    For additive blend use values that are low like: 0.1 or 0.05
    For overlay use 1.0
    see notes on overlay versus additive blend.
  • float3 gravity
    Gravity applied along a vector.

    For example, if you want your particles to fall after being emmited.
    Emitvector would be: 0,1,0
    and gravity would need to be 0,-1,0
    This would result in particles falling straight down.
  • float airdrag
    Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
  • float particleLife
    Life of the particles in frames.
  • float particleLifeSpread
    Random number between 0 and particleLifeSpread added to particleLife.
  • int numParticles
    Number of particles that will be spawned.
  • float particleSpeed
    Initial speed of the particles.
  • float particleSpeedSpread
    Random number between 0 and particleSpeedSpread added to particleSpeed.
  • float particleSize
    Size of the particles.
  • float particleSizeSpread
    Random number between 0 and particleSizeSpread added to particleSize.
  • float sizeGrowth
    Size added to particles each frame.
  • float sizeMod
    Size frame multiplier.
  • float emitRot
    Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
  • float emitRotSpread
    Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
  • bool directional
    If the particles should be oriented to point at the direction of their velocity.

Notes vectors:

  • Vectors are directional systems represented by a 3d graph here:
    See how each vector points along it's own line?
    We have 6 possible directions:

X = right
-X = left
Z = Front
-Z = Rear
Y = Up
-Y = Down

WORK IN PROGRESS!


Notes Additive blend versus overlay blend: WORK IN PROGRESS!

  • ADDTITIVE
  • OVERLAY


IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1