Essentials Series/Stage Controllers: Difference between revisions

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== Environment ==
Every stage must have exactly one '''Environment''' ([[ENV]]) asset, usually in the Default layer of the HIP. Most of the fields in this asset should already be taken care for you, as there is already one ENVenvironment in the [[../Custom Models/#CreatingNew aHIP|new NewHIP with default assets]] or in the [[../Custom Models/#Blank LevelHIP/HOP|blank HIP/HOP templates for custom levels]].
 
The only field which is really interesting to edit in this asset is the Object_LKIT_AssetID. If you change the [[#Light Kit|Light Kit]] you are using for your level, you must set its asset ID here so it will be applied to the objects.
 
If you're editing a Sand Mountain (SM) level, you can set the ClimateFlags in the ENVenvironment to 2 to enable snow! The ClimateStrenghtMin and ClimateStrenghtMax flags control this effect..
 
== Light Kit ==
The [[LKIT]] is a very important asset, as it controls the lighting data of the stage. In stages made entirely of [[SIMPs../Simple Objects/]], which is the case for all custom levels as explained in the [[../Custom Models/]] tutorial, SIMPsobjects which do not have vertex colors will have dynamic lighting calculated for them using the LKITlight kit asset.
 
There is no LKITlight kit template in Industrial Park, but you can copy the asset from another level. For example, using the LKITlight kit from Rock Bottom (RB) will quickly give your stage a night/dark feeling to it through the lighting setting without even having to change most textures.
 
To switch the LKITlight kit, delete the ones that are currently in your stage's HIP and paste the one you want to use from another stage. After this, you must open the Asset Data Editor for the [[#Environment|ENV]] asset and set the Object_LKIT_AssetID to the asset ID of the new LKIT.
 
You also need to open the [[PLYR]] asset and set the new LKITlight kit asset ID there, in the LightKit_AssetIDLightKit field.
 
== Fog ==
The [[FOG]] is an optional asset for your level, usually in the Default layer of the HIP. There a fog template in Industrial Park. In the [[../Editing Assets/#Asset Data Editor|Asset Data Editor]], you can choose settings such as fog start color, end color, start distance, end distance etc. Fogs can also be used to hide the glitchy background effect that happens in levels without skyboxes.
 
To enable a fog, you must send the '''On''' event to it, usually done with a ScenePrepare => On [[../Links/|link]] in the fog. You can also have multiple fogs in the same level, switching among them using the '''On''' and '''Off''' events.
 
== HOP Model Controllers ==
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The level of detail table allows a model to fade out of view when the camera is at a certain distance from it, and even use different models depending on the distance. This is used to increase game performance by hiding models which are far away. See [[LODT]] for more information.
 
In Industrial Park's '''Options''' tool strip menu, there is a setting to enable rendering of assets based on the LODTtable's values. Objects not present in the LODTtable will have a default draw distance of 100 when this is on.
 
=== Pipe Info Table ===
The pipe info table sets pipeline rendering states for models, allowing you to enable vertex colors or transparency or create interesting view effects. See [[../Custom Models/#Pipe Info Table|Pipe Info Table]] or [[PIPT]] for information.
 
In Industrial Park's '''Options''' tool strip menu, there is a setting to enable rendering of assets based on the PIPT values. This function is still experimental and the preview is not accurate to the game.
 
=== Simple Shadow Table ===
The shadow table allows you to choose which model each model will use as a shadow. See [[SHDW]] for more information.
 
[[Category:Modding]] [[Category:Tutorials]]