Essentials Series/Stage Controllers: Difference between revisions

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m (Seil moved page Stage Controllers to Essentials Series/Stage Controllers without leaving a redirect)
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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 ENV in the [[../Custom Models/#Creating a New Level|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.
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== Light Kit ==
The [[LKIT]] is a very important asset, as it controls the lighting data of the stage. In stages made entirely of [[../SIMPs/]], which is the case for all custom levels as explained in the [[../Custom Models/]] tutorial, SIMPs which do not have vertex colors will have dynamic lighting calculated for them using the LKIT asset.
 
There is no LKIT template in Industrial Park, but you can copy the asset from another level. For example, using the LKIT 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.
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== 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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=== 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.