Glossary: Difference between revisions

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Some do not have a visible form in-game at all but only a function such as to trigger an event when the player approaches or to hold the objectives (quests) information sound speakers etc.
Some do not have a visible form in-game at all but only a function such as to trigger an event when the player approaches or to hold the objectives (quests) information sound speakers etc.
A func_static is a passive entity that does nothing but remain fixed in place - it will not even fall if placed in mid-air.


== Key ==
== Key ==

Revision as of 12:41, 16 July 2010

started by Fidcal

The world of 3D game editing has inherited much confusing terminology to confuse the beginner. They often have little or no relationship to their normal dictionary definition. Here are a few common ones explained...

AI

These are the functioning characters or creatures having AI - artificial intelligence to represent living sentient beings in the game: humans, animals, monsters. NPC is another abbreviation for AI.

Brush

A brush is normally an applicator to apply paint, ink, glue but in 3D gaming it means a raw shape. The most common shape is a simple block but Dark Mod provides pyramids, cones, spheres.

All Dark Mod brushes must be convex so you cannot have any recesses or concave angles such as in an L shape, a bowl, a hole in a wall. Instead multiple brushes must be used as building blocks to form these shapes.

Brushes are intended for simple shapes. More complex, detailed shapes like trees, AI characters, etc. are created externally as 'models'

A brush is a primitive and begins as a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.

A brush may be parented to another entity when it will inherit its properties.

func_static

A func_static is an #Entity which has no special function other than to be static but which nevertheless has the advantages of being an entity, such as it can group multiple brushes and patches together and many properties can be added that cannot be added to a plain worldspawn brush.

Entity

A functioning item. (Multiple) primitives such as brushes and patches, and also models, can be parented to it and thus inherit its properties and functions. Examples: working doors, moveable items (ie, not fixed, unmoving) lights, readable items, and so on.

Some do not have a visible form in-game at all but only a function such as to trigger an event when the player approaches or to hold the objectives (quests) information sound speakers etc.

A func_static is a passive entity that does nothing but remain fixed in place - it will not even fall if placed in mid-air.

Key

The property of an item (see Spawnarg).

Also used in-game for door and container keys etc.

NPC

Stands for Non-Player Character and refers to basically AI.

Map

A game file. In Dark Mod saved with the suffix .map. A mission or a game level.

Also used in-game for city, treasure maps, etc.

Model

A model is an item that is designed externally in a modelling program. It is not a raw shape. It is pre-designed. Lots of models are provided in Dark Mod, just right click the grid view in Dark Radiant and select create model. For example furniture, decorative items, physical lights, and so on. These often have fine detail whereas building with brushes is mostly (but not always) more suited to larger, simpler shapes like terrain, walls, etc.

When creating a model, by default it becomes a func_static entity which is just passive and inactive. But you can change that eg, a door model can then be changed to be a door entity so it functions as an openable, lockable door in-game.

Patch

A two dimensional surface

A patch is a primitive - a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. If you select a brush and look in the Entity Inspector you will see the worldspawn properties.

A patch may be parented to another entity when it will inherit its properties.

Also may be used in-game by pirates!

Primitive

Initially a child of the worldspawn entity. This means it is a direct offshoot of the game world and inherits any properties applied to the worldspawn. #Brushes and #Patches are primitives.

Spawnarg

A spawnarg is an argument (in the mathematical sense) given to an entity or primitive when it is first created (spawned.) These are the properties of the item and consist of a property name and its value (quantity, type, description or nature.) It is often referred to as a key value pair as it represented in the software code in that form. The key is the property name such as origin, rotation, team. The value can be numerical: 99 - or a string of alphanumeric character abcd99_xyz. There can be one or more values. Examples:

Name (property, key): origin

Value: 496 656 128

Name: team

Value: 2

Name: head_joint

Value: Head

see also Spawnarg