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11/24/98 23:47 EST - Entities section redesigned |
Update by Bushboy & EutecTic |
And a few fixes too!
Well it was a lot of work but we finally revamped the entities section and got rid of those slow akward DHTML menus. Those were replaced by a conventional but much more efficient side-frame navigation page.
By the same occasion, we did a lot of cleanup and removed the obsolete entities, added some new ones when that was convenient and also added all the missing screenshots (except unfortunately those for the vehicles_humv type which we don't yet know whether they are valid entities or not).
The result of all this is that the following pages are complete: func_*, triggers, info, misc and light. A new fx_* page was added. These types used to be in the misc page but since there are more than just a few of those, we felt that they should be in their own page which is also complete BTW.
Coming next:
Phase II of our big project: to complete the documentation of the the Sin entity set. This will in fact be more work than what we just went through already (the official word is that there are about 500 entities in the complete set!) but we'll bring it to you as soon as we're done :)
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11/17/98 13:53 EST - Example maps posted |
Update by EutecTic |
Object binding and waves examples
I know I sound like a broken record but again, sorry for the long time between updates. Like many of you, I've been totally absorbed by playing the game. I'm taking my time doing this for many reasons. First, I want to enjoy it at its fullest, second, I have to take the time to observe things in the game since I have to document the remaining entities and believe me there's a LOT MORE of those in the released version of the game.
In the mean time, I made a couple of simple example maps and scripts that you can download from the tools section and look at. The first is an example of object binding hierarchy and how it affects what object(s) will move or rotate when those types of commands are used with them. The second shows how to makes waves in water brushes and how the height, speed and texture translation of those can be controlled dynamically with SinScript.
Coming soon:
Bushboy and myself are working on a new entities page layout with side-frame navigation to replace the painfully slow DHTML menu scheme. We feel that we have to do this before we update the pages with the new game entities info. The main reason is that as those DHTML menus get bigger, they get slower. With all the new entities in the list this would have slowed navigation to a crawl. Unfortunately, the extra amount of work involved will delay the entity updating process but that can't be avoided.
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11/04/98 01:51 EST - SinScript command reference updated |
Update by EutecTic |
Vector variables info added
This was long due but there is so much to do and so little time.
I did a major update to the variables page and added all the commands and conditional operators associated with vector variables. For those of you who know what vectors are how they apply to 3D geometry, rejoice for MarkD has put one powerful sucker into SinScript: dot product, cross product, length, normalize and other operators are implemented. For those of you who don't know what a vector is, well... ask a math teacher :)
Updates to the SinScript object control page:
Some of my anguishing questions and foolish misconceptions have been cleared up with the making of Danny 2 and a bit of testing (don't even have time to do as much as I'd wish to these days). The info on the bind and unbind commands are more accurate. I had written that it's not possible to bind a func_scriptobject to a func_scriptmodel. I was wrong. It is possible indeed :) Another little detail: the moveto command can use a XYZ coordinate as its argument. I had forgotten to update this earlier.
Updates to the func_* entities page:
The info on func_scriptorigin has been corrected and I added the very important 'origin' key for func_scriptobject. The notes on both have been "sanitized". I strongly suggest you read those and start playing around with those and the bind command. Chances are you'll be using those a LOT in Sin maps.
Updates to the misc entities page:
An significant piece of info was added to the console entity notes. If you want to make those but were experiencing difficulties, read it! This might be the breakthrough you need to get off the ground with those.
If you have questions, please post them on the Ritualistic editing forum instead of emailing me. The reason for this is that a lot of people visit regularly (including the guys from Ritual) and other people might have the same question and also benefit from the answer. I visit every day and answer questions everytime I can so your question will be answered anyway if I know the answer.
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11/02/98 04:20 EST - Danny 2 lives!! |
Update by EutecTic |
Charlie! It's a ... robot?...
Those of you who have read Charlie Wiederhold's .plan of October 20th know what I'm talking about. Well you want Danny?... I'll give you Danny!... 2 that is :)
All right! Enough with the cryptic talk. Danny 2 is as exact a copy as I could make of the robot "Danny" that featured in one of Ritual's MPEG movie preview of Sin. This preview was special in that it contained the actual script and menus for the robot controls console. I decided to make it because I felt Charlie's "challenge" was worth taking up (I learned a lot making this) but also because this thing has a special meaning for me: it's actually what launched my enthusiasm for Sin editing. When I saw that little robot moving and rotating in all these different directions simultaneously, I knew right away that Sin map editing would be a major evolutionary step in level design possibilities.
I made the map but the script and menus have only been slightly modified from Charlie's original work so I don't claim to be the creator of this thing. I simply managed to make a decent copy. You can download it from the tools page or right here.
The map also serves as a good example of a simple console and on how to get bound func_scriptobjects to operate "in sync". As always, please make sure you read the README file included in the archive.
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