This file is to help people interested in using the Serious Sam SDK. Serious Sam is a game by Croteam. Find them on the web at www.croteam.com Tips - (No frills) v 0.8 list of contributors so far. Email: forager@ozemail.com.au Website: forager.net Email: mharris@fgi.net Website: (none) Email: lutrosis34@hotmail.com Website: (none) Email: LanThief@hotmail.com Website:www.staticsky.com/controlzone.htm www.mourningafter.com/hollowpoint/hpp_contact.htm Email: Xavier_Online@hotmail.com Website:www.staticsky.com (under construction) www.staticsky.com/controlzone.htm www.mourningafter.com/hollowpoint Email: Website: Email: Website: Email: Website: Email: Website: ~~~~~~~~~~~~~~~~~~~~~~ v 0.1 2nd february 2001. v 0.2 2nd february 2001. v 0.3 3rd february 2001. v 0.4 6th february 2001. v 0.5 7th february 2001. v 0.6 7th february 2001. v 0.7 18th february 2001. v 0.8 19th february 2001. (posted to secure forum and to Croteam) additional contributions are welcome and encouraged v v v ~~~~~~~~~~~~~~~~~~~~~~ Feel free to add to this file and re-distribute, or place this file on websites, whatever, if you add something useful, then feel free to add your name to the list of names at the top of this file, rename the version number, and as well, add a date when you made the additions, and re-distribute the new improved file. There may be several ways to do particular things, the following tips are just to get you going, not necessarily the best method possible. There are alternative sources of deep knowledge, this is for people in a hurry! |||||||||||_________||||||||||| ******************************* TIPS for Serious Sam Editor. ESC MODE, MOVE/FIND, PLAYER STARTS, BACKGROUND ROOM ENTITY, TOUCH FIELDS, MODELS, BOUNCERS, MOVING BRUSHES, TELEPORTS, CAMERA, WATER, GENERAL NAVIGATION (forager) ESC MODE Hit ESC to switch into fly mode. This allows you to fly through the map inside the Serious editor. You can control the rate that you fly through the map whilst you have ESC mode operational, by rolling the mousewheel backwards or forwards. Rolling the wheel forward whilst in ESC mode, increases flight speed. Rolling the wheel backwards whilst in ESC mode decreases flight speed. MOVE/FIND OBJECTS To move an obect somewhere useful, select the object in entity mode, then move mouse to the spot you want the object to be, then, CTRL+double click LMB. The object is back where you need it! If you need to select such an object but it is nowhere to be seen, so it's hard to select it to move, then do the following. CTRL+SHIFT+A. That brings up an important page where all objects etc, are listed. You can select your missing item from there, then go back, and do CTRL+double click LMB, and bingo, you've located and moved the hidden object back into view. PLAYER STARTS 2/ In order to have multiple PlayerStarts, you must first assign each PlayerStart it's own Group number. Group is found in the GO/PlayerStart drop down list. When you assign a number to the group box of a particular PlayerStart, the PlayerStart is automatically renamed. Ie, Group 5 = PlayerStart 5 etc. Or, more literally expressed, Player Start - 5 -. You can assign one PlayerStart as a Quickstart. This will make you start at that particular PlayerStart. Select QuickStart and tick it from the PlayerStart dropdown list. If you have multiple PlayerStarts in place, you could put a Touchfield near where you spawn into the map, for example, and use the touchfield to transport to any particular PlayerStart, by just retargetting the Touchfield. BACKGROUND ROOM/ENTITY 3/ The Background Viewer entity, should have it's parent set, (in it's drop down item list), to the name of the room that acts as your background room. The Background room itself is nothing special. All you need to do is select the Background room in entity mode, and select and tick Background, in the Background room entity drop down list. Make sure you do not select background in the dropdown for your main mapped space, or you will have a visual feedback loop that will hurt your ego. A couple of extra tips here. Try to make sure that your background room has it's own name, say, bgroom for example. Also try perhaps to create your background room as a layer, ie, create using L, not, + on the numeric keyboard. This will allow you to be sure it is independent of the main world space. TOUCHFIELDS 4/ TouchField are those green volumes of space that are all over the place. To make a Touchfield you drop a TouchField Entity into the map, and then create a brush,(+ on the numeric Keyboard -), that brush, is automatically now a green TouchField. Touchfields are the tripwires of the Serious Engine, you assign an Entry target, and stuff happens. Simplest useage of a TouchField is to enter an Enter Target. Do this from the Touchfield drop down list. To utilise an Exit Target as well as an Enter Target, ie have two actions happen, you must first assign a Exit check time. For example set Exit check time to 5, and five seconds after the enter Enter Target has been tripped, the Exit Target gets tripped. If your desperate, you can have two or more Touchfields in the same space, and multiply your choices of events to be tripped. It's better to make your touchfields as room brushes, not solids. mmm? MODELS (basics) 5/ Models are imported into the editor via the ModelHolder entity. Click on the ModelHolder drop down list, and select model. Standard Models are imported in .MDL format. Textures for the Model are imported via the ModelHolder drop down list as well. Textures are imported in the .TEX format. You can convert .3DS Models into .MDL format within the Serious Modeller. You can export a skinable/photo of your Model from the Serious Modeller. Make your picture,and then convert it in either Serious Editor or Serious Modeller, into a .TEX file. To make your Model destroyable, you must add a ModelDestruction entity. Simply Parent the ModelDestruction Entity to the model you want destroyed, then the drop down list of the ModelHolder entity. select and tick for Destruction. A complete destroyable Model combination, consists of a ModelHolder entity, a ModelDestruction entity, and the Model iteself, plus it's .Tex skin/texture. BOUNCERS 6/ Bouncer Entity is a jump pad thing. Put a Bouncer entity in the map, and then create a brush, the brush is now a jump pad. MOVING BRUSHES (basics) 7/ A moving brush is created by adding a MovingBrush entity into the map, and then creating a brush. The MovingBrush is capable of mobility. It needs markers to tell it where to move to. To easily add marker points, select the MovingBrush, move it somewhere, and then press D on your keyboard. A marker is dropped at that spot. Move the brush again, Press D, etc, etc. You can now trigger the moving brush from a Touchfield for example, Or, you can select Autostart, in the MovingBrush drop down list. TELEPORTS 8/ Teleport entity is extremely simple to use. drag one into the map, and assign a target to teleport to, from the Teleport Entity drop down list. CAMERA (moving) 9/ For a moving Camera, you need a Camera Entity, and Camera Markers, a minimum of four camera markers is suggested. Drag a Camera Entity into the map, move it, Press D (a camera marker is dropped), repeat until happy, then assign the last Marker to Stop Moving. Now, make a touchfield, select the Touchfield Entity drop down list. Select Enter Target, assign Camera to it. when you trip the touchfield, you fly! WATER (swimming pools) 10/ The correct method to create a texture for the top of your swimming hole, is to Shift right click on the "invisable polygons" that exist on the invisable top surface of your pool. (Given that you dug a hole/room into a terrain. Press Q to bring up texture info in entity mode. Make the polygons Passable/Translucent/Portal, add some texture movement, perhaps select link? Turn Alpha transparency down, (mouseslide on the "tall" colour bar), generally frig around and after a while, you're swimming like a duck. The wrong way to make a swimming pool, but, it looks good, is to carve a hole in the earth, then add a SOLID super thin brush as a roof. Press Q to bring up texture info in entity mode. Make the polygons Passable/Translucent/Portal, add some texture movement, perhaps select link? Turn Alpha transparency down, (mouseslide on the "tall" colour bar), generally frig around and after a while, you're swimming like a duck, mmm, maybe it's more like Jesus walking on water mode.... With the above water methods, you need to select sector mode, PRESS S, and select for water, instead of air. GENERAL NAVIGATION 11/ To move an obect somewhere useful, select the object in entity mode, then move mouse to the spot you want the object to be, then, (CTRL+double click LMB). The object is back where you need it! If you need to select such an object but it is nowhere to be seen, so it's hard to select it to move, then do the following. (CTRL+SHIFT+A). That brings up an important page where all objects etc, are listed. You can select your missing item from there, then go back, and do (CTRL+double click LMB), and bingo, you've located and moved the hidden object back into view. EDITOR (getting started, housekeeping, pre-fabs, etc.) (mharris) 12/ Be thoroughly familiar with the Editor Help, particularly the Navigation and Basic Room tutorials and Keyboard Shortcuts. 13/ Before using the editor, make the vari...
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