Prefabs
How To Rez
Game Design
modmaker's Resume
How to Skin
Tools Downloads
Links

News Briefing

Introduction

  • Learning Curve
  • Lith Tools Overview
  • Download the SDK
  • Installing the Tools
  • Dedit Basics
  • Your First Level
  • Expanding a World
  • Building on the Grid
  • KeyBoard Shortcuts
  • Edit Modes
  • Eradicating Leaks
  • What does the processor log tell you?
  • First Level Basics

  • Textures/Surface Flags
  • 4 Types of Doors
  • Making Windows
  • Grates and Railings
  • Stairs, Lifts & Ramps
  • Lights, dirlights, FX
  • Water & Rain Volumes
  • Sky Boxes / Portals
  • A basic Trigger
  • The Wall Switch
  • Adding Pickups
  • Proptypes vs Props
  • StarlightView Mode
  • Muliplayer/ SinglePlayer
  • Second Level Intermediate

  • Prefab Advantage
  • A Prefab Deconstruct
  • Adding Sound FX
  • Hacking Device
  • Torchable Lock
  • Complex Trigger
  • Active Props
  • Light Groups
  • Particle FX
  • Client FX Light
  • Third Level Intermediate

  • AI Basics
  • AI Volumes and Nodes
  • Simple AI Alien
  • Character AI
  • Goal: Patrol
  • Keyframer
  • Advanced Level Building

  • -nosnapnocsg
  • Optimizing a level
  • Importing Terrain
  • Using the Camera
  • A Cinematic
  • Giving AI a script
  • Convoluted trigger
  • Random Events
  •  

     

    The Processor Log

    • A wealth of information
    Processing can often flag problems with a map. If your map locks up during processing there is probably a problem with the setup of your map. At a minimum, every map needs a gamestartpoint, a worldProperties object, and an outside define. Miss one of these and the level won't process. There are also upper limits. Even if a map takes a long time to process it can indicate a leak or a design problem.

    Learning the importance of the log early on, will help you build more efficiently.

    So you process a level, you have checked all these boxes and are ready to see the processor in action.

    What does the log tell you?

    Considerable information actually, and a few things are tell tale signs that something might not be right in your level. Specifically depending how it is built.

    I'll be adding to this section shortly.

     
    Copyright 2001-2002 William "modmaker" Bostjan All Rights Reserved.