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
  • World Scale
  • 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
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    Switches

    • Wall switches
    • Light Switches
    • Levers
    • Valves
    A subset of the Door object, switches contain many of the same properties. Yah, not really complicated stuff, but trust me, take the time and understand the basics. Yes, its boring! but if you learn the basics now, you wont be spending 2 weeks in about a month fixing all the mistakes you will inevitably make.

    Remote switches can add significant variety to map design.

    A SWITCH (subset of a door) can also behave as a remote trigger. Simplest way to do a switch break it into two parts, what you see on the wall, and what you activate. make a keypad brush texture it. in front of it, create an invisible brush and bind it to a switch(subset of the door object).

    Link it to the door you want to open. done. (You should cancel the activation trigger on the door, so the only activation that can work is from the switch) Now switches in the actual game are more complicated, they send messages and change the textures that you see on the keypad. That's more advanced stuff. If you deconstruct one of the switches from the samples you can figure it out.

    msg door34 trigger;

    As you may imagine there is alot more to this topic.

    This is classic TOMBRAIDER, pull the lever over here, opens the door over there.

    Except these days, we as gamers expect a little more sensibility to our puzzles. They can't be haphazard, they should be believable within the context of the level.

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