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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    Particle F/X

    • Steam
    • Dripper Object
    • Creating your own Particle effect
    These are the detail items in a map. Most these objects work to create the atmosphere of Aliens versus Predator. A STEAM filled corridor, a Green secreted dripper torn into a damaged walkway. They make the game exciting. They can also use up processing time in game. Use them wisely. ALLEY is one of the few MP maps that uses these objects, and its in a fairly tight confined corner, for a reason.

    The most challenging part of adding Steam is choosing the appropriate version.

    Make yourself a test map, and place the various steam objects in it to see the various types. Set up some sort of an organization system, that way you won't waste to much time figuring out the code names for the various types of steam.

    For example geyser base and Waterfall have interesting similarities and differences, choosing between the two in a map scenario is very important.

    • This is the LAST ONE OUT Queens Chamber in the
    • bottom sublevel of the Atmosphere Processor

    The process is simple. Choose the STEAM object, place it appropriately, you may have to fine tune its location based on the steam's actual dispersal pattern in game. Rotate it if necessary, in the properties menu. Also note that some of the steams,(actually quite a few) are semi coded to damage the player. You can't switch these, at least on easily.

    I crated a simple box map and placed the various steams, and numbered them. it is the best way to figure the correct one for the uses you need. I suggest you do the same.

    Drippers can be resized

    The classic setup. A Hole in the floor, a dripper hanging from the ceiling. Easy enough to duplicate. Heres how.

    Creating your own particle F/X

    I might get to this if there is time and some interest or requests.

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