Since i hate the old video i had made like almost a decade ago or so (lol) i decided to make a new video and improve on the things i didnt like about my old video.
I tried to be concise and dont ramble too much but i ended up with a 30 minute video anyways, i go over the basics in this video.
Supplementary explanations and going further into details below the video.
Full list of material name pre and subfixes:
Code:
GUNZ MATERIAL NAME SUBFIXES
_mt_con concrete footstep sound and bullet hit sound
_mt_drt dirt footstep sound and bullet hit sound
_mt_gls glas bullet hit sound only
_mt_met metal footstep sound and bullet hit sound
_mt_pnt plant footstep sound only
_mt_snd sand footstep sound and bullet hit sound
_mt_snw snow footstep sound only
_mt_wod wood footstep sound and bullet hit sound
_mt_wat water footstep sound and bullet hit sound
_mt_fsh unknown bullet hit sound only
_mt_clo cloth missing sound file and definition
still referenced in town for example
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GUNZ MATERIAL NAME PREFIX
at_ adds <ALPHATEST/> for transparent materials for depth sorting
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FGUNZ SPECIAL MATERIAL NAME PREFIXES:
fmove_#_#_#_#_#_ move player in defined direction
felement_#_#_#_#_ hit player with defined element damage and duration
fjump_#_#_ force player up/to jump
fspeed_#_#_ change player walk speed
(reference dedicated thread for values)
Full list of object name prefixes:
Code:
MESH OBJECT NAME PREFIXES:
pass_ object excluded from collision generation blocks bullets rockets and items
passb_ object included in collision generation but lets bullets pass the surface
passr_ object included in collision generation but lets rockets and items pass the surface
hide_ object is hidden from vision/rendering but is included in collision generation
hnav_ object (flat plane) is used for generating AI pathfinding (quest)
obj_ object gets exported as an .ELU map model on export
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RECTANGLE SPLINE OBJECT NAME PREFIXES:
partition_ culling used for optimizing map rendering, useful for big maps
wall_ culling used for additional optimizing of map rendering
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DUMMY OBJECT NAME PREFIXES:
spawn_solo_10# deathmatch player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
spawn_team1_10# red team player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
spawn_team2_10# blue team player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
spawn_item_solo_hp0# deathmatch hp pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large hp heal
spawn_item_solo_ap0# deathmatch ap pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large ap heal
spawn_item_solo_bullet0# deathmatch ammo pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large ammo restore
spawn_item_team_hp0# team deathmatch variant, refer to solo description
spawn_item_team_ap0# team deathmatch variant, refer to solo description
spawn_item_team_bullet0# team deathmatch variant, refer to solo description
spawn_npc_melee_0# melee mob spawn location for quest, starts at 01 counting up
spawn_npc_range_0# ranged mob spawn location for quest, starts at 01 counting up
spawn_npc_boss_0# boss mob spawn location for quest, starts at 01 counting up
link0# next map portal location for quest, starts at 01 counting up
snd_amb_ sound effect source / location
smk_ss_ smoke effect origin location, object properties for values
wait_pos_0# camera wait location till match starts, starts with 01 counting up
sun_ used to place the "suns" lens flare location
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MAP OBJECT ADDITIONAL PREFIXES (placed after the initial "obj_" prefix)
flag_ enables soft body / cloth physics on object, reference object properties for values
water_ enables reflective rendering and applies a water animation as well as playing a water splash animation when being shot
sea_ plays a water splash animation when being shot
algn0_ makes the object always face the camera
algn1_ makes the object always face the camera locked on the objects Z axis
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OMNI LIGHT PREFIX
obj_ omni lights with the "obj_" prefix will be used for dynamic lighting of the player
Full list of object properties
Code:
MESH OBJECT PROPERTIES FOR CLOTH (flags, curtains etc)
base attributes | example
--------------------------------|--------------------------------
direction=0 to 360 | direction=90
power=0 to ? | power=20
type=1 | type=1
delay=milliseconds | delay=500
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DUMMY OBJECT PROPERTIES FOR SMOKE
base attributes | example
--------------------------------|--------------------------------
direction=0 to 360 | direction=180
power=0 to ? | power=10
delay=milliseconds | delay=500
size=1 to ? | size=10
life=0.1 to ?.? | life=2.0
togglemintime=0.1 to ?.? | togglemintime=5.0
color=r,g,b | color=0,255,0
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DUMMY OBJECT PROPERTIES FOR SOUND EFFECTS, 2 VARIANTS
base attributes | example
--------------------------------|--------------------------------
type=a0 | type=a0
min_point=x,y,z | min_point=-1000,-1000,-1000
max_point=x,y,z | max_point=1000,1000,1000
file=soundeffect filename | file=amb_fireplace
--------------------------------|--------------------------------
type=b1 | type=b1
r=units | r=500
file=soundeffect filename | file=amb_factory2
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WIND DIRECTION ORIENTATION
0 degree = positive world y axis
90 degree = positive world x axis
180 degree = negative world y axis
270 degree = negative world x axis
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BASE SOUND EFFECTS
amb_chain amb_dropwater
amb_dropwater_2d amb_engine
amb_factory2 amb_fan
amb_fireplace amb_firesource
amb_flapping amb_generator
amb_geyser_2d amb_shore_2d
amb_steam2 amb_wind_hole_2d
As stated in the video if there are any questions, problems or uncertainties feel free to post them here or dm on discord i suppose.
Edit; added list of base sound effects.