Difference between pages "User:DUTDamian465" and "Shadwen Editor Tutorial"

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49 year-old Facilities Manager Murry from Longueuil, has pastimes for example hunting, magnetic dry erase board and scrabble. Feels travel a revealing experience after taking a flight to San Marino Historic Centre and Mount Titano.<br><br>Stop by my website: [https://www.zhidianoffice.com/ Magnetic White Board]
+
Welcome to the Frozenbyte Editor Tutorial!
 +
 
 +
These tutorials are mainly written for the Shadwen Editor, but they can also be used with the previous versions of the Frozenbyte Editor. However, please note that the older versions ([[Trine_3:_The_Artifacts_of_Power#Editor|Trine 3: The Artifacts of Power]], [[Trine_Enchanted_Edition#Editor|Trine Enchanted Edition]] and [[Trine_2#Editor|Trine 2]] Editors) may have some differences compared to the Shadwen Editor, for example some features may be missing, etc.
 +
 
 +
Shadwen also comes with playable tutorial levels covering the basics of using the Editor. This wiki works best when combined with the playable tutorial levels, but both can also be used independently. If it's a possibility to you, it's highly recommended that you play the tutorial levels, as that way you actually get to try the Editor out in practice, instead of just learning about it in theory. The playable tutorial levels also include assignments that test how well you've learned.
 +
 
 +
The tutorial levels can be played inside the Shadwen Editor. They can be found from '''''data\mission\editor_tutorial\'''
 +
 
 +
=About the Frozenbyte Editor=
 +
* [[How to obtain the Frozenbyte Editor]]
 +
* [[Frozenbyte Editor hardware and software requirements]]
 +
* [[How to install the Frozenbyte editor]]
 +
* [[Mods]] (Including instructions how to create your own MODs, how to publish your MODs into Shadwen Workshop and how to download and enable MODs made by other people)
 +
 
 +
= [[editor_getting_started|Getting Started]] =
 +
 
 +
This tutorial covers the very basics of using the Editor, by teaching the Editor's basic controls, features and keyboard shortcuts.
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\01_getting_started''
 +
 
 +
'''Subjects covered:'''
 +
* [[editor_getting_started#Welcome.21|Welcome!]]
 +
* [[editor_getting_started#Controlling_Camera|Controlling Camera]]
 +
* [[editor_getting_started#.22Save_scene.3F.22_Prompt|"Save scene?" Prompt]]
 +
* [[editor_getting_started#Editor_View_and_Game_View|Editor View & Game View]]
 +
* [[editor_getting_started#Navigating_in_the_Editor_View|Navigating in the Editor View]]
 +
* [[editor_getting_started#Warping|Warping]]
 +
* [[editor_getting_started#Customizing_the_Editor_View|Customizing the Editor View]]
 +
* [[editor_getting_started#Layers|Layers]]
 +
* [[editor_getting_started#Processing_Tools_and_Options|Processing Tools and Options]]
 +
* [[editor_getting_started#Opening_a_Level|Opening a Level]]
 +
 
 +
 
 +
 
 +
= [[static_objects|Static Objects]] =
 +
 
 +
This tutorial covers Static Objects, Collision Helpers and how to place, move and adjust them in a level. The tutorial also teaches how to copy and clone objects and offers some level design tips.
 +
 
 +
This tutorial assumes the player already has basic knowledge of the subjects taught in [[editor_getting_started|Getting Started.]]
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\02_static_objects''
 +
 
 +
'''Subjects covered:'''
 +
* [[static_objects#Basic_Tools|Basic Tools]]
 +
** [[static_objects#Move_Tool_.28Hotkey_1.29|Move Tool (Hotkey 1)]]
 +
** [[static_objects#Rotate_Tool_.28Hotkey_2.29|Rotate Tool (Hotkey 2)]]
 +
** [[static_objects#Scale_Tool_.28Hotkey_3.29_.26_Scale_Specific_Side_Tool_.28Hotkey_6.29|Scale Tool (Hotkey 3) & Scale Specific Side Tool (Hotkey 6)]]
 +
* [[static_objects#Copying_.26_Cloning_Objects|Copying and Cloning Objects]]
 +
* [[static_objects#Collision_Helpers|Collision Helpers]]
 +
* [[static_objects#Object_Properties|Object Properties]]
 +
* [[static_objects#Grid|Grid]]
 +
* [[static_objects#Vertex_Snap|Vertex Snap]]
 +
* [[static_objects#Optimizing_Jumps|Optimizing Jumps]]
 +
* [[static_objects#Shortcuts|Shortcuts]]
 +
 
 +
= [[dynamic_objects|Dynamic Objects]] =
 +
 
 +
This tutorial covers Dynamic Objects and how to place, move and adjust them in a level. The tutorial also goes more in-depth with object components: how to add new components, which components are the most common to edit, and so forth. It also offers some examples that you can do with dynamic objects and game physics.
 +
 
 +
This tutorial assumes the player already has basic knowledge of the subjects taught in previous tutorials: [[editor_getting_started|Getting Started]] and [[static_objects|Static Objects.]]
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\03_dynamic_objects''
 +
 
 +
'''Subjects covered:'''
 +
* [[Dynamic_objects#Dynamic_Objects|Dynamic Objects]]
 +
** [[Dynamic_objects#ActorTypes|ActorTypes]]
 +
** [[Dynamic_objects#Adding_dynamic_objects|Adding Dynamic Objects to a Level]]
 +
* [[Dynamic_objects#Mass_Property|Mass Property]]
 +
* [[Dynamic_objects#Adding_Components|Adding Components]]
 +
 
 +
 
 +
 
 +
= [[shadwen_rope_targets|Rope Targets]] =
 +
 
 +
This tutorial explains how to make and use rope targets for Shadwen and offers some level design tips.
 +
 
 +
This tutorial assumes you have checked and understood these tutorials: [[editor_getting_started|Getting Started]], [[static_objects|Static Objects]] and [[dynamic_objects|Dynamic Objects.]]
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\04_rope_targets''
 +
 
 +
'''Subjects covered:'''
 +
* [[Shadwen_rope_targets#Rope_Targets|Rope Targets]]
 +
* [[Shadwen_rope_targets#Making_Rope_Targets|Making Rope Targets]]
 +
** [[Shadwen_rope_targets#AimedRopeTargetComponent|AimedRopeTargetComponent]]
 +
** [[Shadwen_rope_targets#Target_area|Target area]]
 +
** [[Shadwen_rope_targets#Turning_an_object_into_a_rope_target|Turning an object into a rope target]]
 +
 
 +
 
 +
 
 +
= [[shadwen_ai|AI]] =
 +
 
 +
This tutorial explains how the game AI works, how to place different enemies to levels and modify their properties and paths.
 +
 
 +
This tutorial assumes you have a good knowledge about [[editor_getting_started|Getting Started]], [[static_objects|Static Objects]] and [[dynamic_objects|Dynamic Objects.]]
 +
 
 +
This tutorial also uses some basic [[shadwen_prefabs|prefabs]], so if the tutorial feels too advanced all of the sudden, it's recommended to skip it and come back later.
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\05_ai''
 +
 
 +
'''Subjects covered:'''
 +
* [[shadwen_ai#Navigation_Mesh|Navigation Mesh]]
 +
* [[shadwen_ai#Hiding_Spots|Hiding Spots]]
 +
* [[shadwen_ai#Patrol|Patrol]]
 +
** [[Shadwen_ai#SelectiveAIEnablingHelperEntity|SelectiveAIEnablingHelperEntity]]
 +
* [[shadwen_ai#AIMissionExitHelperEntity|AIMissionExitHelperEntity]]
 +
* [[shadwen_ai#Gossip|Gossip]]
 +
* [[shadwen_ai#AI_detection_for_moving_dynamic_objects|AI detection for moving dynamic objects]]
 +
 
 +
= [[shadwen_items|Items]] =
 +
 
 +
This tutorial will walk you through how to implement items into your levels. How to make objects lootable in game, how to create items and how to use these in typical situations.
 +
 
 +
You are expected to have a good grasp on [[editor_getting_started|Getting Started]], [[static_objects|Static Objects]] and [[dynamic_objects|Dynamic Objects]].
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\06_items''
 +
 
 +
'''Subjects covered:'''
 +
*[[shadwen_items#Tier_1_Items|Tier 1 Items]]
 +
*[[shadwen_items#Tier_2_Items|Tier 2 Items]]
 +
*[[shadwen_items#List_Of_Crafting_Materials|List Of Crafting Materials]]
 +
*[[shadwen_items#Adding_Lootable_Containers|Adding Lootable Containers]]
 +
*[[shadwen_items#Crafting|Crafting]]
 +
**[[shadwen_items#Grappling_Hook_.28Rope.29|Grappling Hook (Rope)]]
 +
**[[shadwen_items#Poison_Dart_Launcher|Poison Dart Launcher]]
 +
**[[shadwen_items#Double_Poison_Dart|Double Poison Dart]]
 +
**[[shadwen_items#Sticking_Bomb|Sticking Bomb]]
 +
**[[shadwen_items#Pulsing_Bomb|Pulsing Bomb]]
 +
**[[shadwen_items#Pressure_Mine|Pressure Mine]]
 +
**[[shadwen_items#Proximity_Mine|Proximity Mine]]
 +
**[[shadwen_items#Decoy_Toy|Decoy Toy]]
 +
**[[shadwen_items#Distracting_Trap|Distracting Trap]]
 +
* [[Shadwen_items#InventoryManager|InventoryManager]]
 +
 
 +
= [[shadwen_prefabs|Prefabs]] =
 +
 
 +
This tutorial covers the basics of Prefabs: what they are, how to place and adjust them in a level, how to create new ones and how to edit existing ones. Prefabs are units that consist of several entities, usually at least collision and art, and so they can be used to make levels more quickly. Prefabs come in different sizes from small, like single walls, or large like entire town squares. Prefabs also make editing levels faster: a change in prefab will affect all the levels that use that prefab.
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\07_prefabs''
 +
 
 +
'''Subjects covered:'''
 +
* [[Shadwen_prefabs#Prefabs|Prefabs]]
 +
** [[Shadwen_prefabs#Parenting_objects|Parenting objects]]
 +
** [[Shadwen_prefabs#Master_objects|Master objects]]
 +
** [[Shadwen_prefabs#Creating_prefabs|Creating prefabs]]
 +
*** [[Shadwen_prefabs#Parenting|Parenting]]
 +
** [[Shadwen_prefabs#Modification|Modification]]
 +
*** [[Shadwen_prefabs#Prefab_icon_colors|Prefab icon colors]]
 +
** [[Shadwen_prefabs#Useful_tips|Useful tips]]
 +
* [[Shadwen_prefabs#Creating_new_types|Creating new types]]
 +
 
 +
 
 +
= [[level_art_basics|Level Art Basics]] =
 +
 
 +
This tutorial covers the basics of using actual art in your levels, bringing the level itself alive. The tutorial also covers the basics of using lights and shadows.
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\08_level_art_basics''
 +
 
 +
'''Subjects covered:'''
 +
* [[Level_art_basics#Getting_started|Getting started]]
 +
** [[Level_art_basics#Some_useful_buttons|Useful buttons]]
 +
** [[Level_art_basics#Some_tips_about_the_type_tree|Some tips about the type tree]]
 +
** [[Level_art_basics#Other_useful_tips|Other useful tips]]
 +
** [[Level_art_basics#General_Level_Art_Workflow_Tips|General Level Art Workflow Tips]]
 +
* [[Level_art_basics#Lighting|Lighting]]
 +
* [[Level_art_basics#Shadows|Shadows]]
 +
* [[Level_art_basics#Art|Art]]
 +
 
 +
 
 +
 
 +
= [[hingejoints|HingeJoints]] =
 +
 
 +
This tutorial covers the basics of HingeJoints: what they are, how to place and adjust them in a level and how to attach them to one or more objects. The tutorial also offers some examples of what can be done with HingeJoints.
 +
 
 +
This tutorial assumes the player already has a firm grasp of the subjects taught in previous tutorials: [[editor_getting_started|Getting Started]], [[static_objects|Static Objects]] and [[dynamic_objects|Dynamic Objects.]]
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\09_hingejoints''
 +
 
 +
'''Subjects covered:'''
 +
* [[Hingejoints#Single_Joints|Single Joints]]
 +
** [[Hingejoints#HingeJoint_Basics|HingeJoints Basics]]
 +
** [[Hingejoints#Attaching_HingeJoints_to_Objects|Attaching HinteJoints to Objects]]
 +
** [[Hingejoints#HingeJoint_Properties|HingeJoint Properties]]
 +
* [[Hingejoints#Multiple_Joints|Multiple Joints]]
 +
** [[Hingejoints#Training_Wheels|Training Wheels]]
 +
* [[Hingejoints#Component0_.26_Component1|Component0 & Component1]]
 +
* [[Hingejoints#Mass|Mass]]
 +
* [[Hingejoints#Some_different_ways_to_use_HingeJoints|Some different ways to use HingeJoints]]
 +
** [[Hingejoints#Using_HingeJoints_as_springs|Using HingeJoints as springs]]
 +
** [[Hingejoints#Rotating_platforms|Rotating platforms]]
 +
*** [[Hingejoints#Visibility_and_Collisions|Visibility and Collisions]]
 +
 
 +
 
 +
 
 +
= [[triggers and property connections|Triggers and Property Connections]] =
 +
 
 +
This tutorial covers slightly more advanced features, such as triggers and property connections: what they are and what can be done with them.
 +
 
 +
This tutorial assumes that the player already has basic knowledge of the subjects taught in previous tutorials: [[editor_getting_started|Getting Started]], [[static_objects|Static Objects]] and [[dynamic_objects|Dynamic Objects.]]
 +
 
 +
* '''Level path:''' ''data\mission\editor_tutorial\09_hingejoints''
 +
 
 +
'''Subjects covered:'''
 +
* [[Triggers_and_property_connections#TrineMoveBetweenPointsComponent|TrineMoveBetweenPointsComponent]]
 +
* [[Triggers_and_property_connections#Triggers_and_property_connections|Triggers and property connections]]
 +
* [[Triggers_and_property_connections#Assigning_OtherBoxCollectorAreas|Assigning OtherBoxCollectorAreas]]
 +
* [[Triggers_and_property_connections#Shadwen_Door_System|Shadwen Door System]]
 +
 
 +
 
 +
 
 +
= Other Tutorials & Tips =
 +
 
 +
Helpful tutorials and tips that aren't covered in the existing Editor Tutorial Levels.
 +
 
 +
* [[checklist_for_creating_levels|Checklist for Creating Levels]]
 +
* [[editor_cheats|Editor Cheats]]
 +
* [[editor_glossary|Editor Glossary]]
 +
* [[error_list|Error List]]
 +
* [[grid|Grid]]
 +
* [[level_start_and_end_points|Level Start and End Points]]
 +
* [[References_list|Reference list]]
 +
* [[spawning_characters|Spawning Characters]]
 +
* [[toolbar|Toolbar]]
 +
* [[type_tree|Type Tree]]
 +
 
 +
 
 +
 
 +
= Legacy Articles=
 +
Not all of these articles match the current version of the editor but some will be eventually updated to match it and take Shadwen into account. They're still probably useful as they are so don't be afraid to give them a look.
 +
 
 +
=== Getting started ===
 +
 
 +
* [[Frozenbyte Editor hardware and software requirements]]
 +
* [[How to install the Frozenbyte editor]]
 +
* [[Editor basic controls]]
 +
* [[How to create new level]]
 +
* [[How to modify existing level]]
 +
 
 +
=== Advanced ===
 +
 
 +
* [[Adding or inheriting new types to the editor]]
 +
* [[Helpful Objects]]
 +
* [[Resource|Resource types]]
 +
* [[Editor keyboard shortcuts]]
 +
* [[Scene Entities]]
 +
* [[Player (Re)spawn]]
 +
* [[Gameplay Events]]
 +
* [[Removing ghosting artifacts from the editor screen]]
 +
* [[Scale, Dimensions and resizing CollisionHelpers]]
 +
* [[SpotLightEntity shadow flickering problem]]
 +
* [[Switching editor environments]]
 +
 
 +
=== Components and entities ===
 +
* [[AmbientOcclusionEntity]]
 +
* [[BloomEntity]]
 +
* [[ColorEffectEntity]]
 +
* [[JointEntity]]
 +
* [[KeyFrameComponent]]
 +
* [[LightEntity]]
 +
* [[PropertyConnectionComponent]]
 +
* [[TrineMoveBetweenPointsComponent]]
 +
 
 +
=== Scripting ===
 +
* [[Lua Scripts]]
 +
* [[Helpful Lua Snippets]]
 +
 
 +
=== Visualization ===
 +
* [[Physics collision visualization]]
 +
 
 +
=== Languages ===
 +
* [[Adding a new language as a MOD]]
 +
 
 +
=== User testing ===
 +
* [[Playtesting]]
 +
 
 +
=== FAQ ===
 +
* [[Editor FAQ]]

Latest revision as of 10:15, 15 June 2018

Welcome to the Frozenbyte Editor Tutorial!

These tutorials are mainly written for the Shadwen Editor, but they can also be used with the previous versions of the Frozenbyte Editor. However, please note that the older versions (Trine 3: The Artifacts of Power, Trine Enchanted Edition and Trine 2 Editors) may have some differences compared to the Shadwen Editor, for example some features may be missing, etc.

Shadwen also comes with playable tutorial levels covering the basics of using the Editor. This wiki works best when combined with the playable tutorial levels, but both can also be used independently. If it's a possibility to you, it's highly recommended that you play the tutorial levels, as that way you actually get to try the Editor out in practice, instead of just learning about it in theory. The playable tutorial levels also include assignments that test how well you've learned.

The tutorial levels can be played inside the Shadwen Editor. They can be found from data\mission\editor_tutorial\

About the Frozenbyte Editor

Getting Started

This tutorial covers the very basics of using the Editor, by teaching the Editor's basic controls, features and keyboard shortcuts.

  • Level path: data\mission\editor_tutorial\01_getting_started

Subjects covered:


Static Objects

This tutorial covers Static Objects, Collision Helpers and how to place, move and adjust them in a level. The tutorial also teaches how to copy and clone objects and offers some level design tips.

This tutorial assumes the player already has basic knowledge of the subjects taught in Getting Started.

  • Level path: data\mission\editor_tutorial\02_static_objects

Subjects covered:

Dynamic Objects

This tutorial covers Dynamic Objects and how to place, move and adjust them in a level. The tutorial also goes more in-depth with object components: how to add new components, which components are the most common to edit, and so forth. It also offers some examples that you can do with dynamic objects and game physics.

This tutorial assumes the player already has basic knowledge of the subjects taught in previous tutorials: Getting Started and Static Objects.

  • Level path: data\mission\editor_tutorial\03_dynamic_objects

Subjects covered:


Rope Targets

This tutorial explains how to make and use rope targets for Shadwen and offers some level design tips.

This tutorial assumes you have checked and understood these tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\04_rope_targets

Subjects covered:


AI

This tutorial explains how the game AI works, how to place different enemies to levels and modify their properties and paths.

This tutorial assumes you have a good knowledge about Getting Started, Static Objects and Dynamic Objects.

This tutorial also uses some basic prefabs, so if the tutorial feels too advanced all of the sudden, it's recommended to skip it and come back later.

  • Level path: data\mission\editor_tutorial\05_ai

Subjects covered:

Items

This tutorial will walk you through how to implement items into your levels. How to make objects lootable in game, how to create items and how to use these in typical situations.

You are expected to have a good grasp on Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\06_items

Subjects covered:

Prefabs

This tutorial covers the basics of Prefabs: what they are, how to place and adjust them in a level, how to create new ones and how to edit existing ones. Prefabs are units that consist of several entities, usually at least collision and art, and so they can be used to make levels more quickly. Prefabs come in different sizes from small, like single walls, or large like entire town squares. Prefabs also make editing levels faster: a change in prefab will affect all the levels that use that prefab.

  • Level path: data\mission\editor_tutorial\07_prefabs

Subjects covered:


Level Art Basics

This tutorial covers the basics of using actual art in your levels, bringing the level itself alive. The tutorial also covers the basics of using lights and shadows.

  • Level path: data\mission\editor_tutorial\08_level_art_basics

Subjects covered:


HingeJoints

This tutorial covers the basics of HingeJoints: what they are, how to place and adjust them in a level and how to attach them to one or more objects. The tutorial also offers some examples of what can be done with HingeJoints.

This tutorial assumes the player already has a firm grasp of the subjects taught in previous tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\09_hingejoints

Subjects covered:


Triggers and Property Connections

This tutorial covers slightly more advanced features, such as triggers and property connections: what they are and what can be done with them.

This tutorial assumes that the player already has basic knowledge of the subjects taught in previous tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\09_hingejoints

Subjects covered:


Other Tutorials & Tips

Helpful tutorials and tips that aren't covered in the existing Editor Tutorial Levels.


Legacy Articles

Not all of these articles match the current version of the editor but some will be eventually updated to match it and take Shadwen into account. They're still probably useful as they are so don't be afraid to give them a look.

Getting started

Advanced

Components and entities

Scripting

Visualization

Languages

User testing

FAQ