Difference between revisions of "Shadwen Editor Tutorial"
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Latest revision as of 09:15, 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\
Contents
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)
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:
- Welcome!
- Controlling Camera
- "Save scene?" Prompt
- Editor View & Game View
- Navigating in the Editor View
- Warping
- Customizing the Editor View
- Layers
- Processing Tools and Options
- Opening a Level
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:
- Basic Tools
- Copying and Cloning Objects
- Collision Helpers
- Object Properties
- Grid
- Vertex Snap
- Optimizing Jumps
- Shortcuts
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:
- Navigation Mesh
- Hiding Spots
- Patrol
- AIMissionExitHelperEntity
- Gossip
- AI detection for moving dynamic objects
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:
- Tier 1 Items
- Tier 2 Items
- List Of Crafting Materials
- Adding Lootable Containers
- Crafting
- InventoryManager
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:
- TrineMoveBetweenPointsComponent
- Triggers and property connections
- Assigning OtherBoxCollectorAreas
- Shadwen Door System
Other Tutorials & Tips
Helpful tutorials and tips that aren't covered in the existing Editor Tutorial Levels.
- Checklist for Creating Levels
- Editor Cheats
- Editor Glossary
- Error List
- Grid
- Level Start and End Points
- Reference list
- Spawning Characters
- Toolbar
- 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 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