User contributions for Eric Lengyel

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15 July 2023

  • 11:0211:02, 15 July 2023 diff hist +18,594 N New World TutorialCreated page with "This tutorial teaches you how to create a new world from scratch in the C4 Engine and add all of the essential pieces for a typical game level. To enlarge any of the screenshots below, click on the thumbnail icon below the image. == Step A: Open the World Editor == To open the World Editor with a new empty world, select '''New World''' from the C4 Menu or type Ctrl-N when any user interface window is open. If you're running the demo game, you may want to hit E..." current
  • 11:0211:02, 15 July 2023 diff hist 0 N File:NewWorld15.pngNo edit summary current
  • 11:0211:02, 15 July 2023 diff hist 0 N File:NewWorld14.pngNo edit summary current
  • 11:0111:01, 15 July 2023 diff hist 0 N File:NewWorld13.pngNo edit summary current
  • 11:0111:01, 15 July 2023 diff hist 0 N File:NewWorld12.pngNo edit summary current
  • 11:0111:01, 15 July 2023 diff hist 0 N File:NewWorld11.pngNo edit summary current
  • 11:0111:01, 15 July 2023 diff hist 0 N File:NewWorld10.pngNo edit summary current
  • 11:0111:01, 15 July 2023 diff hist 0 N File:NewWorld9.pngNo edit summary current
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  • 11:0011:00, 15 July 2023 diff hist 0 N File:NewWorld6.pngNo edit summary current
  • 11:0011:00, 15 July 2023 diff hist 0 N File:NewWorld5.pngNo edit summary current
  • 11:0011:00, 15 July 2023 diff hist 0 N File:NewWorld4.pngNo edit summary current
  • 10:5910:59, 15 July 2023 diff hist 0 N File:NewWorld3.pngNo edit summary current
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  • 10:5910:59, 15 July 2023 diff hist 0 N File:NewWorld1.pngNo edit summary current
  • 10:5710:57, 15 July 2023 diff hist +4,926 N Fog SpacesCreated page with "In the C4 Engine, a '''fog space''' is a node that causes fog to be rendered in a scene. It's actually a half-space because all space is divided in half by a single boundary plane, and fog is rendered on one side of the plane. == Creating a Fog Space == right A fog space is placed in a world using the Fog Space tool in the Atmosphere Page (shown to the right) in the World Editor under the Object tab. This tool draws a rectangular..." current
  • 10:5710:57, 15 July 2023 diff hist 0 N File:Linearfog.jpgNo edit summary current
  • 10:5610:56, 15 July 2023 diff hist 0 N File:Constantfog.jpgNo edit summary current
  • 10:5610:56, 15 July 2023 diff hist 0 N File:Editor atmosphere.pngNo edit summary current
  • 10:5510:55, 15 July 2023 diff hist +2,490 N Motion BlurCreated page with "right|frame|'''Figure 1.''' Motion blur is visible due to the movement of the camera and the falling debris. The C4 Engine is capable of rendering full-scene motion blur as a post-processing effect. Motion blur in C4 is based on the concept of a velocity buffer, and it employs a sophisticated algorithm that uses information in both the velocity buffer and the structure buffer to apply the correct blur after the entire scene has been rendered. The..." current
  • 10:5510:55, 15 July 2023 diff hist 0 N File:Motionblur.jpgNo edit summary current
  • 10:5410:54, 15 July 2023 diff hist +3,167 N Cascaded Shadow MappingCreated page with "__NOTOC__ Cascaded shadow mapping is the method used by the C4 Engine to cast real-time dynamic shadows over very large areas for an infinite light source. This article describes the settings that control the sizes of the cascades and the transition areas between them, which affect the resolution of the shadows and the smoothness involved in changing from one cascade to another. == Shadow Settings == The infinite light generates up to four separate shadows maps during..." current
  • 10:5410:54, 15 July 2023 diff hist 0 N File:Cascades.pngNo edit summary current
  • 10:5310:53, 15 July 2023 diff hist +5,423 N Models and Instanced WorldsCreated page with "__NOTOC__ There are two file formats in which scene data can be saved for use in the C4 Engine: # A world file having the <code>.wld</code> extension. # A model file having the <code>.mdl</code> extension. Both of these types of resources can contain just about any kind of scene data, and they can both be loaded into a larger world as instances of the data they contain. This article describes the differences between models and instanced worlds and discusses when one ty..." current
  • 10:5210:52, 15 July 2023 diff hist 0 N File:Editor worlds.pngNo edit summary current
  • 10:5210:52, 15 July 2023 diff hist 0 N File:Editor models.pngNo edit summary current
  • 10:5110:51, 15 July 2023 diff hist +5,804 N The C4 Rendering PipelineCreated page with "right|frame|'''Figure 1.''' The major stages of the C4 Engine rendering pipeline. The C4 Engine executes a complex sequence of rendering operations during each frame of gameplay. This article gives a high-level overview of the various components of the C4 Engine rendering pipeline so that users of the engine, having some knowledge of its internal processes, can achieve more efficient results. The following sections describe the rendering stages exec..." current
  • 10:5110:51, 15 July 2023 diff hist 0 N File:Pipeline.pngNo edit summary current
  • 10:4910:49, 15 July 2023 diff hist +11,453 N Defining a Custom MethodCreated page with "In the C4 Engine, a ''method'' refers to an individual action that can appear in a script. There are many types of methods built into the engine, and an application can define its own custom methods by implementing new subclasses of the [http://c4engine.com/docs/Controller/Method.html Method] class. == Defining a Method Subclass == In this article, we will use the example of a method called <code>ChangeLightColorMethod</code> that simply changes the color of a light so..."
  • 10:4810:48, 15 July 2023 diff hist +12,829 N Defining a Custom ControllerCreated page with "In the C4 Engine, a ''controller'' is attached to a node to give it some kind of dynamic behavior. A controller is represented by a subclass of the [http://c4engine.com/docs/Controller/Controller.html <code>Controller</code>] class and contains all of the information needed to move or change an object in some way. It is often the case that a controller is assigned to a node and configured in the World Editor under the Controller tab in the Node Info window. == Defining..."
  • 10:4610:46, 15 July 2023 diff hist +2,057 N Distribution ControllerCreated page with "__NOTOC__ The '''Distribution Controller''' is a special type of controller that forwards the messages it receives to other controllers. This can be useful for performing the same action on multiple nodes in the world using only a single script method. If the target of a script method has a Distribution Controller attached to it, then it's as if the same script method were applied to all of the nodes to which the distribution controller forwards its messages. As an exam..." current
  • 10:4610:46, 15 July 2023 diff hist +1,728 N Animation ControllerCreated page with "__NOTOC__ The '''Animation Controller''' is a type of controller that can be used to play animations for a generic model. == Settings == The following settings are available for Animation Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{Setting|'''Initial animation name'''|The name of the animation resource that is initially applied to the model.}} |- {{Setting|'''Animation is initially playing'''|If checked, then the animation is initially playing whe..." current
  • 10:4510:45, 15 July 2023 diff hist +1,426 N Physics ControllerCreated page with "__NOTOC__ The '''Physics Controller''' is a type of controller that represents the global physics simulation. The Physics Controller is built into the core engine, and automatically assigned to the Physics Node when it is placed in the scene. A single Physics Node should be placed in any world that uses the built-in physics simulation by using the tool in the Physics Page. == Settings == The following settings are available for Physics Controllers. {| {{Table}} {{..." current
  • 10:4510:45, 15 July 2023 diff hist +2,971 N Rigid Body ControllerCreated page with "__NOTOC__ The '''Rigid Body Controller''' is a type of controller that represents a rigid body in a physics simulation. The Rigid Body Controller is built into the core engine, and it's used for all solid objects that move under the control of the built-in physics system. == Settings == The following settings are available for Rigid Body Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Rigid Body Flags'''|}} |- {{Setting|'''..." current
  • 10:4410:44, 15 July 2023 diff hist 0 N Category:PhysicsCreated blank page current
  • 10:4410:44, 15 July 2023 diff hist 0 N Category:ControllersCreated blank page current
  • 10:4410:44, 15 July 2023 diff hist +5,491 N Cloth ControllerCreated page with "__NOTOC__ The '''Cloth Controller''' is the type of controller assigned to a dynamic cloth geometry. The Cloth Controller is built into the core engine, and it is part of the Physics Manager. == Settings == The following settings are available for Cloth Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Deformable Body Flags'''|}} |- {{Setting|'''Ignore force fields'''|If checked, then force fields do not affect this..." current
  • 10:4310:43, 15 July 2023 diff hist +5,041 N Rope ControllerCreated page with "__NOTOC__ The '''Rope Controller''' is the type of controller assigned to a dynamic rope geometry. The Rope Controller is built into the core engine, and it is part of the Physics Manager. == Settings == The following settings are available for Rope Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Deformable Body Flags'''|}} |- {{Setting|'''Ignore force fields'''|If checked, then force fields do not affect this rop..." current
  • 10:4310:43, 15 July 2023 diff hist +2,788 N Spin ControllerCreated page with "__NOTOC__ The '''Spin Controller''' is a type of controller that causes a node to continuously spin about a particular axis. The Spin Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid bodies out of it..." current
  • 10:4210:42, 15 July 2023 diff hist +3,388 N Rotation ControllerCreated page with "__NOTOC__ The '''Rotation Controller''' is a type of controller that causes a node to rotate forward or backward through a given angle. The Rotation Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid b..." current
  • 10:4210:42, 15 July 2023 diff hist +2,960 N Oscillation ControllerCreated page with "__NOTOC__ The '''Oscillation Controller''' is a type of controller that causes a node to oscillate between two positions on a sine wave. The Oscillation Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rig..." current
  • 10:4010:40, 15 July 2023 diff hist +239 N Template:SettingCreated page with "| style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 24px 2px 6px;" | {{{1}}} | style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 6px 2px 6px;" | {{{2}}}" current
  • 10:4010:40, 15 July 2023 diff hist +418 N Template:HeadingSettingCreated page with "| style="vertical-align: top; background-color: #E8E8E8; border-left: solid 1px #444; border-right: solid 1px #444; border-top: solid 2px #444; border-bottom: solid 2px #444; padding: 2px 24px 2px 6px;" | {{{1}}} | style="vertical-align: top; background-color: #E8E8E8; border-left: solid 1px #444; border-right: solid 1px #444; border-top: solid 2px #444; border-bottom: solid 2px #444; padding: 2px 6px 2px 6px;" |" current
  • 10:4010:40, 15 July 2023 diff hist +3,273 N Movement ControllerCreated page with "__NOTOC__ The '''Movement Controller''' is a type of controller that causes a node to move forward and backward between two positions. The Movement Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid bo..." current
  • 10:3910:39, 15 July 2023 diff hist +1,512 N String TablesCreated page with "'''String tables''' are used by the C4 Engine to store human-readable text strings in resources that are external to the engine code and game code. The use of string tables is not required, but they can be convenient for storing strings separately in order to make localization easy and allow text to be changed without the need to recompile your game. == String Table Resources == String table resources have the <code>.str</code> file extension and reside inside subfolde..." current
  • 10:3810:38, 15 July 2023 diff hist +1,325 N File LocationsCreated page with "The following table lists the locations where certain types of files created by the C4 Engine are stored under Windows. {| {{Table}} {{Tablehead|File Type|File Location}} |- {{Tablerow|Log file|<code>C:\Users\''<username>''\AppData\Local\C4 Engine\</code>}} |- {{Tablerow|Configuration files|<code>C:\Users\<username>\AppData\Roaming\C4 Engine\</code>}} |- {{Tablerow|Screenshots and saved games|<code>C:\Users\<username>\Documents\C4 Engine\</code>}}..." current
  • 10:3610:36, 15 July 2023 diff hist +3,269 N Pack Files and Virtual DirectoriesCreated page with "The Resource Manager supports pack files and a virtual directory hierarchy. All resources are stored inside the <code>Data</code> folder, where resources can be organized in an arbitrary manner. However, the top-level contents of the <code>Data</code> folder have special meanings. All of the top-level sub-folders of the <code>Data</code> folder behave as if their contents belonged to a single virtual folder at the root of the resource name space. These top-level subfold..." current
  • 10:3510:35, 15 July 2023 diff hist +11,117 N Command ConsoleCreated page with "480px|right The '''Command Console''' window can be opened at any time by pressing the tilde/grave key. (On some non-English keyboards, the key directly below the Escape key should be used.) The window displays a command line and an output buffer as shown in the image to the right. If the C4 Engine was built using the debug settings, the window displays "(Debug)" to the right of the build number. The console stores a small command history that can b..."
  • 10:3210:32, 15 July 2023 diff hist 0 N File:Console.pngNo edit summary current
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