Jens, 2009-05-04, From 3D model to interactive door in the HPL 2 engine
Hey!
This work log shows how you go from having a 3D model to making it interactive and useable in the game. See me use my very best skills to make a 3D model, then use the HPL2 model editor to create the ingame behaviour, the HPL2 level editor to do a quick and ugly test level and then finally take the test model & level for a test run.
RE: Jens, 2009-05-04, From 3D model to interactive door in the HPL 2 engine
The music is likely old or used from one of their earlier games. Lux is still a year off.
Some fun little pictures I took, which shows off some of the options and the folder (lol@location again).
This one mostly shows off the available options on the left side. You can even make primitives! http://img10.imageshack.us/img10/6640/26835682.jpg
This one shows off the other side - while the top left buttons are too small, it shows 2 tabs. Translation (position of object) and entity (game-options, for example locked) http://img10.imageshack.us/img10/3803/16600082.jpg
RE: Jens, 2009-05-04, From 3D model to interactive door in the HPL 2 engine
Woah. Music sounded a bit... too epic? Reminded me of the title screen music of Empire Earth.
I did like the way the door glowed (or was that just me?) and the crosshair looks nice, but I prefer just having the dot.
RE: Jens, 2009-05-04, From 3D model to interactive door in the HPL 2 engine
Question to the devs: Does the game optimize walls/multiple objects in rendering? I'm pretty stupid in how engines work still, but in most game engines object calls are more demanding than polygon count.
Please -REP me.
Honestly, please do. I want to see how low I can go!!
Ignore that error message too. Just ignore it and keep going to give me -rep.