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Old 21st December 2009, 18:33   #1
Frand
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Exclamation Stair Dismount 2 - beta & level editing FAQ

Stair Dismount 2 - Level Editing FAQ
FAQ revision 0.1 - First skeleton draft, work in progress!

1. Requirements
  1. Windows PC with OpenGL drivers installed
  2. Stair Dismount 2 development beta build v0.5 download link
  3. irrEdit 1.5 download link
  4. SXcuboid plugin for irrEdit 1.5 download link NOTE: Only works with 1.5, not other versions!
  5. Vamopreto lighting tool download link


2. Setting Up the Tool Chain
  1. Download all the four zip files linked above
  2. Unzip irrEdit, SD2 beta and Vamopreto to their own folders.
  3. Copy sxcuboid plugin to irrEdit folder. Note: sxcuboid zip file contains folders "plugins" and "resource", and the files in these folders are expected to find their way to the corresponding folders in the irrEdit folder.


3. Short Pipeline Summary
  1. Design level in irrEdit -> save as scene.irr into Vamopreto folder
  2. Light level in Vamopreto, just double-click the executable
  3. Copy level data (scene.irr) and lighting data produced by Vamopreto (scene.vao) to the game data folder as either scene1.irr and scene1.vao or scene2.irr and scene2.vao
  4. Start game, test level, go to step 1 if necessary


4. Creating Dismount Levels in irrEdit

All the cubes in the levels are created with "sxcuboids", a custom geometry node enabled in irrEdit with our custom plugin.

All levels consist of cubes only. No skewing, no deformations.
You can move the cubes, rotate the cubes, duplicate cubes and change their size. That's all there is to it.

To make things easier, you can also create a bunch of cubes, move them under an empty scene node and then duplicate the node to have "brushes" of multiple cubes.

Note: Do not adjust the SCALE attribute of any cuboid. If you want to change the dimensions of any cube, adjust the SIZE attribute of the cuboid. This is important - modifying scale may lead to unexpected results.

Cuboids, cuboid attributes
Using hierarchies
spawn, camera_target, camera_pos and other important nodes
panorama camera nodes
lighting attributes
subdivision controls and visualization

And sigh, no... irrEdit doesn't have undo/redo functionality.


5. Lighting in Vamopreto

Save the level out from irrEdit with the name "scene.irr", and copy it to the Vamopreto folder.

Then rename any of the skydome files in the Vamopreto folder as simply "skydome.png". This image will be used to calculate lighting and soft occlusion shadows into the level geometry.

Feel free to edit your own skydome files if you wish. Just keep them the same size and file format.

If the Vamopreto folder has both scene.irr and skydome.png then simply double-click on vamopreto.exe to begin the level-lighting process. It is fully automatic.

After Vamopreto has finished (this may take a few minutes depending on the complexity of the level and the speed of your PC), a file named scene.vao appears in the same folder.

These can now be copied into the game data folder as either scene1.irr and scene1.vao or scene2.irr and scene2.vao, depending on which of our example scenes you wish to replace.


6. Testing Levels

Files related to each level:

scenex.irr where x is either the number 1 or 2, created in irrEdit

scenex.vao where x is either the number 1 or 2 together with the irr-file, created by Vamopreto

lighting_y.xml where y is "day", "evening" or any other descriptive word, edited with notepad or any text editor. Name must match the property set in the level editor!

sky_z.png where z is "day", "evening" or any other descriptive word, is a backdrop image used in the game on the backdrop environment sphere, lighting_y.xml defines which sky_z.png is used. Note: This file is not used by Vamopreto for anything!

You can find examples of all of the above files in the game data folder!


7. Optimizing Performance
subdivisions revisited
iPhone considerations












----
Original post still here for those confused by the unfinished FAQ

Everyone please read

To call every one of the forum members here patient is an understatement. Stair Dismount 2 has had a long development life filled with setbacks, delays and learning experiences.

The game is certainly not finished yet, but we are again setting some time aside to bring it closer to completion. In fact, this started today.

But to keep things more interesting for you guys, we thought of an idea that might make the wait more enjoyable than just reading our random forum posts.

We intend to soon release a development build and instructions how to create Dismount levels.

These will be the same tools we've so far used to make levels in the SD2 tech tests and the released iPhone version of Stair Dismount.

The development build will be rough: it only runs in a window, it has no sound, and it has no online leaderboards. Essentially it's a PC version of the iPhone game, but with only two levels included, one for reference, the other for the levels you can create.

So it's not a full game, but it is a very good sandbox to play with the Dismount physics and to try out level ideas.

If you're expecting user-friendliness and levels that can be done at the push of a button, it won't be that simple. The 3D editor is not the most user-friendly one out there, and there is also the lighting step that needs to be done in a separate tool before a level can be tested in the game. But these are the tools we've used, so they are arguably usable

We wanted to give a heads-up now to let everyone know of the plan. There may be some details we haven't thought of that can delay the plan, but I'll be keeping everyone posted of how things are going.

This thread will become the place for conversation, level editing information and level sharing (we'll figure out how to enable file attachments in the forum software).

We're eager to see where the next days and weeks will lead to, hope you are too.

Last edited by Frand : 23rd December 2009 at 19:53. Reason: Download links added
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Old 22nd December 2009, 11:36   #2
eladnator
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wooo i cant wait for this. i been waiting ever since i saw SD2 announced
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Old 22nd December 2009, 16:31   #3
otto555
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oh my god i cant wait!!!!
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Old 23rd December 2009, 20:44   #4
Frand
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Tools now available. The instruction FAQ is still lagging behind, so in the meantime please open up scene1.irr and scene2.irr from the data folder of the SD2 beta in irrEdit to check things out on a rudimentary level.

I apologize for not having the time to write down the instructions yet in more detail, the FAQ will be updated in bits during and after the holidays.
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Old 24th December 2009, 09:17   #5
Gran PC
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Frand, jetro, is this a new version of the sxCuboid plugin or does it matter if I don't update?
Also, thanks for this release. You win.
Will notable maps be included with a final version (with permission of their authors)?
By the way, some day I'm going to work on a better level editor. It will have undo/redo and will be somewhat user-friendly.

EDIT: I have a question though. If I were to get Stair Dismount 2 for iPhone and extract the data, I'd be able to load the levels on this prototype, right?

Last edited by Gran PC : 24th December 2009 at 09:25.
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Old 24th December 2009, 09:54   #6
Frand
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Quote:
Originally Posted by Gran PC View Post
Frand, jetro, is this a new version of the sxCuboid plugin or does it matter if I don't update?
Also, thanks for this release. You win.
Will notable maps be included with a final version (with permission of their authors)?
By the way, some day I'm going to work on a better level editor. It will have undo/redo and will be somewhat user-friendly.

EDIT: I have a question though. If I were to get Stair Dismount 2 for iPhone and extract the data, I'd be able to load the levels on this prototype, right?
This is a new version of the plugin, compiled for irrEdit 1.5 since 1.4alpha is no longer available.

And yes, theoretically through shady means, extracting the iPhone levels is possible
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Old 24th December 2009, 10:14   #7
Gran PC
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Quote:
Originally Posted by Frand View Post
And yes, theoretically through shady means, extracting the iPhone levels is possible
Shady means = piracy (no thanks) or buying the game (impossible: I don't have an iPhone) and jailbreaking the iPhone.

Nah, I'd rather make my own maps to break Bill Gates' imported face on them (am I fast yet ).


EDIT: News kicking in about an easter egg in Stair Dismount Touch (lighting_easteregg.xml).

Can we change the friction on a block?
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Last edited by Gran PC : 24th December 2009 at 10:59.
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Old 25th December 2009, 10:18   #8
jetro
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They're cuboids, not cubes.
Block-specific attributes are on TODO list, like so many other things as usual.
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Old 25th December 2009, 11:15   #9
Gran PC
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Quote:
Originally Posted by jetro
They're cuboids, not cubes.
Aw yes you're right. I'm dumb.
Quote:
Originally Posted by jetro
Block-specific attributes are on TODO list, like so many other things as usual.
No problem. I just changed the angle a bit.
Quote:
Originally Posted by Gran PC
Will notable maps be included with a final version (with permission of their authors)?
Anyone @ Secret Exit knows?
Also, got a map almost done. To be able to make this map quicker, I edited TouchDismount.exe to read from scene.irr instead of scene2.irr, moved Vamopreto to the data folder and wrote an irrEdit script to run Vamopreto and when it's done, run SD2.
If anyone wants the script, ask me for it.

EDIT: Video of the map up.
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Last edited by Gran PC : 25th December 2009 at 18:14.
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Old 25th December 2009, 21:53   #10
jetro
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Quote:
Originally Posted by Gran PC View Post
Aw yes you're right. I'm dumb.
Heh, that comment about cuboids was actually for Frand who wrote about cuboids to the instructions.

Nice level btw, although the background block is quite dark.

I think we don't have any official stance about including user created levels with the game... but as long as we would get some official permission to do so, I think it could be possible.
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