BIGTRUCK'S PAGE
BIGTRUCK'S STUFF
WALKTHROUGHS
BOD Scripting
BIGTRUCK'S STUFF
WALKTHROUGHS
BOD Scripting
- BLADEX FUNCTIONS
- 3D STUDIO MAX PLUGINS
- ADDING DOORS
- ADDING ENEMIES
- ARCHES
- ASSORTED NOTES ON LED
- ATMOSPHERES
- COMPILING THE LEVEL
- CREATING A BASIC LEVEL
- DEBUG MODE OUTPUT
- DIRECTORY SETUP
- EDITING
- FILE SYNTAX
- GAME CONSOLE COMMANDS
- GAME STARTUP COMMAND LINES OPTIONS
- KEYS
- LIGHTS
- OBJECTS AND ENTITIES
- OPEN GL
- PLAYING THE LEVEL
- SELECTION MODES
- SLOPES
- TEXTURES - SKINS TUTORIAL BY TOM TRIFFIC
- TEXTURE EDITOR - BAB EXE
- TEXTURES SETUP IN LED
- VIEWING THE MAP
BOD Scripting
OpenGL
Loading a level into OpenGL (File/Open...)
must be compiled with BC and have a levelname.lvl file
can reload levelname.bw after repeating compile w/ 'actualize .bw'
Texture placement method:
goto right-click menu- Select Surfaces
select face (flashes red)
use keys to manipulate texture (see Keys info in appendix)
settings are updated in Properties in real-time
Lighting in OpenGL vs. DirectX
The lighting in OpenGL mode is dependant on (?) the gamma in OGL,
which is different enough to influence percieved light levels (darker).
Moral: Always check your lighting from within Blade (D3D)
Right-Click Menu options