<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5893164219650714883</id><updated>2011-07-30T13:02:58.792-07:00</updated><title type='text'>TutorialsMX</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://tutorialsmx.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>40</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6849900288974679448</id><published>2009-03-26T09:49:00.003-07:00</published><updated>2009-10-18T14:11:50.433-07:00</updated><title type='text'>Tutoriales de Unreal Editor 4</title><content type='html'>&lt;ul style="font-weight: bold;"&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uudlfm2tijp"&gt;&lt;span&gt;Hacer un Elevador&lt;/span&gt;&lt;/a&gt;                        &lt;/span&gt;&lt;span style="font-size:100%;"&gt;- &lt;a style="font-weight: normal;" href="http://go.urlcash.net/ufdlfm5nvty"&gt;Download&lt;/a&gt;&lt;a href="http://www.megaupload.com/?d=Z9OAS4KW"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/usdlfo56i6s"&gt;PhysX RigidBody&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uwdlfm6v6cy"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uxdlfosh6vv"&gt;Insertar una Animación&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/utdlfmt2kqf"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/u6dlfp10gn5"&gt;Como usar una Animación&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uwdlfmt8wpg"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/ufdlfp163to"&gt;Duplicar Packages&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;-&lt;span style="color: rgb(255, 0, 0);"&gt; &lt;/span&gt;&lt;a style="color: rgb(255, 0, 0);" href="http://go.urlcash.net/uudlfmtnacq"&gt;Ver&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uidlfn1fqf0"&gt;Terreno&lt;/a&gt;&lt;span&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uidlfn1fqf0"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uxdlfn12d6k"&gt;Sonido&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uxdlfn12d6k"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/u1dlfn18n6f"&gt;Emisor de Partículas&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/u1dlfn18n6f"&gt;Downlo&lt;/a&gt;&lt;a href="http://go.urlcash.net/u1dlfn18n6f"&gt;ad&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uhdlfn1n2mm"&gt;Efectos de Luces&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uhdlfn1n2mm"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/u4dlfn1talh"&gt;Matinee&lt;/a&gt;&lt;span&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/u4dlfn1talh"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uzdlfnorecd"&gt;Constrains&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uzdlfnorecd"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/u6dlfnoxxnx"&gt;Insertar Personaje a GoW&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/ugdlfo14dfx"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/ugdlfo14dfx"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(102, 0, 0);font-size:100%;" &gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;br /&gt;UnrealScript&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;ul&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/uxdlfpt2e45"&gt;Introducción al UScript&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/uydlfpt8vd2"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://www.megaupload.com/?d=Z9OAS4KW"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://www.ziddu.com/download/3875272/Introduccion_al_UnrealScript.doc.html"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;a href="http://go.urlcash.net/u0dlfptnfzl"&gt;&lt;span&gt;Mi Primer Mutador&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/u5dlfpttegl"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/u0dlfpubanr"&gt;Insertar Personaje a UT3&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/u0dlfpubanr"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://go.urlcash.net/usdlfpuhdzk"&gt;Insertar Arma Propia&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;- &lt;a href="http://go.urlcash.net/usdlfpuhdzk"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://go.urlcash.net/a4dlfpu43g5"&gt;&lt;span style="font-size:100%;"&gt;Ejemplo: Hacer un lanzallamas (código)&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;a href="http://go.urlcash.net/aodlfpuprez"&gt;&lt;span&gt;API UnrealScript&lt;/span&gt;&lt;/a&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold; color: rgb(51, 51, 255);"&gt;&lt;a href="http://go.urlcash.net/a5dlfpuvxjq"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;Lista de Funciones de UScript&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;&lt;a href="http://go.urlcash.net/a1dlfq24dau"&gt;UScript - Hello World&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;a href="http://go.urlcash.net/uhdlfq36wh7"&gt;Comandos&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6849900288974679448?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6849900288974679448'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6849900288974679448'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2009/03/tutoriales-de-unreal-editor-4_26.html' title='Tutoriales de Unreal Editor 4'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-3171156426987078682</id><published>2008-08-04T13:26:00.000-07:00</published><updated>2008-08-04T13:56:51.952-07:00</updated><title type='text'>Hacer un Lanzallamas</title><content type='html'>&lt;span style="font-family: verdana;font-size:85%;" &gt;Este tutorial a modo de ejemplo, muestra el código necesario para crear una arma capaz de quemar a los enemigos. Tendremos en cuenta que es para UT2004.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;BurnerProj.ucc&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:&amp;quot;;font-size:10;"  lang="EN-GB" &gt;&lt;u1:p&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/u1:p&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt; &lt;u1:p&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/u1:p&gt;&lt;/span&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;//===============================================&lt;br /&gt;// BurnerProj.&lt;br /&gt;//===============================================&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;class BurnerProj expands Projectile; &lt;u1:p&gt; &lt;/u1:p&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;var float HurtTime;&lt;br /&gt;var float LifeTime; &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt; //how long it lives&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt; &lt;u1:p&gt; &lt;/u1:p&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;Function Tick(float deltatime)&lt;br /&gt;{            &lt;br /&gt;                HurtTime+=deltatime;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt; &lt;span style="color: rgb(0, 192, 0);"&gt;               LifeTime-=deltatime;     &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;                if (HurtTime&gt;0.3)&lt;br /&gt;                {&lt;br /&gt;                           &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;//Hurt the target&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;&lt;br /&gt;                           Base.TakeDamage(Damage,Instigator,Location,Vect(0,0,0),'Burned');                            HurtTime=0;&lt;br /&gt;                           &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;// Basically ever .3 deltatime this hurts some one &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;&lt;br /&gt;                }             &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;                if ((LifeTime&lt;0)||(Base==None))&lt;br /&gt;                {&lt;br /&gt;                                Destroy(); &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;//When its life is up, it dies &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 192, 0);"&gt;                }&lt;br /&gt;} &lt;u1:p&gt; &lt;/u1:p&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;defaultproperties&lt;br /&gt;{&lt;br /&gt;     Damage=5.000000&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;  &lt;span style="color: white;"&gt;// How much damage it does&lt;/span&gt;&lt;span style="color: rgb(0, 192, 0);"&gt;&lt;br /&gt;     Mesh=LodMesh'UnrealShare.FlameM'&lt;/span&gt; &lt;span style="color: white;"&gt; // What it looks like &lt;/span&gt;&lt;span style="color: rgb(0, 192, 0);"&gt;&lt;br /&gt;     bUnlit=True&lt;br /&gt;}&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="" lang="EN-GB"&gt; &lt;u1:p&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/u1:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: Verdana;" lang="EN-GB"&gt;Si quisieramos que el proyectil fueran granadas de gas venenoso o flechas envenenadas, siempre podremos cambiar el damage type y borrar la mesh que no usemos.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: Verdana;" lang="EN-GB"&gt;Así que añadimos el siguiente código a el archivo que hemos creado:&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="" lang="EN-GB"&gt; &lt;span style="color: rgb(0, 192, 0);"&gt;&lt;u1:p&gt; &lt;/u1:p&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;simulated function ProcessTouch (Actor Other, Vector HitLocation)&lt;br /&gt;{&lt;br /&gt;local BurnerProj AnOther,FinalBurn;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;if ( Other.Isa('Pawn')) &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;// If the targets a pawn(bot, player, monster, etc.)&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;&lt;br /&gt;{&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;//This makes sure a person is only set on fire once&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;foreach AllActors(class'BurnerProj',AnOther)&lt;br /&gt;            {&lt;br /&gt;                           If (AnOther.Base==Other)&lt;br /&gt;                                                FinalBurn=AnOther;&lt;br /&gt;             }&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;//If that person not already on fire&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;If (FinalBurn==None)&lt;br /&gt;            {&lt;br /&gt;                &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;//Make the fire&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;&lt;br /&gt;                FinalBurn=Spawn(class'BurnerProj',Instigator,,Other.Location,Other.Rotation)&lt;br /&gt;&lt;br /&gt;               &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt; //Set if to have a life time of 1(good for flame-thrower, but if you&lt;br /&gt;                //&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;are making a incendiary arrow, or so forth, crank it up to something like 5&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;    FinalBurn.LifeTime=1.0;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;    &lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: white;" lang="EN-GB"&gt;// Attaches the fire to the target&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);" lang="EN-GB"&gt;   FinalBurn.SetBase(Other);&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;" lang="EN-GB"&gt;             &lt;span style="color: rgb(0, 192, 0);"&gt;}&lt;br /&gt;&lt;/span&gt;            &lt;span style="color: rgb(0, 192, 0);"&gt;else&lt;br /&gt;&lt;/span&gt;            &lt;span style="color: rgb(0, 192, 0);"&gt;{&lt;br /&gt;                   &lt;/span&gt;&lt;span style="color: white;"&gt;// If the target already on fire, make the fire last longer.&lt;/span&gt;&lt;span style="color: rgb(0, 192, 0);"&gt;&lt;br /&gt;&lt;/span&gt;   &lt;span style="color: rgb(0, 192, 0);"&gt;                &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);"&gt;FinalBurn.LifeTime+=5.0;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;"&gt;             &lt;span style="color: rgb(0, 192, 0);"&gt;}&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;; color: rgb(0, 192, 0);"&gt;}&lt;br /&gt;}&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Courier New&amp;quot;;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 36pt;"&gt;&lt;br /&gt;&lt;span style=";font-family:&amp;quot;;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-3171156426987078682?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3171156426987078682'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3171156426987078682'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/08/este-es-un-tutorial-modo-de-ejemplo-el.html' title='Hacer un Lanzallamas'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-1485221145583641313</id><published>2008-07-24T04:17:00.000-07:00</published><updated>2008-07-24T04:25:31.372-07:00</updated><title type='text'>Cómo poner un Placeable Actor propio en el Editor</title><content type='html'>&lt;script type="text/javascript" src="http://www.3dbuzz.com/vbforum/sv_video.php?v=961/swfobject.js"&gt;&lt;/script&gt;&lt;br /&gt;    &lt;br /&gt;        &lt;script type="text/javascript"&gt;&lt;br /&gt;          javascript:sendPlayerRequest(961,'Create a Placeable Actor?');&lt;br /&gt;        &lt;/script&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-1485221145583641313?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1485221145583641313'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1485221145583641313'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/cmo-poner-un-placeable-actor-propio-en.html' title='Cómo poner un Placeable Actor propio en el Editor'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-5932470038738387171</id><published>2008-07-04T20:35:00.001-07:00</published><updated>2009-03-28T22:30:43.292-07:00</updated><title type='text'>Testurizar cabeza de personaje</title><content type='html'>&lt;embed type="application/x-shockwave-flash" width="425" height="340" wmode="transparent" src="http://playpubli.com/rep/otros.swf?ref=modderx&amp;ver=http://www.moddb.com/media/embed/78157"&gt;&lt;/embed&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-5932470038738387171?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5932470038738387171'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5932470038738387171'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/testurizar-cabeza-de-personaje.html' title='Testurizar cabeza de personaje'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-1022676156269452850</id><published>2008-07-04T20:29:00.000-07:00</published><updated>2008-07-04T20:37:40.885-07:00</updated><title type='text'>Video Tutoriales</title><content type='html'>&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;2D / 3D                       &lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://tutorialsmx.blogspot.com/2008/07/testurizar-cabeza-de-personaje.html"&gt;Hacer la textura de una cara en Photoshop&lt;/a&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-1022676156269452850?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1022676156269452850'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1022676156269452850'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/video-tutoriales.html' title='Video Tutoriales'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-4067601192827574181</id><published>2008-07-04T16:10:00.000-07:00</published><updated>2009-10-28T09:19:26.151-07:00</updated><title type='text'>Técnica para Extraer Data de Packages</title><content type='html'>&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Crear un package con algo y con algún nombre válido (en mi caso PK_Prueba)&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Cargar completamente el package a exportar (en mi caso COG_Baird)&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Vamos al LOG y escribimos exactamente y sin espacios de más:&lt;/p&gt;&lt;p&gt;&lt;b&gt;  &lt;/b&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt;obj savepackage file=[nombredelarchivo] package=[package_a_guardar]&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt; &lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;En mi caso:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt;obj savepackage file=PK_Prueba package=COG_Baird&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Con esto se nos habilita el menú en los coocked packages&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Vamos al package que queremos exportar, seleccionamos el asset a duplicar, click derecho y vemos habilitado el menú y picamos en duplicate&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- Lo duplicamos en un nuevo package que creamos, en mi caso COG_Baird_copy, &lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;no&lt;/span&gt; el PK_Prueba, ya que si lo hiciéramos en este, los cambios no se guardarían&lt;br /&gt;&lt;/p&gt;&lt;p&gt;- El nuevo package no estará cocinado y podrá ser modificado y guardado&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: right;"&gt;                                                                                                   _______________________&lt;br /&gt;                                                                                                                                 &lt;span style="font-size:78%;"&gt;&lt;span style="font-family:courier new;"&gt;por &lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(204, 0, 0);"&gt;ModderX&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-4067601192827574181?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4067601192827574181'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4067601192827574181'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/teoria-de-para-extraer-data-de-packages.html' title='Técnica para Extraer Data de Packages'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-1181007258837770056</id><published>2008-07-04T09:02:00.000-07:00</published><updated>2008-07-04T09:09:59.512-07:00</updated><title type='text'>Commandos de Consola</title><content type='html'>&lt;h3 id="toc1"&gt;&lt;span&gt;Cheats&lt;/span&gt;&lt;/h3&gt;  &lt;table class="wiki-content-table"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;th&gt;Commando&lt;/th&gt; &lt;th&gt;Descripción&lt;br /&gt;&lt;br /&gt;&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;allammo&lt;/td&gt; &lt;td&gt;gives you full ammo&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;allweapons&lt;/td&gt; &lt;td&gt;gives you all weapons&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;fly&lt;/td&gt; &lt;td&gt;you can fly (see also walk and ghost)&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;ghost&lt;/td&gt; &lt;td&gt;you can go through walls, you don't collide with anything (see also walk and fly)&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;god&lt;/td&gt; &lt;td&gt;you'll become invincible&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;loaded&lt;/td&gt; &lt;td&gt;gives you all weapons and full ammo&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;playersonly&lt;/td&gt; &lt;td&gt;pauses game but you can still move around&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td&gt;walk   you move normally (see also fly and ghost)&lt;br /&gt;&lt;h3 id="toc2"&gt;&lt;span&gt;Bot commands&lt;/span&gt;&lt;/h3&gt; &lt;table style="width: 475px; height: 68px;" class="wiki-content-table"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;addbots [count]&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;killbots&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h3 id="toc3"&gt;&lt;span&gt;Viewmodes (rendering and performance modes)&lt;/span&gt;&lt;/h3&gt; &lt;table class="wiki-content-table"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode lit&lt;/td&gt; &lt;td&gt;normal viewmode - you can omit the parameter for this one&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode lightcomplexity&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode lightingonly&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode shadercomplexity&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode texturedensity&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode unlit&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;viewmode wireframe&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h3 id="toc4"&gt;&lt;span&gt;Performance, statistics&lt;/span&gt;&lt;/h3&gt; &lt;table class="wiki-content-table"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;stat engine&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;stat fps&lt;/td&gt; &lt;td&gt;shows frames-per-second&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;stat ld&lt;/td&gt; &lt;td&gt;shows all stats (engine+memory+scenerendering) at once&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;stat memory&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;stat scenerendering&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h3 id="toc5"&gt;&lt;span&gt;Show commands&lt;/span&gt;&lt;/h3&gt; &lt;p&gt;Works similar like turning various flags on/off in the editor.&lt;br /&gt;&lt;/p&gt; &lt;table class="wiki-content-table"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show bsp&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show collision&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show foliage&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show particles&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show postprocess&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show rigidbody&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;show staticmeshes&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h3 id="toc6"&gt;&lt;span&gt;Screen and camera commands&lt;/span&gt;&lt;/h3&gt; &lt;table class="wiki-content-table"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;behindview&lt;/td&gt; &lt;td&gt;toggles 3rd person view (you can use optional 1/0 as the parameter)&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;fov [value]&lt;/td&gt; &lt;td&gt;value is in degrees, default is 90&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;setres [value]&lt;/td&gt; &lt;td&gt;value is in form “1024x767”&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h3 id="toc7"&gt;&lt;span&gt;Other commands&lt;/span&gt;&lt;/h3&gt;  &lt;table class="wiki-content-table"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;th&gt;command&lt;/th&gt; &lt;th&gt;Descripción&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;exit&lt;/td&gt; &lt;td&gt;quits the game (the same as quit)&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;quit&lt;/td&gt; &lt;td&gt;quits the game&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;shot&lt;/td&gt; &lt;td&gt;takes a screenshot&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;showhud&lt;/td&gt; &lt;td&gt;toggles hud, handy for level screenshots (see shot)&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;slomo [value]&lt;/td&gt; &lt;td&gt;1 is normal game speed, &lt;1&gt;1 is faster&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;switchlevel [mapname]&lt;/td&gt; &lt;td&gt;changes the map - for example &lt;tt&gt;switchlevel dm-sentinel&lt;/tt&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="font-style: italic;"&gt;switchteam&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-1181007258837770056?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1181007258837770056'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1181007258837770056'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/commandos-de-consola.html' title='Commandos de Consola'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6429819220881251772</id><published>2008-07-02T20:48:00.000-07:00</published><updated>2008-07-02T20:49:45.365-07:00</updated><title type='text'>3DGames TV</title><content type='html'>&lt;script src="http://www.mogulus.com/scripts/playerv2.js?channel=3dgamestv&amp;layout=playerEmbedDefault&amp;backgroundColor=0x000000&amp;backgroundAlpha=1&amp;backgroundGradientStrength=0&amp;chromeColor=0x000000&amp;headerBarGlossEnabled=false&amp;controlBarGlossEnabled=false&amp;chatInputGlossEnabled=false&amp;uiWhite=true&amp;uiAlpha=0.1&amp;uiSelectedAlpha=0.6&amp;dropShadowEnabled=false&amp;dropShadowHorizontalDistance=10&amp;dropShadowVerticalDistance=10&amp;paddingLeft=9&amp;paddingRight=7&amp;paddingTop=21&amp;paddingBottom=10&amp;cornerRadius=3&amp;backToDirectoryURL=null&amp;bannerURL=null&amp;bannerText=null&amp;bannerWidth=320&amp;bannerHeight=50&amp;showViewers=false&amp;embedEnabled=false&amp;chatEnabled=false&amp;onDemandEnabled=false&amp;programGuideEnabled=false&amp;fullScreenEnabled=true&amp;reportAbuseEnabled=false&amp;gridEnabled=false&amp;initialIsOn=true&amp;initialIsMute=false&amp;initialVolume=7&amp;width=400&amp;height=400&amp;wmode=window" type="text/javascript"&gt;&lt;/script&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6429819220881251772?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6429819220881251772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6429819220881251772'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/3dgames-tv.html' title='3DGames TV'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-5795410097301299501</id><published>2008-07-02T20:38:00.000-07:00</published><updated>2008-07-02T20:39:16.507-07:00</updated><title type='text'>Introducción al UnrealScript</title><content type='html'>&lt;div class="xdescription"&gt;&lt;p&gt;&lt;strong&gt;Objetivo&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;En este tutorial voy a tratar de hacer una introducción a la programación con el motor Unreal usando el lenguaje de scripting UnrealScript y voy a intentar mostrar una visión general de la estructura básica de clases que usa Unreal&lt;/p&gt;  &lt;/div&gt;&lt;br /&gt;  &lt;div class="xmain"&gt;&lt;p&gt;Este tutorial está pensado para todos aquellos que están buscando un punto de partida para empezar a crear mods para el Unreal. También recomiendo encarecidamente leer la "Introducción a UnrealScript" de Tim Sweeney ya que esta introducción está más enfocada a la aplicación práctica del UnrealScript al Unreal y su introducción es más genérica.&lt;/p&gt; &lt;p&gt;Esta introducción no abarca el uso de archivos de cabecera ni otras librerías ya que no están disponibles actualmente para el público en general. Para enviarme comentarios, sugerencias y dudas podéis contactar conmigo a través de &lt;a href="mailto:ca@planetunreal.com"&gt;ca@planetunreal.com&lt;/a&gt;. Gracias a Tim Sweeney, Steven Polge, y el resto del equipo de Epic por hacer un juego tan bueno y a los desarrolladores de Epic por ser tan buenos programadores y responder a preguntas. Sois la leche :-).&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Introducción&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;em&gt;UnrealScript&lt;/em&gt; es un lenguaje pensado exclusivamente para desarrollar contenido para juegos que usen el motor Unreal. &lt;strong&gt;Está basado en Java y C++&lt;/strong&gt;, así que si tienes alguna experiencia en cualquiera de los dos lenguajes o tan solo en C, la curva de aprendizaje será relativamente pequeña, pero si no tienes ninguna experiencia anterior te recomiendo encarecidamente que primero aprendas alguno de esos lenguajes y luego vuelvas al UnrealScript. UnrealScript se adhiere a un estilo de sintaxis común tanto a Java como a C++/C, y comparte con Java bastantes palabras reservadas.&lt;/p&gt; &lt;p&gt;UnrealScript es un lenguaje de programación orientado a objetos (OOP - Object Oriented Programming) lo que significa que está basado en los conceptos de clases y herencias. Es importante hacer notar que UnrealScript no tiene todas las características de un lenguaje de programación más completo como pueda ser Java; principalmente no soporta conceptos como herencias múltiples pero, afortunadamente, ninguna de estas características son necesarias para hacer una modificación completa. Hay muchos tutoriales sobre OOP que te facilitarán la familiarización con este concepto de programar (prueba en Google).&lt;/p&gt; &lt;p&gt;Una características única de UnrealScript que no se puede encontrar ni en Java ni en C++ son los States (estados). Los estados son una característica que te permite definir diferentes implementaciones de funciones dentro de la misma clase (muy parecido a la sobrecarga de funciones en OOP), y generalmente son usadas para programación basada en el tiempo. Por ejemplo, imagina que tienes una clase Player con 3 estados: Walking, Running e Idle. Imagina que quieres que Player dé un salto en el aire si salta mientras está corriendo (Running), y que no quieres que salte mientras está quieto (Idle). Una forma de hacer esto usando estados es definir la función de salto en los estados Running e Idle, y entonces, en el código de estado Running programas que haga un salto, y en la función de salto del código de estado Idle programas que esté quieto. Entonces ahora, cuando el jugador esté corriendo (y por lo tanto, en el estado Running) dará un salto si le da a saltar y no saltará si está quieto. Lo siento si no es un buen ejemplo, pero debería ayudar para ver mejor cómo los estados pueden llegar a ser muy útiles.&lt;/p&gt; &lt;p&gt;Unreal guarda el código UnrealScript en paquetes o packages (opcionalmente junto con texturas, sonidos y modelos) en el directorio UnrealSystem o UnrealTournamentSystem. Para mantener todas tus nuevas clases en un único paquete para que sea más fácil distribuir sólo tienes que especificar el mismo nombre de paquete en el campo Package cuando crees nuevas subclases dentro de Unrealed.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Usando Unrealed para programar en UnrealScript&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Dependiendo de la versión del editor que estés usando el navegador de clases del editor podría estar en la parte derecha de la pantalla o accesible via un icono de peón en la parte superior.&lt;/p&gt; &lt;p&gt;Para compilar y guardar los cambios pulsa F7 y luego, al final del árbol elige guardar, busca tu paquete (package) y haz click en Guardar. Unrealed guardará entonces los cambios (compilados o no) en un archivo en el directorio UnrealSystem o UnrealTournamentSystem con el nombre del packagename y la extensión .u (ejemplo: blah.u para el paquete blah.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Estructura de clases de Unreal&lt;br /&gt;&lt;/strong&gt; &lt;em&gt;Object y Actor&lt;/em&gt;&lt;/p&gt; &lt;p&gt;Todo lo que se programa en UnrealScript está derivado desde una clase muy abstracta y básica llamada Object, y desde ahí tenemos muchas clases internas que se relacionan con el motor en sí mismo (principalmente sonidos, gráficos, etc) y mucho más importante, la clase Actor que contiene todo lo que podrías querer modificar para modificaciones parciales. La clase Actor define la mayoría de las variables estándares y funciones que son necesarias para todas las clases y todo el material del juego relacionado con el contenido está contenido en clases derivadas de Actor. Jugadores, armas, inteligencia artificial e incluso el juego en sí mismo está derivado de la clase base Actor. Funciones importantes a recordar en la clase Actor son BeginPlay(), Spawn(), Touch(), Tick() y Destroy().&lt;/p&gt; &lt;p&gt;La función &lt;strong&gt;BeginPlay()&lt;/strong&gt; se llama cada vez que una instancia de esta clase se pone en funcionamiento dentro del juego. Es muy útil inicializar variables importantes y hacer otras acciones en el momento de la creación de la instancia.&lt;/p&gt; &lt;p&gt;La función &lt;strong&gt;Spawn()&lt;/strong&gt; se usa para crear una instancia de una clase y ponerla en juego.&lt;/p&gt; &lt;p&gt;La función &lt;strong&gt;Touch()&lt;/strong&gt; se llama cada vez que un actor se toca con otro actor y es muy útil para causar daño o alterar variables de otro actor.&lt;/p&gt; &lt;p&gt;La función &lt;strong&gt;Tick()&lt;/strong&gt; se llama en cada gametick (instante en el juego), generalmente el mayor número de veces posible, así que la puedes usar para realizar acciones de forma contínua o para chequear ciertas condiciones. NOTA: Ten cuidado de no poner demasiado código en una función Tick() ya que es muy fácil sobrecargar (y ralentizar) el juego y provocar un retardo destacable si hay demasiadas cosas ocurriendo a la vez.&lt;/p&gt; &lt;p&gt;La función &lt;strong&gt;Destroy()&lt;/strong&gt; destruye esta instancia de la clase cuando no quieres que siga en juego.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Pawns&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;La clase Pawn contiene las clases ScriptedPawn (IA), FlockPawn (IA de insectos y enjambres), PlayerPawn (jugadores) y las clases Bot (relativas a los bots, como es lógico). Básicamente contiene todas las "entidades vivas" de un mapa. La clase Pawn define variables básicas, funciones de movimiento y otras funciones comunes a todos los Pawns. Algunas de las variables que se pueden encontrar en todos los pawns son: Health (Vida), Groundspeed/Airspeed (velocidad en tierra / velocidad en vuelo) y JumpZ (saltos).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;&lt;em&gt;PlayerPawn&lt;/em&gt;&lt;/strong&gt; comprende todos los jugadores, es decir, clientes, que están disponibles en el juego. Tiene varias clases hijas, principalmente UnrealIPlayer, Human/Skaarj, y otros jugadores male/female (varón/mujer).&lt;/p&gt; &lt;p&gt;&lt;em&gt;PlayerPawn&lt;/em&gt; tiene toda la funcionalidad de los jugadores (movimiento, gestión de entrada -ratón, teclado-) mientras que el resto de las clases hijas contienen las animaciones y los sonidos específicos a los diferentes jugadores.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Playerinput()&lt;/em&gt; y PlayerCalcView() son 2 funciones que pueden ser alteradas en tus propias clases para crear efectos muy impresionantes en tus modificaciones. Playerinput() gestiona toda la información de entrada del jugador, llama a las funciones pertinentes y modifica los datos apropiados. PlayerCalvView() gestiona los cálculos del área de visión del jugador y puede ser fácilmente modificado para crear una vista en tercera persona, etc.&lt;/p&gt; &lt;p&gt;En la clase &lt;em&gt;ScriptedPawn&lt;/em&gt; encontrarás todo el contenido del juego relativo a IA (la única excepción los FlockPawns). Esta clase define el marco de trabajo necesario para todas las criaturas que puedas encontrar en el juego. La IA usa los estados intensivamente y está basada en la técnica de navegación conocida como pathnoding (nodos de paso). Gracias a dios, Steven Polge es un muy buen programador y ha diseñado una IA muy robusta que puede ser usada para crear nuevas criaturas muy fácilmente sin añadir casi nuevo código, usando variables editables para definir todos los aspectos de la IA. Os recomiendo encarecidamente que leáis el artículo "Unreal Creature Care and Feeding Guide" si queréis hacer modificaciones mayores de la IA o si tan sólo queréis tener un conocimiento más profundo de cómo funciona por dentro la IA.&lt;/p&gt; &lt;p&gt;&lt;em&gt;FlockPawns&lt;/em&gt; es un caso especial de IA que da vida a esos maravillosos enjambres de moscas y bancos de peces que no hacen mucho más que resultar agradables de ver. Puedes modificarlos para hacerles un poco más inteligentes si quisieras supongo, pero ya hacen bastante para no ser más que insectos. NOTA: FlockMasterPawns gestiona actualmente la creación de FlockPawns, y deberías trabajar con aquellos en lugar de FlockPawns individuales ya que éstos están programados para autodestruirse si no tienen asociado un FlockMasterPawn.&lt;/p&gt; &lt;p&gt;La clase Bot cuelga directamente de ScriptedPawns ya que sus funciones y objetivos son bastante diferentes del resto de IAs del juego. Si quieres estudiar una clase porque tienes ideas de Bots más realísticos/habilidosos/únicos deberías estudiar la clase Bot. &lt;strong&gt;NOTA&lt;/strong&gt;: los bots todavía mantienen la misma estructura inicial que ScriptedPawns así que la guía de Steven Polge es también válida para entender los bots.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Info&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;La clase Info es una clase generalizada que comprende todas las clases relacionadas con la información relativa al juego, como las reglas actuales (Deatchmatch vs SinglePlayer vs TeamGame), ZoneInfo que es una clase usada para crear lava, agua o tan solo espacio vacío y PlayerReplicationInfo que contiene información de red especial para los Players. La mayor parte de mi experiencia en programación en la clases Info ha estado relacionada con GameInfo para definir nuevos tipos de juego y variaciones de los clásicos, como Deathmach sólo con ASMD. También es posible crear subclases que dependan de ZoneInfo para crear nuevos tipos de zonas como gases tóxicos de Marte o quizás un caso especializado de agua que refleje los disparos de armas, etc.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Triggers&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;La clase Trigger gestiona la operación de ascensores, puertas y otros eventos respondiendo a ciertas acciones del juego y llevando a cabo otras acciones, ya sea modificando otros actores, desactivando otros triggers o ambos. Los Triggers son invisibles dentro del juego y generalmente son activados por el contacto, la proximidad o por otro trigger. También se puede llamar a la función Trigger() de otra clase para activar ciertos triggers, por ejemplo, para abrir todas las puertas de un nivel a la vez o algo similar. Se pueden crear subclases de Triggers según creas conveniente.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Effects&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;La clase Effects cubre todos los efectos especiales de Unreal como las explosivones, los efectos de las armas, etc. Crea subclases de Effects para crear nuevos efectos o para combinar unos ya existentes.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Inventory&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;La clase Inventory contiene las clases Pickup (Items) y Weapon (Armas). Pickup se refiere a todos los items diferentes de armas que un Pawn puede recoger y usar en el juego, ya sea vida, armadura o munición. Puedes usar la clase Pickup para crear tus propios items únicos en una modificación, como por ejemplo una mina antipersonal. La clase Weapon controla todas las funciones relacionadas con el disparo y la adquisición de armas en una partida. Todas las armas individuales están definidas como subclases de la clase Weapons y controlan las características específicas de las armas, como las animaciones y la creación de efectos de proyectiles y armas. Crea una subclase de Weapons para nuevas armas (suponiendo que ya tengas el modelo y las animaciones) o puedes hacer una subclase de un arma ya existente para usar su modelo. NOTA: Weapons tiene una variable muy importante, bInstantHit. Si esta variable está en Verdadero el arma no creará un proyectil (como un cohete en el caso del lanzacohetes), y en su lugar hará un daño instantáneo a cualquier objetivo que esté en su línea de impacto (como el rifle de francotirador).&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;El resto&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Hay muchas clases que se usan para crear el resto de cosas que ves en Unreal como el HUD para los jugadores, luces, brushes en movimiento, menus o nuevos proyectiles. La experimentación y la simple navegación a través del código te debería ayudar a tener un conocimiento básico de cómo funciona el resto y cómo funciona.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;strong&gt;Vectores y Ángulos&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Unreal usa el concepto de Vectores y Ángulos para controlar el movimiento y la rotación de los Actores en el universo 3D. un vector es una estructura que contiene 3 componentes: los valores X, Y y Z, donde X es el eje delante/atrás, Y es derecha/izqda y Z es arriba/abajo. Puedes modificar estos valores directamente para alterar la posición de un Actor en el universo usando la función SetLocation() con un nuevo vector para la nueva localización.&lt;/p&gt; &lt;p&gt;La rotación está gestionada por la estructura Angle (Ángulo) que también contiene 3 componentes: Pitch, Yaw y Roll, donde Pitch rota arriba/abajo, Yaw derecha/izqda y Roll hará rodar la cámara como si estuvieras haciendo rodar tu cabeza de derecha a izquierda. Con la función SetRotation() puedes alterar la dirección en la que se encuentra un Actor o convertir la rotación en un vector para alterar la dirección de la velocidad de un Actor, etc.&lt;/p&gt; &lt;p&gt;Si estás en el colegio/universidad y quieres saber más acerca de matemáticas 3d te sugeriría que asistieras a clases de Física y Álgebra Lineal ya que los vectores y matrices son un tema común. También puedes buscar online para tutoriales de matemáticas 3d, sé que QDevels tiene un tutorial 3d así como Weapons of Destruction.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Importante&lt;/strong&gt;: Este tutorial ha sido traducido por dharana a partir del original publicado en UnrealScript.com.&lt;/p&gt;  &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-5795410097301299501?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5795410097301299501'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5795410097301299501'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/07/introduccin-al-unrealscript.html' title='Introducción al UnrealScript'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6117113568535711223</id><published>2008-06-20T14:55:00.000-07:00</published><updated>2008-06-20T14:56:49.050-07:00</updated><title type='text'>UT3 Tuto Vehicle - part 5 Coding a Basic Vehicle</title><content type='html'>&lt;p class="style22" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok where to start, first we need the correct type of vehicle code, in my case (jetbike) I'll use the manta code, try to pick a vehicle which fits yours eg:- if you have a jeep then use the Scorpian code. So what files did i use&lt;/p&gt; &lt;p class="style1" align="left"&gt;UTVehicle_Manta.uc,UTVehicle_Manta_Content,UTVWeap_MantaGun,UTVehicleFactory_Manta.uc.&lt;/p&gt; &lt;p class="style1" align="left"&gt;The first file is in the UTGame/classes folder the others in the UTGameContent/classes.&lt;/p&gt; &lt;p class="style1" align="left"&gt;First we need to rename the class &lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c001_coding.jpg" alt="#" height="255" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;do this with all 4 files, the reason I rename the original file where most people extend them is so that i can cut out the parts of code that i don't need. Be careful when editing the files if you see this line &lt;span class="style3"&gt;native(Vehicle)&lt;/span&gt; under the class....extends delete it otherwise the game will crash.&lt;/p&gt; &lt;p class="style1" align="left"&gt;So what do we need to change, well most of it is just connecting the code to our meshes in the default properties like so&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c002_coding.jpg" alt="-" height="511" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;and here the materials&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c006_coding.jpg" alt="s" height="513" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;next we change the vehcile weapon code to link with our VehicleClass&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c003_coding.jpg" alt="q" height="418" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Next we do the Vehiclefactory&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c004_coding.jpg" alt="w" height="290" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Now that all 4 files have been modified to suit our mesh names we can compile them and then play in game :)&lt;/p&gt; &lt;p class="style1" align="left"&gt;Thought you where finished well no, atm i don't have a vehicle replacement Mutator so to test my jetbike I made myself a small test map and added my vehicle factory, to do this in Ued swtich to the generic browser/actor classes, load your .u file then in NavigationPoint/UTVehicleFactory select your VehicleFactory and place it into your map then do a full build then save the map. Now if every thing has gone right you can play your vehicle in-game&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/c005_coding.jpg" alt="a" height="622" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Please remember this is only a very basic set up, to get every thing working properly you may have to tweak a lot of the default properties &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6117113568535711223?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6117113568535711223'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6117113568535711223'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-vehicles-part-5-coding-basic.html' title='UT3 Tuto Vehicle - part 5 Coding a Basic Vehicle'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-8324804542627052259</id><published>2008-06-20T14:54:00.000-07:00</published><updated>2008-06-20T14:55:38.680-07:00</updated><title type='text'>UT3 Tuto Vehicle - part 2 art 4 Material Setup par Vehículos</title><content type='html'>&lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;For the materials we need certain types with the correct names as i'm not 100% if they get called by native code that we can't change, so lets be safe than sorry. names are Blue, Blue_BO, Spawn_Blue and Red, Red_BO, Spawn_Red which are all MatrialInstanceConstant, these are parented to materials in the VH_All/Materials package. Here i'll show you how to do the Blue MIC and you'll have to done the same for the others&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok in the materials section right click on an open space and select New MaterialIntanceConstan (MIC)&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b01_materials.jpg" alt="q" height="682" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;I name this Material MIC_cwjetbike_Blue&lt;/p&gt; &lt;p class="style1" align="left"&gt;First we add the parent Material'VH_All.Materials.M_VH_All_Axon_Base'&lt;/p&gt; &lt;p class="style1" align="left"&gt;Then add your textures into the TextureParameterValue, don't forget to tick the boxes as well&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b02_materials.jpg" alt="w" height="377" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Now for the other MIC's,&lt;/p&gt; &lt;p class="style1" align="left"&gt;For the MIC_cwjetbike_Spawn_Blue we need to parent it to the MaterialInstanceConstant'VH_CWE_Jetbike.Materials.MIC_cwjetbike_Blue'&lt;/p&gt; &lt;p class="style1" align="left"&gt;and set all the varibles show below (copied from the Manta mic)&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b04_materials.jpg" alt="a" height="524" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b05_materials.jpg" alt="s" height="530" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;For the MIC_cwjetbike_Blue_BO we need to parent it to Material'VH_All.Materials.M_VH_Burnout' the rest is the same as above&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b03_materials.jpg" alt="d" height="425" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Bad news time yes we need another material this time its a MaterialIntanceTimeVarying, this is where the real BurnOut takes effect, create it as normal and parent it to you MIC_BO(above)&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b06_materials.jpg" alt="ä" height="680" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;As you can see there are a lot of values to set (this is the manta version) so for mine I just copied the values for now. The only texture you have to add is the Damage_Mask all the others are automaticaly copied from the MIC.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok how do you make a Damage_Mask? Answer not sure, but have a look at the picture below&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/b09_dammask.jpg" alt="p" height="563" width="600" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Here you can see how the colours of the mask act on the vehicle, remember when you make your mask use full colours eg:- red=255, the lightblue is B=255 + G=255. the background colour remains Black. As far as I can tell UT3 uses this mask to display the damage on the vehicle starting with the red area's and moving back to the green, i maybe wrong about this so we'll have to wait for comfermation from Epic&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Now we do the same for the Red set.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Hopefully thats all we need so that we can now go and start the coding&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-8324804542627052259?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8324804542627052259'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8324804542627052259'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-vehicle-part-2-art-4-material.html' title='UT3 Tuto Vehicle - part 2 art 4 Material Setup par Vehículos'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-7835975135010228224</id><published>2008-06-20T14:52:00.000-07:00</published><updated>2008-06-20T14:54:12.892-07:00</updated><title type='text'>UT3 Tuto Vehicle - part 3 Simple AnimTree</title><content type='html'>&lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;In this section I'll try and explain what i think the correct basic set up for a basic animtree is.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok first in the Anims section right click and select New Anim Tree&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a001_animtreepart1.jpg" alt="q" height="671" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok we gave it a name and got this below, ntoice i've added a PreviewSkelMesh and a PreviewAnimSet&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a002_animtreepart2.jpg" alt="w" height="545" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Here we right click on the AnimTree and add SkelControlChain&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a003_animtreepart3.jpg" alt="e" height="530" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Just like this&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a005_animtreepart5.jpg" alt="r" height="477" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Now to add a few controls to the AnimTree, right click on a free space to get the pop up menu, now scroll down till you get the UTSkelControl_TurretConstrained.&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a008_animtreepart8.jpg" alt="t" height="602" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Select the control and edit the values to what you need, here i copied straight from the manta. After that we link each controller to the bone that it appleis to. If you scroll down to the controller section you can change the name of the controller 'ControllerName'&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a006_animtreepart6.jpg" alt="r" height="600" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Here we have added a UTSkelControl_Damage, tick the bOnDamageActive box and the bOnDeathActive, here we also add the name of the staticmesh for our dead vehicle in DeathStaticMesh.&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/a007_animtreepart7.jpg" alt="t" height="655" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Hopefully thats all we need for now.&lt;/p&gt; &lt;p class="style1" align="left"&gt;If you look at the other vehilces you'll see i've left out the MorphTargetSet and its AnimTree controllers, also i've left out the controllers DamageSping which control which damage mesh goes where. I'll come back to this later.&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-7835975135010228224?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7835975135010228224'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7835975135010228224'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-vehicle-part-3-simple-animtree.html' title='UT3 Tuto Vehicle - part 3 Simple AnimTree'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-7891491561016542105</id><published>2008-06-20T14:50:00.000-07:00</published><updated>2008-06-20T14:52:29.773-07:00</updated><title type='text'>UT3 Tuto Vehicle - part 2 Añadiendo Physics_set</title><content type='html'>&lt;p class="style1" align="center"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok as you can see i've started my vehicle package VH_CWE_Jetbike by importing 3 textures, 1 skeliton mesh(vehicle), anim 1 anim set. These i've set up as normal in the sub-folders&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/010_startinginued.jpg" alt="ä" height="678" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;To create a new Physics Asset we need to select the vehicle mesh and right click, from the list select Create New Physics Asset&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/011_phatpart1.jpg" alt="ö" height="678" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;by clicking yes each time we end up at this screen which has already made us a simple collision box for our mesh&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/012_phatpart2.jpg" alt="l" height="602" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;ok hear we now need a physics material, so in your material secton right click and add a new physics material give it a name. &lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/013_phatpart3.jpg" alt="l" height="383" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;now click the blue arrow on the PhysicsMaterialProperty line which gives its name automatically and then in MaterialType write Metal. I don't know why but the Manta has it so we'll have it as well. And gets entered Here&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/014_phatpart4.jpg" alt="q" height="602" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Next we add a collision box (yellow arrow) and with the scale tool (red arrow) we scale the box up (gizmo center of the box) you can also move/rotate the boxes via move or rotate tools, remember to hold the mouse over the gizmo to get this to work.&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/015_phatpart5.jpg" alt="w" height="603" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Hopefully thats all we need in this section, if i find more i'll come back and add to it.&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-7891491561016542105?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7891491561016542105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7891491561016542105'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-vehicle-part-2-aadiendo.html' title='UT3 Tuto Vehicle - part 2 Añadiendo Physics_set'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-8919051579573333493</id><published>2008-06-20T14:49:00.000-07:00</published><updated>2008-06-20T14:50:50.830-07:00</updated><title type='text'>UT3 Tuto Vehicle - part 1 Setup&amp;Export</title><content type='html'>&lt;p class="style1" align="center"&gt;Part 1 3ds Max set-up and Export&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;ok let make things clear from the start i'm writing this as i'm learning how to do it, so if it doesn't work for you check back later or post questions at the Epic UT3 forum &lt;a href="http://utforums.epicgames.com/showthread.php?t=595944"&gt;UT3 Character + Weapon Tutorial&lt;/a&gt; . So lets start in max with a simple Jetbike which we will use the Manta code later&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/001_vehexportmax.jpg" alt="a" height="640" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;First we need to align our mesh to the X-axis, you'll notice the funny objects at the front of the weapons, well their are simple mesh objects which will be our bones when we skin the mesh(don't forget to align them to x-axis aswell). Skinning allows us to add as many bones as we need, for this mesh i'm keeping it really simple eg:- engine + 2 bones for the weapon + 2 bones for the exhausts. Now we can export our first mesh via actorx, at the same time export a 2 frame anim for later use.&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/vehiclepics/002_maxexport2.jpg" alt="ö" height="640" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;You will also need various static meshes to form your damage debris, but at least 1 for the dead vehicle. So export your mesh as an ase file so that we can import it as a staticmesh in UT3-Ed.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok thats the basics but i need to learn more about the morph sets and how they work so pop back in a few days to see how far i've got&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-8919051579573333493?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8919051579573333493'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8919051579573333493'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-vehicle-part-1-setup.html' title='UT3 Tuto Vehicle - part 1 Setup&amp;Export'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-7530726875350187913</id><published>2008-06-20T14:48:00.000-07:00</published><updated>2008-06-20T14:59:56.332-07:00</updated><title type='text'>UT3 Tuto Weapons - part 4 Compiling, Game Testing, Fault Finding</title><content type='html'>&lt;p class="style1" align="center"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok a quick folder check, your weapon package must be in the unpublished folder tree and in the published folder tree(for testing). Scripts in the Scr folder tree. Now we start the UT3-Ed, you get a message asking if you want to compile your scripts click yes, now wait till its finished if you get any warnings/errors double check your code for typo's (i get this every time). So every thing went well good now copy/move your .u file(mine ut40k.u) from the Unpublished/CookedPC/Script folder to the Published/CookedPC/ folder.&lt;/p&gt; &lt;p class="style1" align="left"&gt;ok the last bit we need to do before testing in game is to edit your package config file (in my case ut40k.ini) which is found in the config folder&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/14_iniediting.jpg" alt="k" height="442" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;You'll notice in the top class i don't have an AmmoClassPath you have to add this your self otherwise you won't have any ammo ;)&lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Now start UT3 pick Instant Action/Deathmatch/map now click next then mutators, we want to use the Weapon Replacement mutator&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/11_mutconfig_1.jpg" alt="a" height="626" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;now highlight the mutator and go and click configure&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/12_mutconfig.jpg" alt="s" height="622" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Here I've replaced 2 of the standard weapons with mine, nice and easy press accept and play till your hearts content :)&lt;/p&gt; &lt;p class="style1" align="left"&gt;---------------------------------------------------------------------------------------------------------------------------------------------------------&lt;/p&gt; &lt;p class="style1" align="center"&gt;Fault Finding&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok if things don't look right in game what to do&lt;/p&gt; &lt;p class="style1" align="left"&gt;1. check the log file for any errors ref-ing your weapon eg missing meshes/anims/textures&lt;/p&gt; &lt;p class="style1" align="left"&gt;2. Can't see your weapon in First preson mode - play with the PlayerViewOffset=(X=?,Y=?,Z=?) line in the main weapon file default properties&lt;/p&gt; &lt;p class="style1" align="left"&gt;3. Weapon looks to small - add the line Scale=???? in the mesh section of the default properties or re-scale in your 3d app (sometimes better if the scaling is to much)&lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;I'd like to thank the Guys at the Epic UT3 forum &lt;a href="http://utforums.epicgames.com/forumdisplay.php?f=350"&gt;Progamming&lt;/a&gt; mainly Bez &amp;amp; Parser for their help in sorting the coding problems i was having :)&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/13_ingame.jpg" alt="ä" height="622" width="800" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-7530726875350187913?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7530726875350187913'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7530726875350187913'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuo-wapons-part-4-compiling-game.html' title='UT3 Tuto Weapons - part 4 Compiling, Game Testing, Fault Finding'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-4414566152855193157</id><published>2008-06-20T14:47:00.000-07:00</published><updated>2008-07-02T10:07:05.813-07:00</updated><title type='text'>UT3 Tuto Weapons - part 3 Coding</title><content type='html'>&lt;p style="text-align: left;" class="style1"&gt;Bueno, el método para crear lo escrito, ha sido copy/paste y ensayo y error. En realidad se tendría que entender perfectamente el código para sacarle el máximo probecho.&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Para comenzar, necesitamos algo de código para jugar con él, asi que en el Generic Browser, en la pestaña actors, vamos a file ---&gt; export all. Esto nos debería exportar todos los scripts .../UTGame/ExportedScript, pero si no los exportara, podemos bajar una copia original de los scripts en &lt;a href="http://udn.epicgames.com/Files/UT3/Mods/UT3ScriptSource_1.1.rar" target="_top"&gt;http://udn.epicgames.com/Files/UT3/Mods/UT3ScriptSource_1.1.rar.&lt;/a&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Si no emos compilado nunca un mod, será mejor que nos leamos un poco lo que encontraremos en esta página &lt;a href="http://udn.epicgames.com/Three/UT3Mods.html"&gt;Mod Authoring&lt;/a&gt; de la web de Epic.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Vamos a empezar; para esta arma vamos a necesitar la copia de shockrifle, así que lo primero que necesitaremos será abrir estos 3 archivos:&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt; &lt;/p&gt;  &lt;p class="style1" align="left"&gt;UTWeap_ShockRifle.uc&lt;/p&gt; &lt;p class="style1" align="left"&gt;UTAttachment_ShockRifle.uc&lt;/p&gt; &lt;p class="style1" align="left"&gt;UTAmmo_ShockRifle.uc&lt;/p&gt;&lt;br /&gt;&lt;p class="style1" align="left"&gt;Lo primero será cambiar los nombres de los archivos de las armas, en mi caso he reemplazado ShockRifle por SMLasCannon&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;&lt;/p&gt;&lt;p class="style1" align="center"&gt;&lt;img style="width: 394px; height: 258px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/07_codingnames.jpg" alt="a" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Así hallamos encontrado a bajo del todo la linia Name="Default__UTWeap_SMLasCannon" cual debería ser igual que el nombre de la classe.&lt;/p&gt;&lt;p class="style1" align="left"&gt;Bien, estamos usando los scripts que emos exportado asi lo vemos en las propiedades por defecto. Los archivos de epic, para no dar problemas a la hora de compilarse, deben ir así:&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 399px; height: 260px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/08_codingdefauts.jpg" alt="s" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;como podemos ver abajo el código de las propiedades por defecto para añadir a la mesh de la arma. Copiaremos esta linia y la reemplazaremos en nuestro archivo.&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 373px; height: 244px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/09_codingdefauts2.jpg" alt="d" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;No olvidemos hacer esto para la mesh de pickup (unas linias más abajo) y para los otros archivos.&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="center"&gt;&lt;img style="width: 364px; height: 238px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/10_codingdefauts3.jpg" alt="f" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Aquí cambié los nombres de las mesh por los nombres de las mesh del package del arma (los que les corresponde).&lt;/p&gt;&lt;p class="style1" align="left"&gt;Ahora para la classe Attachment&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="center"&gt;&lt;img style="width: 440px; height: 139px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/16_coding_attachment.jpg" alt="ä" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;En las propiedades por defecto necesitamos cambiar algunos nombres para que sean igual que el de  nuestro package, primero la skeletalmesh para la vista en 3era persona, después tendremos que cambiar weaponclass a nuestra arma y después el nombre de la classe por defecto (marcada con una flecha en la imagen).&lt;/p&gt;&lt;p class="style1" align="left"&gt;Después hacemos algunos cambios a la classe ammo...&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="center"&gt;&lt;img style="width: 421px; height: 168px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/15_coding_ammo.jpg" alt="q" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;después de esto, es hora de compilar y probar...&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-4414566152855193157?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4414566152855193157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4414566152855193157'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuo-wapons-part-3-coding.html' title='UT3 Tuto Weapons - part 3 Coding'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-7912316198537770800</id><published>2008-06-20T14:11:00.000-07:00</published><updated>2008-06-27T09:21:18.158-07:00</updated><title type='text'>UT3 Tuto Weapons - part 2 Configurando en UEd</title><content type='html'>&lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Ok, en el UEd, importemos nuestras meshes y texturas de nuestra arma y creemos un material. No olvidemos añadir sockets a las meshes; siempre necesitaremos el socket MuzzleFlashSocket, donde usaremos la codificación del shockrifle añadiendo el socket MuzzleFlashSocket. Recordemos que necesitamos staticmeshes para la munición, la cual requiere que MaterialInstanceConstant esté emparentado con Material'PICKUPS.Materials.M_Pickups_Ammo_Shader_Simple'. Miremos el pickup package si no estamos seguros.&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 347px; height: 277px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/06_animsimporting.jpg" alt="f" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Bien, una vez echo esto, necesitaremos crear un AnimSet. Dentor del Genric Browser, en nuestro package, click derecho y seleccionemos New AnimSet.&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 380px; height: 322px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/03_weaponimporting.jpg" alt="a" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Pongámosle el nombre correcto....&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 401px; height: 339px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/04_weaponimporting.jpg" alt="s" /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Una vez nuestro AnimSet se abrió, importemos nuestro archivo PSA&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 370px; height: 295px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/05_animsimporting.jpg" alt="d" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Cerremos nuestro browser y guardemos nuetro package en el directorio CookedPC/CustomWeapons. Ahora podemos mandar esto a nuestro codificador, o intentarlo nosotros mismos, que es lo que haremos en el próximo capítulo...&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="style1" align="center"&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-7912316198537770800?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7912316198537770800'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/7912316198537770800'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-tuto-weapons-part-2-set-in-ued.html' title='UT3 Tuto Weapons - part 2 Configurando en UEd'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-1505805511595197140</id><published>2008-06-20T14:00:00.000-07:00</published><updated>2008-06-20T15:30:56.536-07:00</updated><title type='text'>UT3 Tuto Wapons - part 1 Setup&amp;Export</title><content type='html'>&lt;p class="style1" align="center"&gt;Setup y Export en 3DMAX&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt; &lt;/p&gt; &lt;p class="style1" align="left"&gt;Bien, la primera cosa a tener en cuenta en la exportación desde 3DMax a UEd, es la orientación. Vemos en la imagen una armaaliniada a las axis X. También vemos dos objetos tontos (dummies), que actuaran como huesos a la hora de la exportación, los cuales también deben ser alineados con las axis X. Yo usé para este ejemplo una arma del antiguo UT2004, pero funciona perfectamente para UT3, cual es porque el primer dummy es llamado BoneWeapon y el dummy de disparo Bone_Flash. La escala/tamaño de la mesh es importante, para hacerlo exacto, lo que haremos será abrir el UT3_Male.max (aceptando los cambios), borremos todo menos el rocket_launcher (realiniando a X), ponemos nuestra arma encima y la rescalamos al mismo tamaño que el Rocket_launcher.&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;&lt;img style="width: 369px; height: 295px;" src="http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tutpics/weaponpics/01_weaponorinatation.jpg" /&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Ahora tendremos que hacer las animaciones para la arma, dependiendo del tipo de arma y los tipos de ataque, tendra más o menos animaciones. Pero las animaciones base són:&lt;/p&gt;&lt;p class="style1" align="left"&gt;WeaponAltFire&lt;br /&gt;WeaponFire&lt;br /&gt;WeaponEquip&lt;br /&gt;WeaponPutDown&lt;br /&gt;WeaponIdle&lt;/p&gt; &lt;p class="style1" align="left"&gt;Tendremos que usar estos nombres porque así se llaman desde el código de UTWeapon. En la mayoria de casos, el anim set solo se necesita para la mesh de primera persona.&lt;br /&gt;&lt;/p&gt;Bien, usemos ahora el ActorX para exportar la mesh y las animaciones. Vayamos con cuidado de no pasarnos con los triángulos de la mesh que diseñemos, si esta pensada solo para 3era persona, no hagamos una mesh de mas de 2000 o 3000 triangulos, si es para primera persona entre 5000 y 10000, teniendo en cuenta q si el arma es dual y tiene 10000 triángulos, tendremos en pantalla 20000 triángulos.&lt;br /&gt;&lt;p class="style1" align="left"&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-1505805511595197140?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1505805511595197140'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/1505805511595197140'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/customizando-armas-part-1.html' title='UT3 Tuto Wapons - part 1 Setup&amp;Export'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-402198292748554239</id><published>2008-06-16T07:15:00.000-07:00</published><updated>2008-06-16T07:20:19.428-07:00</updated><title type='text'>HUD Nodes</title><content type='html'>&lt;p class="Element10"&gt; &lt;a name="AirstrikeControl"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:AirstrikeControl&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The HUD:AirkstrikeControl node is used to activate the air strike functionality in Crysis. When enabled the binoculars can be used to mark targets and destroy them using an air strike attack. The potential targets for an airstrike are defined using the EntityId input ports. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Enable"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port enables the air strike control. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Disable"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port disables the air strike control. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Succeded"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Notifies the HUD when the airstrike succeded. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Failed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Notifies the HUD when the airstrike failed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_1"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_2"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_3"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_4"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_5"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_6"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_7"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EntityId_8"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Potential target for airstrike. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"StartAirstrike"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Outputs the id of the target entity when the air strike is started. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"CancelAirstrike"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Outputs when the air strike is cancelled. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 330px; height: 137px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image001.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;HUD:AirstrikeControl&lt;/i&gt; node is enabled and disabled by a proximity trigger. The entity 'Building' is set as a target using the &lt;i&gt;Entity:EntityId&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="HudBinoculars"&gt;&lt;/a&gt; &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:Binoculars&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The HUD:Binoculars node is used to control the binocular functionality. The 'Show' and 'Hide' ports activate and deactivate the binoculars interface. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Show"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Shows the binocular interface. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hide"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Hides the binocular interface. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"HideNoFade"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Hides the binocular interface without fading it out. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"TaggedEntity"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Sets the tagged entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"PlayZoomIn"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Plays the zoom in sound effect when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"PlayZoomOut"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Plays the zoom out sound effect when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Outputs when the binoculars interface has been activated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Deactivated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Outputs when the binoculars interface has been deactivated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 328px; height: 136px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image002.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:Binoculars&lt;/i&gt; node is enabled and disabled by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="DisplayDebugMessage"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:DisplayDebugMessage&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The HUD:DisplayDebugMessage node is used to display debug text on the screen. Size and position of the text can be defined using the input ports of the node. The node does not need to be triggered, it prints whatever is input to the 'message' port. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"message"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Message to show on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"posX"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; X position of the text in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"posY"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Y position of the text in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"fontSize"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Font size of the text on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 352px; height: 146px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image003.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:DisplayDebugMessage&lt;/i&gt; node outputs the position of the player using a &lt;i&gt;Entity:EntityPos&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="DisplayTimedDebugMessage"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:DisplayTimedDebugMessage&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:DisplayTimedDebugMessage&lt;/i&gt; node works similar to the &lt;i&gt;HUD:DisplayDebugMessage&lt;/i&gt; node. But instead of being automatically triggered when the message input port is used, the node has to be triggered using the &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; This port triggers the debug text output. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Message"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Message to show on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"DisplayTime"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Set the time the message will be displayed on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"PosX"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; X position of the text in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"PosY"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Y position of the text in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"FontSize"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Font size of the text on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 355px; height: 147px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image004.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;HUD:DisplayTimedDebugMessage&lt;/i&gt; node is triggered by the output of an &lt;i&gt;Entity:EntityInfo&lt;/i&gt; node outputting the name of its target entity. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="HudControl"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:HUDControl&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:HUDControl&lt;/i&gt; node is used to control the players HUD. The node has functionality to enable/disable the HUD, add interference effects and break and reboot the HUD interface. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Show"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Shows the HUD when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hide"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Hides the HUD when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"BootSeq"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Starts the boot sequence when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"BreakSeq"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Starts the break sequence when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"RebootSeq"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Starts the reboot sequence when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"AlienInterference"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Enables/Disables alien interference effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"AlienInterferenceStrength"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Sets the strength of the alien interference effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"MapNotAvailable"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Enables/Disables animation when no minimap exists. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 352px; height: 146px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image005.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:HUDControl&lt;/i&gt; node is triggered by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="HudDataUpload"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:HUDDataUpload&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; When activated the &lt;i&gt;HUD:HUDDataUpload&lt;/i&gt; node puts a data download overly on the screen which will be visible until it is deactivated. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Activates the data upload overlay. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Deactivate "&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Deactivates the data upload overlay. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Outputs when the data upload overlay has been activated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="35%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Deactivate "&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="65%"&gt; &lt;div class="Element68"&gt; Outputs when the data upload overlay has been deactivated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 347px; height: 144px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image006.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:HUDDataControl&lt;/i&gt; node is activated and deactivated by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="InterferenceEffect"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:InterferenceEffect&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; When triggered the &lt;i&gt;HUD:InterferenceEffect&lt;/i&gt; node creates a HUD interference effect. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Triggers the interference effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Distortion"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the distortion of the HUD elements. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Displacement"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the displacement of the HUD elements. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Alpha"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the alpha value of the effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Decay"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets how fast the interference effect will decay. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 371px; height: 154px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image007.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:InterferenceEffect&lt;/i&gt; node is triggered by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="MapInfo"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:MapInfo&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; When &lt;i&gt;HUD:MapInfo&lt;/i&gt; node is used to add and remove labels on the minimap. The labels can be defined in the node and will be placed on the map at the position of the target entity. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Add"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Adds a map label when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Remove"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Removes a map label when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Label"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Defines the label to be added to the map. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Type"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Sets the type of the label. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 347px; height: 144px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image008.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:MapInfo&lt;/i&gt; node is triggered by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="NightVision"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:NightVision&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; When triggered the &lt;i&gt;HUD:NightVision&lt;/i&gt; node activates the night vision view mode for the player. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="45%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="55%"&gt; &lt;div class="Element68"&gt; Activates.the nightvision mode. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="45%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Deactivate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="55%"&gt; &lt;div class="Element68"&gt; Deactivates.the nightvision mode. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="45%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="55%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="45%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="55%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 349px; height: 145px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image009.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:NightVision&lt;/i&gt; node is triggered by a time of day trigger at 8:30pm and disables again at 6am. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="HudObjectives"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:Objectives&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:&lt;a href="http://doc.crymod.com/SandboxManual/Objectives.html" target="topic"&gt;Objectives&lt;/a&gt;&lt;/i&gt; node is used to specify certain objectives as goals or main objectives. Any existing objective can be used as a goal or main obejective. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"SetGoal"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; Sets an objective as the goal for the mission. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Goal"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; Sets an objective as the goal for the mission. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"SetMainObjective"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; Sets an objective as the main objective for the mission. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"MainObjective"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; Sets an objective as the main objective for the mission. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 349px; height: 145px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image010.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:&lt;a href="http://doc.crymod.com/SandboxManual/Objectives.html" target="topic"&gt;Objectives&lt;/a&gt;&lt;/i&gt; node is triggered by a &lt;i&gt;Misc:Start&lt;/i&gt; node and sets the objective 'Island.Objective_01' as a main objective. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="OverlayMsg"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:OverlayMsg&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:OverlayMsg&lt;/i&gt; node is used to display information text on screen. Position, color and display time can be set up using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Show"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Shows the overlay message. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hide"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Hides the overlay message. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Message"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Message to be shown. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"PosX"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; X position of the text on screen in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"PosY"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; X position of the text on screen in pixels. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Color&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Sets the color of the overlay message. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Timeout"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Sets how long the overlay message will stay on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 342px; height: 142px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image011.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:OverlayMsg&lt;/i&gt; node is triggered by a proximity trigger and displays the name of the entity which has entered the trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="PdaControl"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:PDAControl&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:PDAControl&lt;/i&gt; node is used to control the PDA and its separate pages. The node can open and close any tab of the PDA and show or hide objectives. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"OpenMap"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Opens the map. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"CloseMap"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Closes the map. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Tab"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; PDA tab to be shown. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"ShowObjectives&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Shows the objective tab. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"HideObjectives"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Hides the objective tab. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"OpenMap"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the map has been opened. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"CloseMap"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the map has been closed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Tab"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when tab number of the activated tab. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"ShowObjectives&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the objective tab has been opened. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"HideObjectives"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the objective tab has been opened. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 328px; height: 136px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image012.jpg" /&gt;&lt;br /&gt;The map tab of the HUD is opened using a &lt;i&gt;HUD:PDAControl&lt;/i&gt; node triggered by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="PdaScanner"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:PDAScanner&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:PDAScanner&lt;/i&gt; node scans an area and adds the scanned entities to the radar. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Start"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Opens the map. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Stop"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Closes the map. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Vec3 &lt;i&gt;"Pos"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Sets the position of the scan. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Radius&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Sets the radius of the scan. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"KeepExisting"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; When set entities already scanned are kept on the radar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 328px; height: 136px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image013.jpg" /&gt;&lt;br /&gt;In this example the a &lt;i&gt;HUD:PDAScanner&lt;/i&gt; node is activated by a proximity trigger and scans an area of 100m around the players position. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="ProgressBar"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:ProgressBar&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:PDAProgressBar&lt;/i&gt; node shows a configurable progress bar on the screen that can be fed with gameplay logic. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Show"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Shows the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hide"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Hides the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Progress"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the progress. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Text"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the text to be displayed along with the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"PosX"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; X position of the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"PosY"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Y position of the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Align"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the alignment of the progress bar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"LockingAsset"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets whether the tac-gun locking asset should be used. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Show"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Outputs when the progress bar was shown. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hide"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Outputs when the progress bar was hidden. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Progress"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Outputs the current progress. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 313px; height: 130px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image014.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;HUD:ProgressBar&lt;/i&gt; node is updated by a timer that is activated on start. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="RadarControl"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:RadarControl&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:RadarControl&lt;/i&gt; node adds and removes the target entity of the node to the radar. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"AddToRadar"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Adds the target entity to the radar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"RemoveFromRadar"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Removes the target entity to the radar. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"AddTeamMate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Adds the target entity to the radar as a teammate. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"RemoveTeamMate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Removes the target entity to the radar as a teammate. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Done"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Outputs the an entity was added or removed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 323px; height: 134px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image015.jpg" /&gt;&lt;br /&gt;In this example the entity 'MyEntity' is added to the radar using the &lt;i&gt;HUD:RadarControl&lt;/i&gt; node, activated by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="RadarJammer"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; HUD:RadarJammer&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:RadarJammer&lt;/i&gt; node jams the players radar when activated. The source of the jamming effect will be the target entity of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Activates the radar jam effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"&lt;/i&gt; &lt;i&gt;Deactivate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Deactivates the radar jam effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Radius"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Radius of the jamming effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Outputs when the radar jam effect has been activated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"&lt;/i&gt; &lt;i&gt;Deactivated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Outputs when the radar jam effect has been deactivated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 321px; height: 133px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image016.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:RadarJammer&lt;/i&gt; node is activated by &lt;i&gt;Misc:Start&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="RadarTexture"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:RadarTexture&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:RadarTexture&lt;/i&gt; node is used to switch the radar and minimap background textures that are defined in the mission xml file. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="48%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="52%"&gt; &lt;div class="Element68"&gt; Sets the new texture. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="48%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"&lt;/i&gt; &lt;i&gt;MapID"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="52%"&gt; &lt;div class="Element68"&gt; Map ID to be set. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="48%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="52%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="48%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="52%"&gt; &lt;div class="Element68"&gt; Outputs when the radar texture has been changed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 367px; height: 152px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image017.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:RadarTexture&lt;/i&gt; node is activated by a proximity trigger. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="SilhouetteOutline"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; HUD:SilhouetteOutline&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;HUD:SilhoutteOUtline&lt;/i&gt; node draws a colored outline around the target entity of the node. The color of the outline can be defined using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description:&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Activates the outline effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"&lt;/i&gt; &lt;i&gt;Deactivate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Deactivates the outline effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Vec3 &lt;i&gt;"Color"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Color of the outline effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Activated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the outline has been activated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"&lt;/i&gt; &lt;i&gt;Deactivated"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Outputs when the outline has been activated. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 371px; height: 154px; color: rgb(153, 0, 0);" src="http://doc.crymod.com/SandboxManual/RefFlowgraphHUDNodes_image018.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;HUD:SilhouetteOutline&lt;/i&gt; node draws an outline around the entity 'MyEntity, activated by a proximity trigger.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-402198292748554239?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/402198292748554239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/402198292748554239'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/hud-nodes.html' title='HUD Nodes'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6895194124826540199</id><published>2008-06-16T07:08:00.000-07:00</published><updated>2008-06-16T07:14:14.004-07:00</updated><title type='text'>Image Nodes</title><content type='html'>&lt;p class="Element10"&gt; &lt;a name="AlienInterference"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Image:AlienInterference&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:AlienInterference&lt;/i&gt; node creates a interface distortion effect on the players HUD. The strength of the effect is set by using the &lt;i&gt;Amount&lt;/i&gt; input port. The higher the value set there, the more the HUD will be distorted. To activate the effect the &lt;i&gt;Enabled&lt;/i&gt; port needs to be triggered with 1. The range of this effect is from 0 to 1. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt; Sets the strength of the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="40%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="60%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 325px; height: 135px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image001.jpg" /&gt;&lt;br /&gt;In this example the alien interference effect is activated using the &lt;i&gt;Misc:Start&lt;/i&gt; node and the &lt;i&gt;Math:ToBoolean&lt;/i&gt; node. The strength of the screen effect is set using a &lt;i&gt;Math:SetNumber&lt;/i&gt; node connected to a &lt;i&gt;Amount&lt;/i&gt; input port. After three seconds the screen effect is turned off again.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="ChromaShift"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:ChromaShift&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The Image: &lt;i&gt;ChromaShift&lt;/i&gt; is a screen effect node that shifts the chrominance information of the image by a certain amount. The higher the value input on the &lt;i&gt;Amount&lt;/i&gt; port the bigger the shift will be. The node has to be activated using the &lt;i&gt;Enabled&lt;/i&gt; port in order to work. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"event"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; Sets the strength of the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"name"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt; The string input here defines which entities will get event. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="34%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="66%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 360px; height: 149px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image002.jpg" /&gt;&lt;br /&gt;In this example the Interpol:Float node is used to fade the chroma shift effect in and out over the duration of one second in an infinite loop. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="ColorCorrection"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Image:ColorCorrection&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:ColorCorrection&lt;/i&gt; can be used to adjust the color of a scene by inputting values to the various input ports. All ports take float values between -1 and 1 (check limits). &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Cyan"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the cyan value. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Magenta"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the magenta value. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Yellow"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the yellow value. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Luminance"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the luminance. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Brightness"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the brightness. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Contrast"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the contrast. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Saturation"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the saturation. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Hue"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt; Sets the hue. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="51%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="49%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 359px; height: 149px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image003.jpg" /&gt;&lt;br /&gt;A &lt;i&gt;Interpol:Float&lt;/i&gt; node is triggered at with a &lt;i&gt;Misc:Start&lt;/i&gt; node and fades the hue value from 0 to 1 over the duration of one second. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="DepthOfField"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Image:DepthOfField&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:DepthOfField&lt;/i&gt; node adds a depth of field effect to the screen. Focus range and distance as well as the blur amount can be defined using the nodes input ports. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"EnabledDof"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. (?) &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"FoucsDistance"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt; This port sets the focus distance. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"FocusRange"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt; This port sets the focus range. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"BlurAmount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt; Sets the amount of blur. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="44%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="56%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 340px; height: 141px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image004.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;Image:DepthOfField&lt;/i&gt; node is activated and deactivated when entering and leaving a proximity trigger.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="DirectionalBlur"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:DirectionalBlur&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:DirectionalBlur&lt;/i&gt; applies a directional blur effect to the screen. The blur direction is defined using the vec3 input port on the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Direction"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port set the direction of the blur. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 337px; height: 140px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image005.jpg" /&gt;&lt;br /&gt;The directional blur effect is triggered by a &lt;i&gt;Misc:Start&lt;/i&gt; node.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="DistantRain"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:DistantRain&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:DistantRain&lt;/i&gt; node can be used to create a distant rain effect on the screen. Amount, speed, distance and color can be defined in the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Defines how dense the rain will be. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Speed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; This port sets the speed of the rain effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"DistanceScale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Sets the distance of the effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Color"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt; Defines the rain color. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="41%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="59%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 352px; height: 146px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image006.jpg" /&gt;&lt;br /&gt;The &lt;i&gt;Image:DistantRain&lt;/i&gt; node is enabled on start and deactivated after 10 seconds. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EffectBloodSplats"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0);"&gt; Image:EffectBloodSplats&lt;/h2&gt;&lt;br /&gt;&lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:EffectBloodSplats&lt;/i&gt; node places blood splats on the screen when used. Type and amount of bloodsplats can be defined using the nodes input ports. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; int &lt;i&gt;"Type"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Defines which type of bloodsplats will be created. (?) &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Sets the amount of blood to be spawned. (?) &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Spawn"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt; Spawns new bloodsplats. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="36%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="64%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 342px; height: 142px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image007.jpg" /&gt;&lt;br /&gt;Blood splats are spawned when a proximity trigger is entered.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EffectCondensation"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0);"&gt; Image:EffectCondensation&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:EffectCondentation&lt;/i&gt; node places creates a condensation effect on the screen. The amount and center of the effect can be defined using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the amount of condensation on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"CenterAmount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the center of the effect on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 330px; height: 137px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image008.jpg" /&gt;&lt;br /&gt;The condensation screen effect is faded in over three seconds, using a &lt;i&gt;Interpol:Float&lt;/i&gt; node to interpolate the amount of condensation.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EffectFrost"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:EffectFrost&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:EffectFrost&lt;/i&gt; node simulates a frozen HUD. The amount and the center of the effect on the screen can be adjusted using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the amount of condensation on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"CenterAmount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the center of the effect on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 359px; height: 149px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image009.jpg" /&gt;&lt;br /&gt;The frost screen effect is faded in and out when a proximity trigger is entered. The &lt;i&gt;Interpol:Float&lt;/i&gt; node is used to fade the amount of screen frost in and out.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EffectWaterDroplets"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:EffectWaterDroplets&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:WaterDroplets&lt;/i&gt; node simulates water droplets on the HUD. The &lt;i&gt;Amount&lt;/i&gt; input is used to set the amount of droplets on the screen. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the amount of water droplets on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 318px; height: 132px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image010.jpg" /&gt;&lt;br /&gt;Water droplets are faded in over four seconds using an &lt;i&gt;Interpol:Float&lt;/i&gt; node.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EffectWaterFlow"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:EffectWaterFlow&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:WaterFlow&lt;/i&gt; node is used to created splashes of water on the camera. The usage is similar to the &lt;i&gt;Image:WaterDroplets&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt; Sets the amount of the water flowing on the screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="37%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="63%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 340px; height: 141px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image011.jpg" /&gt;&lt;br /&gt;A proximity trigger starts fading in the amount of water flow on the screen, using a &lt;i&gt;Interpol:Float&lt;/i&gt; node.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="FilterBlur"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Image:FilterBlur&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:FilterBlur&lt;/i&gt; node applies a blur filter to the screen. Blur type and amount of blur can be set using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; int &lt;i&gt;"Type"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Sets the type of blur (?). &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt; Sets the amount of the blur. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="43%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="57%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 316px; height: 131px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image012.jpg" /&gt;&lt;br /&gt;A proximity trigger blurs the screen when entered and fades out the blur when left again. &lt;i&gt;Interpol:Float&lt;/i&gt; nodes are used together with the &lt;i&gt;Image:FilterBlur&lt;/i&gt; node.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="FilterGrain"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:FilterGrain&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:FilterGrain&lt;/i&gt; node applies a grain effect on the screen depending on the value set in the &lt;i&gt;Amount&lt;/i&gt; input port. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; This port enables the screen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Sets the amount of grain on the screen.(0-?) &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 323px; height: 134px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image013.jpg" /&gt;&lt;br /&gt;The grain effect is applied at start with a streght of 0.2.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="FilterRadialBlur"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:FilterRadialBlur&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:FilterRadialBlur&lt;/i&gt; node blurs the screen around a defined 2D position on the screen. Amount and radius of the blur effect can be defined using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; This port enables the blur effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Amount of blur. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"ScreenPosX"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; X position of the center of the blur effect on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;" ScreenPosY "&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Y position of the center of the blur effect on screen. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"BlurringRadiust"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Radius of the blur effect around the defined center. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 359px; height: 149px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image014.jpg" /&gt;&lt;br /&gt;The radial blur effect is triggered by a start node with an amount of 0.5.&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="FilterSharpen"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:FilterSharpen&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:FilterSharpen&lt;/i&gt; node applies a sharpen filter on the screen. Type and amount of the effect can be set using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="42%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="58%"&gt; &lt;div class="Element68"&gt; This port enables the sharpen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="42%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Type"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="58%"&gt; &lt;div class="Element68"&gt; Type of the sharpen filter. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="42%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="58%"&gt; &lt;div class="Element68"&gt; Strength of the sharpen filter. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="42%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="58%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="42%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="58%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 347px; height: 144px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image015.jpg" /&gt;&lt;br /&gt;The sharpen effect is triggered by a start node with an amount of 1.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="RainDrops"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:RainDrops&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:RainDrops&lt;/i&gt; node simulates raindrops on the players HUD. Amount, size and size variation can be defined using the input ports of the node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt; This port enables the sharpen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt; Amount of water droplets. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Spawn Time Distance"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt; Sets the spawn time distance. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Size"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt; Size of the water drops. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Size Variation"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt; Size variation of the water drops. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="47%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="53%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 364px; height: 151px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image016.jpg" /&gt;&lt;br /&gt;The water drop effect is triggered using a proximity trigger and a &lt;i&gt;Math:ToBoolean&lt;/i&gt; node.&lt;br /&gt;&lt;/p&gt;&lt;p class="Element10"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="VolumetricScattering"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="color: rgb(153, 0, 0); text-align: right;"&gt; Image:VolumetricScattering&lt;/h2&gt; &lt;strong&gt;Description:&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Image:VolumetricScattering&lt;/i&gt; node applies a volumetric scattering effect on the screen. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"Enabled"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; This port enables the sharpen effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Amount"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Amount of water droplets. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Tiling "&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets the tiling for the effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Speed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Sets volumetric scattering animation speed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; color &lt;i&gt;"Color"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Set the color of the volumetric scattering effect. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;  &lt;img style="width: 342px; height: 142px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphImageNodes_image017.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6895194124826540199?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6895194124826540199'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6895194124826540199'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/image-nodes.html' title='Image Nodes'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-834713703124609698</id><published>2008-06-16T06:49:00.000-07:00</published><updated>2008-06-16T06:52:30.187-07:00</updated><title type='text'>Game Nodes</title><content type='html'>&lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Game:ActorGetHealth&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; This node outputs the health of the target entity as an integer. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 381px; height: 158px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image004.jpg" /&gt;&lt;br /&gt;In this example the health of the target entity is compared using a &lt;i&gt;Math:Less&lt;/i&gt; node to check if the value is below 50. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt; This port triggers the health output port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Health"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt; This port outputs the health of the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt; Game:ActorCheckHealth&lt;/span&gt; &lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:ActorCheckHealth&lt;/i&gt; node checks the health of an actor and outputs the result on a Boolean output port. &lt;/p&gt; &lt;p class="Element10"&gt; A health range can be defined using the &lt;i&gt;MinHealth&lt;/i&gt; and &lt;i&gt;MaxHealth&lt;/i&gt; input ports. The target entity of this class needs to be an actor in order to work. When the node is triggered the health of the target entity is checked and if it is within the defined values true will be output on the output port. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 345px; height: 143px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image005.jpg" /&gt;&lt;br /&gt;The health of an actor is checked by using the &lt;i&gt;Game:ActorCheckHealth&lt;/i&gt; node and checking the Boolean output port using a &lt;i&gt;Math:FromBoolean&lt;/i&gt; node. The input to the &lt;i&gt;Math:FromBoolean&lt;/i&gt; node will be true if the health of the target entity is between 0 and 50. The &lt;i&gt;Math:FromBoolean&lt;/i&gt; node then splits the Boolean input in to outputs to be passed on. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The health is checked when this port is triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"MaxHealth"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Defines the maximum amount of health to check for. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"MinHealth"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Defines the minimum amount of check for. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"InRange"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; True is output on this port if the health of the target entity is within the defined limit. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt; Game:DamageActor&lt;/span&gt; &lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:DamageActor&lt;/i&gt; node is used to damage the AI characters or the player. The target of the node has to be an actor, it does not work with entities that are not based on an actor class. The amount of damage as well of the position where the damage will be applied can be defined. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 337px; height: 140px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image006.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;Game:ActorGetHealth&lt;/i&gt; node is used to get the health of the target entity. The health is divided by two and used as a damage value and trigger for the G &lt;i&gt;ame:DamageActor&lt;/i&gt; node &lt;i&gt;.&lt;/i&gt; &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Used to trigger the damage. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Damage"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Defines the amount of damage. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Position"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; Defines the amount of damage. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="38%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="62%"&gt; &lt;div class="Element68"&gt; - &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt; Game:PlayerStaging&lt;/span&gt; &lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:PlayerStaging&lt;/i&gt; node is used to limit the controls of the player &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 324px; height: 173px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image007.jpg" /&gt;&lt;br /&gt;In this example the position output port is used with a &lt;i&gt;Vec3:AddVec3&lt;/i&gt; node to perform a simple vector operation. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; This port triggers the player staging. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Pos"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Position of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Rotate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Rotation of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Scale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Scale of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"FwdDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Y axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"RightDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the X axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"UpDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Z axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right;"&gt; Game:LocalPlayer &lt;/h2&gt;&lt;div style="text-align: right;"&gt; &lt;strong&gt;Description&lt;/strong&gt;&lt;/div&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:LocalPlayer&lt;/i&gt; node is outputs the local player client ID in singleplayer games. It does not work in multiplayer games. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 328px; height: 125px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image008.jpg" /&gt;&lt;br /&gt;In this example the ID of an entity entering a proximity trigger is compared to the local player ID using the &lt;i&gt;Math:Equal&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="100%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="100%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityID"&lt;/i&gt; The ID of the local player. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Game:ActorSensor&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; When enabled the &lt;i&gt;Game:ActorSensor&lt;/i&gt; node outputs events on the output ports when the target entity of this node performs certain actions. The node has only two input ports for enabling and disabling it. When enabled the output ports will be triggered whenever a certain action happens. If the outputs are not needed, the node should be disabled to prevent any unnecessary outputs. Each port outputs an entity id or other information that can be used to determine which objects the target entity interacted with. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 335px; height: 139px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image009.jpg" /&gt;&lt;br /&gt;This example shows how to check if the player entered a specific vehicle. The &lt;i&gt;Game:ActorSensor&lt;/i&gt; node is enabled and outputs the vehicle Id when a vehicle is entered. The &lt;i&gt;Math:Equal&lt;/i&gt; node compares this Id with the entityId of the entity ‘MyVehicle’ obtained from a &lt;i&gt;Entity:EntityId&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Enable"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; This port enables the node when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Disable"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; This port disables the node when triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"EnterVehicle"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the vehicle the target entity has entered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"ExitVehicle"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the vehicle the target entity has exited. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"SeatChange"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The number of the seat in the vehicle the target entity has switched to. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"ItemPickedUp"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been picked up by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"ItemDropped"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been dropped up by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"ItemUsed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been used by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"NPCGrabbed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been grabbed by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;" NPCThrown"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been thrown by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;" ObjectGrabbed"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been grabbed by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;" ObjectThrown"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The ID of the entity that has been thrown by the target entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;" StanceChanged"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; When the stance of the target entity changes the new stance is output: &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 0: Stand &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 1: Crouch &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 2: Prone &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 3: Relaxed &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 4: Stealth &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 5: Swim &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 6: ZeroG &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"SpecialMove"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; When the target entity performs a special move this port will output: &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 0: Jump &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 1: Suitsprint &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; 2: Suitjump &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"OnDeath"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; When the target entity dies this port will be triggered. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Game:SetVehicleAltitudeLimit&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:SetVehicleAltitudeLimit&lt;/i&gt; node set the global limit for how high a vehicles can fly in a level. This limit is absolute, so the height of the terrain needs to be taken into account. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 318px; height: 132px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image010.jpg" /&gt;&lt;br /&gt;In this example the height limit for flying vehicles is set to 100m using the &lt;i&gt;Game:SetVehicleAltitudeLimit&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"SetLimit"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; This port sets the new altitude limit for the level. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Limit"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; This value will be set as the new altitude limit for the level. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; - &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt; Game:DifficultyLevel&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Game:DifficultyLevel&lt;/i&gt; node outputs on one of the output ports depending on which difficulty is currently set. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a href="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image011.jpg"&gt;&lt;img style="width: 314px; height: 201px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphGameNodes_image011_thumb.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;At the start of the level the &lt;i&gt;Game:DifficultyLevel&lt;/i&gt; node is triggered using a &lt;i&gt;Misc:Start&lt;/i&gt; node. If the difficulty is set to easy, the enemy ‘MyEnenmy_1’ will be spawned. For each higher difficulty setting up to hard one additional enemy will be spawned. &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt;   &lt;table class="Table0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; This port triggers the output of difficulty level. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Easy"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; This output port is triggers when the difficulty is set to easy. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Normal"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; This output port is triggers when the difficulty is set to normal. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Hard"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; This output port is triggers when the difficulty is set to hard. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="24%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Delta"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="76%"&gt; &lt;div class="Element68"&gt; This output port is triggers when the difficulty is set to delta. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-834713703124609698?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/834713703124609698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/834713703124609698'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/game-nodes.html' title='Game Nodes'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6068079942050712008</id><published>2008-06-16T06:42:00.000-07:00</published><updated>2008-06-16T06:48:14.921-07:00</updated><title type='text'>Entity Nodes</title><content type='html'>&lt;a name="EntityPos"&gt;&lt;/a&gt; &lt;div style="text-align: right; font-weight: bold; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:EntityPos&lt;/span&gt;&lt;/div&gt;&lt;h2&gt; &lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; This node handles all position related manipulations of the owner entity. All position information of the target entity can be read from the output ports. &lt;/p&gt; &lt;p class="Element10"&gt; Unlike the &lt;i&gt;Entiy:GetPos&lt;/i&gt; node the output ports of this node are triggered whenever one of the target entities properties changes. It is not possible to manually trigger the &lt;i&gt;Entity:EntityPos&lt;/i&gt; node. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 364px; height: 180px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image001.jpg" /&gt;&lt;br /&gt;In this example the position output port is used with a &lt;i&gt;Vec3:AddVec3&lt;/i&gt; node to perform a simple vector operation. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"pos"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Entity will be set to the position entered here. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"rotate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Entity will be set to the rotation entered here. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"scale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Entity will be scaled to the scale entered here. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"pos"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Position of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"rotate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Rotation of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"scale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Scale of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"fwdDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Y axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"rightDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the X axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"upDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Z axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a name="EntityInfo"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:EntityInfo&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; This node outputs the id, name, class and archetype of the target node when triggered. In cases where entity types need to be compared this node is very useful. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 342px; height: 152px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image002.jpg" /&gt;&lt;br /&gt;In this example the name of the target entity of the &lt;i&gt;Entity:EntityInfo&lt;/i&gt; node is compared to a string using a &lt;i&gt;String:Compare.&lt;/i&gt; &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Get"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Used to trigger the output ports &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Id"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Id of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Name"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Name of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Class"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Class of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="31%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"Archetype"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="69%"&gt; &lt;div class="Element68"&gt; Archetype class of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; font-weight: bold; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:EntityId&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Entiy:EntityId&lt;/i&gt; node outputs the entity id of the target entity. The node does not need to be triggered since the entity id never changes. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 351px; height: 177px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image003.jpg" /&gt;&lt;br /&gt;The entity id is used to define the target of the &lt;i&gt;Movement:MoveEntityTo&lt;/i&gt; node in this example. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="30%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Id"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="70%"&gt; &lt;div class="Element68"&gt; The entity id is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; font-weight: bold; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:BeamEntity&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Entity:BeamEntity&lt;/i&gt; node is used to beam objects instantly to any position in the level. When the &lt;i&gt;Beam&lt;/i&gt; port is triggered the target entity is moved to the position input on the &lt;i&gt;Position&lt;/i&gt; port. &lt;/p&gt; &lt;p class="Element10"&gt; Additionally rotation and scale can be set using the input ports to match the beamed entity to another entity. In contrary to the &lt;i&gt;Movement:MoveEntityTo&lt;/i&gt; this node performs the position change instantly, instead over time. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;a href="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image004.jpg"&gt;&lt;img style="width: 342px; height: 191px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image004_thumb.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;An entity is beamed to the position of a tag point. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Beam"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; The Beam port start the repositioning of the entity. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Position"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; The position the the entity will be beamed to. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Rotation"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; This rotation will be set when the entity is beamed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; vec3 &lt;i&gt;"Scale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; This scale will be set when the entity is beamed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="27%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Done"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="73%"&gt; &lt;div class="Element68"&gt; An output on this port is triggered when the entity has been beamed. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:EntitiesInRange&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Entity:EntitiesInRange&lt;/i&gt; node takes the positions of two entities and checks if they are in a certain range to each other. Depending on the result of the check the output ports are triggered. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 374px; height: 182px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image005.jpg" /&gt;&lt;br /&gt;The positions of the player and a tag point are being compared and a positive output is triggered when they are within then range of one meter. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Trigger"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; The Trigger port starts the distance check. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Entity1"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; The id of the first entity to be compared is input on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Entity2"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; The id of the second entity to be compared is input on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; float &lt;i&gt;"Range"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; The distance to be checked for. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"InRange"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; This Boolean port outputs true if the entities are in range and false if they are not in range. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"True"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; This output port is triggered if the result of the distance check is true. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="25%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"False"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="75%"&gt; &lt;div class="Element68"&gt; This output port is triggered if the result of the distance check is f. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:AttachChild&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; This node attaches another entity to its target entity. The child entity will be linked to the target entity until the link is removed. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 388px; height: 192px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image006.jpg" /&gt;&lt;br /&gt;The child entity defined in the &lt;i&gt;Child&lt;/i&gt; input port is attached to the target entity. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Attach"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"Child"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"KeepTransform"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"DisablePhysics"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; Outputs: &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="61%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="39%"&gt; &lt;div class="Element68"&gt; - &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(153, 0, 0);"&gt; Entity:GetPos&lt;/span&gt;&lt;/span&gt; &lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The functionality of this node is similar to the &lt;i&gt;Entiy:EntityPos&lt;/i&gt; node but instead of triggering the output ports whenever any position information changes it only outputs when triggered to do so. The only input port is the ‘ &lt;i&gt;Get&lt;/i&gt; ’ port, which when triggered outputs the according information on all output ports. In situations where a constant update is too expensive the &lt;i&gt;Entiy:GetPos&lt;/i&gt; should be used instead of the &lt;i&gt;Entiy:EntityPos&lt;/i&gt; node which continuously outputs on all ports when any position value changes. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 381px; height: 203px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image007.jpg" /&gt;&lt;br /&gt;In this example the position output port is used with a &lt;i&gt;Vec3:AddVec3&lt;/i&gt; node to perform a simple vector operation. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Get"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used to trigger all output ports. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Pos"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Position of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Rotate"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Rotation of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"Scale"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Scale of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"FwdDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Y axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"RightDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the X axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; vector &lt;i&gt;"UpDir"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Direction of the Z axis of the entity is output on this port. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt; Entity:BroadcastEvent&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Entity:BroadcastEvent&lt;/i&gt; node is used to send an event to one or more entities. The entities that will receive this event are specified by inputting a string to the &lt;i&gt;name&lt;/i&gt; port. Each entity that has the string which is input there as a part of their name will receive the event set in the &lt;i&gt;event&lt;/i&gt; port. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 388px; height: 161px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image008.jpg" /&gt;&lt;br /&gt;In this example the &lt;i&gt;Entity:BroadcastEvent&lt;/i&gt; node is used to send a &lt;i&gt;Kill&lt;/i&gt; event to all entities which have the string ‘Enemy_’ in their name. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;&lt;div class="Element63"&gt; &lt;div class="TableDiv"&gt; &lt;table class="Table0" cellspacing="0"&gt; &lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"send"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; This port sends out the event to the target entities. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"event"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The event name is defined here. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; string &lt;i&gt;"name"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt; The string input here defines which entities will get event. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="29%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="71%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/div&gt; &lt;p class="Element10"&gt;  &lt;/p&gt; &lt;p class="Element10"&gt; &lt;/p&gt;&lt;h2 style="text-align: right; color: rgb(153, 0, 0); font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt; Entity:DetachThis&lt;/span&gt;&lt;/h2&gt; &lt;strong&gt;Description&lt;/strong&gt;  &lt;p class="Element10"&gt; The &lt;i&gt;Entity:DetachThis&lt;/i&gt; node is used to detach entities from its parent entity. Usually the &lt;i&gt;Entity:AttachChild&lt;/i&gt; node has been used before to link the target entity to another entity. The node has to additional ports to set transform an physics settings. When &lt;i&gt;"KeepTransform"&lt;/i&gt; is set, the entity will keep its transformation in world space when detached. When &lt;i&gt;"EnablePhysics"&lt;/i&gt; is set, physics will be re-enabled again when the entity is detached. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;img style="width: 378px; height: 157px;" src="http://doc.crymod.com/SandboxManual/RefFlowgraphEntityNodes_image009.jpg" /&gt;&lt;br /&gt;First &lt;i&gt;"MyEntity_1"&lt;/i&gt; is attached to &lt;i&gt;"MyEntity_2"&lt;/i&gt; using the &lt;i&gt;Entity:AttachChild&lt;/i&gt; node. The ID of the child entity is defined using the &lt;i&gt;Entity:EntityId&lt;/i&gt; node. Five seconds later the &lt;i&gt;Entity:DetachThis&lt;/i&gt; node is used to detach it again from its parent. &lt;/p&gt; &lt;p class="Element10"&gt; &lt;strong&gt;Port Description&lt;/strong&gt;  &lt;/p&gt;   &lt;table class="Table0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; integer &lt;i&gt;"entityId"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt; Used when changing the attached entity dynamically. Displays the name of the node. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; any &lt;i&gt;"Detach"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt; Detaches the target entity from its parent. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"KeepTransform"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt; When checked the entity will keep it transformation. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; bool &lt;i&gt;"EnablePhysics"&lt;/i&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt; Re-enabled physic on the entity when detached. &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; Outputs &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt; &lt;td class="Element67" valign="top" width="32%"&gt; &lt;div class="Element68"&gt; NA &lt;/div&gt;&lt;/td&gt;&lt;td class="Element67" valign="top" width="68%"&gt; &lt;div class="Element68"&gt; - &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6068079942050712008?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6068079942050712008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6068079942050712008'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/entity-nodes.html' title='Entity Nodes'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-5283955069893500358</id><published>2008-06-16T05:47:00.000-07:00</published><updated>2009-10-18T12:44:04.140-07:00</updated><title type='text'>Tutoriales de SandBox 2.0</title><content type='html'>&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Básicos&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;ul&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://tutorialsmx.blogspot.com/2008/06/como-crear-un-mapa-nuevo.html"&gt;Cómo crear un 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Nodes&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://32b0c0b4.linkbucks.com/"&gt;Game Nodes&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://8af5202c.linkbucks.com/"&gt;Entity Nodes&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-5283955069893500358?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5283955069893500358'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5283955069893500358'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/tutoriales-de-sandbox-20.html' title='Tutoriales de SandBox 2.0'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-1009888279565371504</id><published>2008-06-16T05:45:00.001-07:00</published><updated>2008-06-16T05:46:17.198-07:00</updated><title type='text'>Unreal Editor Tutorials TV</title><content type='html'>&lt;script 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src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-833485498040338701</id><published>2008-06-16T05:36:00.000-07:00</published><updated>2008-06-16T05:39:23.078-07:00</updated><title type='text'>Cómo crear un cielo</title><content type='html'>&lt;span style="font-weight: bold;"&gt;&lt;span style="line-height: normal;font-size:24;" &gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Configurar un cielo &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Este tutorial es de lo mejor que he visto y es completamente no oficial. Intenta explicar a la comunidad la manera de configurar un cielo. Mira&lt;br /&gt;&lt;a href="http://www.crymod.com/" target="_blank"&gt;http://www.crymod.com&lt;/a&gt; y &lt;a href="http://www.crymod.com/tutorials.php" target="_blank"&gt;http://www.crymod.com/tutorials.php&lt;/a&gt; para informarte más.&lt;br /&gt;&lt;br /&gt;El autor de todas las herramientas es Crytek &lt;a href="http://www.crytek.com/" target="_blank"&gt;www.crytek.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; El Cielo &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Se modifica el cielo con CryEngine2. La versión anterior los cielos estaban hechos en skyboxes (cajas de cielos) y se podría decir que nosotros estábamos dentro de esa caja. Por eso, en ocasiones, veías las esquinas de la supuesta caja, de allí viene el termino skyboxes.&lt;br /&gt;&lt;br /&gt;Con la nueva versión de Cryengine se han hecho algunos cambios. Hora del día, comienzo de la hora de la misión, etc.&lt;br /&gt;etc. Para completar un cielo puedes añadir nubes. Donde antes veías un dibujo de una nube, ahora te permitirá entrar sobre ellas.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; Lo básico&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;Aunque yo no lo llamaría skybox porque dicho termino todavía es usado en Sandbox2(tm). Para hacer un cielo básico tenemos dos opciones:&lt;br /&gt;1) Puedes elegir un cielo donde no exista ni la mañana ni la noche.&lt;br /&gt;2) Puedes tener un cambio del tiempo (dependiendo del tiempo del día).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Configurando la opción 1:&lt;/span&gt; Añadiendo un cielo básico&lt;br /&gt;&lt;br /&gt;Asumiendo que sabes dónde se encuentran la opción terrain “terreno” sabrás donde se encuentra la opción sky “cielo”.&lt;br /&gt;- Ve a la Rollup bar (Si no estuviese en pantalla ve a menú View / Show rollup bar)&lt;br /&gt;- Selecciona el Segundo botón&lt;br /&gt;- Clic en Environment&lt;br /&gt;- Pulsa el "..." (Botón Azul)&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 357px; height: 229px;" src="http://img259.imageshack.us/img259/5417/1crysisuq7.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Esto te abre el editor de material, donde puedes seleccionar uno de los cielos disponibles.&lt;br /&gt;Si no ves nada, ve a Materials/Sky. Elige cualquier otro excepto Materials/Sky/Sky&lt;br /&gt;Cierra esta ventana y después pulsa la fleche de al lado de “…” (Botón Azul). Ahora el cielo aparecerá.&lt;br /&gt;-Haz exactamente lo mismo para Material lowspec.&lt;br /&gt;Ahora tienes un cielo estático. Básicamente en la skybox (caja de cielo) veras un dibujo.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 360px; height: 154px;" src="http://img259.imageshack.us/img259/8792/2crysiskh1.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Configurando la opción 2:&lt;/span&gt; Añadir un cielo donde la hora de juego influya.&lt;br /&gt;&lt;br /&gt;Remarco que esta opción esta activada como preterminada al construir un Nuevo mapa.. Pero saber más no cuesta nada. Primeramente debes asegurarte que en las opciones Sky esta introducido el dato ----&gt; Materials/Sky/Sky.&lt;br /&gt;Si no la eliges, puede, pasar cosas catastróficas, como ver el sol en la noche o la luna al mediodía o cosas así.&lt;br /&gt;&lt;br /&gt;Asumiendo que sabes dónde se encuentran la opción terrain “terreno” sabrás donde se encuentra la opción sky “cielo”.&lt;br /&gt;- Ve a la Rollup bar (Si no estuviese en pantalla ve a menú View / Show rollup bar)&lt;br /&gt;- Selecciona el Segundo botón&lt;br /&gt;- Clic en Environment&lt;br /&gt;- Pulsa el "..." (Botón Azul)&lt;br /&gt;Esto te abre el editor de material, donde puedes seleccionar uno de los cielos disponibles.&lt;br /&gt;Si no ves nada, ve a Materials/Sky. Elige Materials/Sky/Sky&lt;br /&gt;Cierra esta ventana y después pulsa la fleche de al lado de “…” (Botón Azul). Ahora el cielo aparecerá.&lt;br /&gt;-Haz exactamente lo mismo para Material lowspec.&lt;br /&gt;&lt;br /&gt;Si te preguntas ¿Donde se encuentra el sol?, Probablemente lo tendrás encima de ti.&lt;br /&gt;- Ve a Terrain / Time of Day&lt;br /&gt;- Selecciona en la ventanita (A la esquina inferior izquierda) “Force sky update”&lt;br /&gt;- Mueve la barra de arriba de la ventanita y observa que ocurre&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 363px; height: 170px;" src="http://img137.imageshack.us/img137/3162/3crysisql7.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Nota: Si no usas  “Force sky update”  Puede pasar que veas el sol en mitad de la noche.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-833485498040338701?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/833485498040338701'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/833485498040338701'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/cmo-crear-un-cielo.html' title='Cómo crear un cielo'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-2834030380488761952</id><published>2008-06-16T05:32:00.000-07:00</published><updated>2008-06-16T05:34:27.052-07:00</updated><title type='text'>Como crear un Mapa Nuevo</title><content type='html'>&lt;span style="font-size: 18px; line-height: normal;"&gt;&lt;/span&gt;&lt;img style="width: 377px; height: 301px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/1-62.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt; &lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 18px; line-height: normal;"&gt;Descripción&lt;/span&gt;&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;El siguiente tutorial te enseñará los pasos para empezar creando un mapa nuevo.&lt;br /&gt;&lt;br /&gt;Los mapas en el juego de Crysis están basados en gigantestos mapas reales para crear más realismo.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Creando un nuevo mapa, carpeta y archivo&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Selecciona en el menú &lt;span style="font-style: italic;"&gt;File New&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/2-47.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Pon el nombre de tu nivel en &lt;span style="font-style: italic;"&gt;Level Name box&lt;/span&gt; y pulsa OK.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/3-42.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Cuando pulses OK, el editor creará una carpeta en el directorio Leves (donde tienes instalado el juego), en el se creará un archivo de extensión .cry, este archivo contiene gran parte de los objetos e información sobre el mapa.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Añadiendo terreno al mapa&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Generando el Terreno&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Ahora tenemos el mapa vacio, vamos a añadirle Textura para poder caminar sobre el, vamos a autogenerarlo.&lt;br /&gt;&lt;br /&gt;Para generar el terreno, vete a &lt;span style="font-style: italic;"&gt;Terrain Edit Terrain&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/4-31.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Posteriormente, vete a &lt;span style="font-style: italic;"&gt;Tools Generate Terrain&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Puedes acceder directamente a la ventana de Terreno dandole al Botón de Terreno, por defecto o encontrarás en la barra de herramientas.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/6-16.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Cuando le demos a &lt;span style="font-style: italic;"&gt;Generare Terrain&lt;/span&gt;, nos saldrá una pantalla con multiples parámetros a modificar, los dejamos por defecto y pulsamos OK.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/7-17.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;La ventana de &lt;span style="font-style: italic;"&gt;Generate Terrain&lt;/span&gt; tiene una serie de parametros que influiran en la forma del mapa cuando lo generemos.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Feature Size&lt;/span&gt;: Determina la cantidad de terreno a crear.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Bumpiness/Noise&lt;/span&gt;: Determina el grado de &lt;span style="color: orange;"&gt;bumpiness&lt;/span&gt; o deformación de la supercicie. &lt;span style="color: orange;"&gt;NTT: bumpiness viene a ser como cambios rápidos en la superficie.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Detail&lt;/span&gt;: Determina el número de veces que se aplicaran los efectos.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Variation&lt;/span&gt;: Colocación aleatoria de las islas.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Blurring&lt;/span&gt;: Aplica el número de veces que se aplicará el Filtro para evitar el "ruido"&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Sharpness (Exp. Base)&lt;/span&gt;: Determina la nitidez de la superficie.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Sharpness (Freq. Step)&lt;/span&gt;: Determina el número de veces que se aplicará el Filtro de Nitidez para la superficie.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Cuando la generación del terreno haya terminado te encontrarás con algo parecido a esto:&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 350px; height: 432px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/8-16.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Ahora pulsa OK para cerrar esa ventana y dar un paseo en 3D por tu "mapa" ahora con textura.&lt;br /&gt;El mapa ahora está en Gris, para tener una primera impresión con una textura aleatoria aplicada necesitas regenerar la textura de la superficie del terreno.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 356px; height: 202px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/9-15.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Generando la textura de la superficie del terreno&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Selecciona &lt;span style="font-style: italic;"&gt;Generate surface texture&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/10-14.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;En el cuadro que te aparezca, lo dejaremos tal cual, ya que las opciones como High Quality lo que hace esque tarde más tiempo, pero consigue más calidad, si quieres, seleccionalo, depués dale a OK.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/11-12.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Ahora ya tienes tu primera impresión de como será tu mapa con textura aplicada sobre la superficie del mapa.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 364px; height: 207px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/12-10.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Después de esto pulsa &lt;span style="font-weight: bold;"&gt;Ctrl + G&lt;/span&gt; y recorre libremente el mapa.&lt;br /&gt;&lt;br /&gt; &lt;span class="postbody"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-2834030380488761952?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2834030380488761952'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2834030380488761952'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/como-crear-un-mapa-nuevo.html' title='Como crear un Mapa Nuevo'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-2179524548773495747</id><published>2008-06-16T05:28:00.000-07:00</published><updated>2008-06-16T05:31:29.049-07:00</updated><title type='text'>Cómo crear Rios</title><content type='html'>&lt;span style="font-size: 18px; line-height: normal;"&gt;&lt;/span&gt;&lt;img style="width: 278px; height: 222px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/1-63.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Descipción&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Este tutorial va dedicado hacia aquellos que desean hacer un rio en el editor SandBox 2 de Crysis. Después de darle la forma deseada al rio y la longitud, vamos a darle la textura y los efectos necesarios para hacerlo más bonito.&lt;br /&gt;&lt;br /&gt;También te enseñaremos a darle unas particulas al río para hacerlo lo más real posible.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Preparando el terreno para el río&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Colocando "River Entity"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Nos vamos a &lt;span style="font-style: italic;"&gt;Objects&lt;/span&gt; en la sección de &lt;span style="font-style: italic;"&gt;rollup bar&lt;/span&gt;, una vez hay, darle click a &lt;span style="font-style: italic;"&gt;Misc&lt;/span&gt;, y por ultimo, &lt;span style="font-style: italic;"&gt;River&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 176px; height: 337px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/2-48.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Ahora, pulsa el boton izquierdo del ratón en donde será el primer punto, después hacemos lo mismo en donde será el tercero, y para finalizar, pulsamos el boton izquierdo del ratón dos veces (Doble Click) para finalizar.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 351px; height: 424px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/3-43.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;No te preocupes por las partes del rio que se quedan enterradas en el terreno, más tarde se solucinará.&lt;br /&gt;&lt;br /&gt;Después puedes editar la formar y poner/quitar puntos del rio que colo camos anteriormente, para eso, debeis de pulsar el boton &lt;span style="font-style: italic;"&gt;Edit&lt;/span&gt; en la sección de &lt;span style="font-style: italic;"&gt;Shape Editing section&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/4-32.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Para construir el lecho del río, debemos de configurar el ancho del río a 20 y pulsar el botón &lt;span style="font-style: italic;"&gt;Align Height Map button&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 206px; height: 333px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/5-22.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/6-17.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Esto ajustará el terreno para el río automaticamente, tanto la forma como la anchura, esto también se podría haber hecho con la herramienta &lt;span style="font-style: italic;"&gt;Road tool&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 312px; height: 245px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/7-18.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Creando la forma del río&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Ahora situa el ancho del río a un valor de 10. Ahora usando &lt;span style="font-style: italic;"&gt;Y axis&lt;/span&gt; (la flecha amarilla) pasamos a darle la altura del río, la que queramos. y alinearlo, seleccionamos la felcha amarilla con el botón izquierdo del ratón, lo hacercamos hacia nosotros, después, pulsa otra vez el boton [i+Align Height Map button[/i].&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 331px; height: 261px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/8-17.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Ahora, tendremos la trayectoria del río por el aire, no está rozando el suelo, para que de mejor aspecto, es recomendable editar el terreno del transcurso del río, para ello, recomendamos ver el tutorial de como modificar el terreno.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Creando el aspecto del terreno&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Asignando el material&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Asigando el material para el río (por ejemplo Materials/Ocean/river_village) usando el editor de material.&lt;br /&gt;&lt;br /&gt;Seleccionar Material asignado en el botón de la parte superior izquierda en el editor de materiales. Para ello nos vamos a &lt;span style="font-style: italic;"&gt;Material Editor&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 269px; height: 244px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/9-16.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Otros parametros para los rios&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;En los parametros del río puedes ajustar el material, puede que despues de eso te den la noticia de que se puede ajustar la velocidad del rio aquí, eso afecta la velocidad con la que los objetos flotaran sobre el río (cajas, barriles, etc), no afectará al aspecto del río.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 181px; height: 433px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/10-15.png" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ejemplo de parametros para el río&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Una buena configuración sería la siguiente:&lt;br /&gt;&lt;br /&gt;Width = 30 &lt;br /&gt;BorderWidth = 8 &lt;br /&gt;StepSize = 6 &lt;br /&gt;ViewDistRatio = 100 &lt;br /&gt;TileLength = 4 &lt;br /&gt;Depth = 10 &lt;br /&gt;Speed = 0.5 &lt;br /&gt;FogDensity = 0.5 &lt;br /&gt;FogColor = 61,86,91 &lt;br /&gt;FogColorMultiplier = 0.1 &lt;br /&gt;UScale = 0.05 &lt;br /&gt;VScale = 0.2 &lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size: 15px; line-height: normal;"&gt;Resultado&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 322px; height: 163px;" src="http://i196.photobucket.com/albums/aa66/Lorencito_2007/11-13.png" alt="Image" title="Image" border="0" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-2179524548773495747?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2179524548773495747'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2179524548773495747'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/cmo-crear-rios.html' title='Cómo crear Rios'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-3352452200171635219</id><published>2008-06-16T05:22:00.000-07:00</published><updated>2008-06-16T05:28:06.472-07:00</updated><title type='text'>Como modificar el terreno</title><content type='html'>&lt;span style="font-size: 18px; line-height: normal;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Descripción &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;El siguiente tutorial te da una idea de como se debe modificar el terreno. Un buen modelado en el mapa es una base importante para crear un mapa bueno. Este tutorial pretende aprender lo básico sobre las herramientas de edición.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; Modificar el terreno en la tabla &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Encima de la barra de la derecha, selecciona "modify"&lt;br /&gt;&lt;br /&gt;Esto te abrira opciones de la brocha (si no entendeis a que me refiero con brocha preguntad &lt;img src="http://crysisspain.foroportal.es/foro/images/crysisspain_foroportal_es/smiles/icon_wink.gif" alt="Wink" border="0" /&gt; ).&lt;br /&gt;&lt;br /&gt;Hay tres tipos de brochas que puedes usar para editar el terreno:&lt;br /&gt;Aplanar (Flattem), Alisar (Smooth) y Elevar/Bajar (Rise/Lower)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; Opciones importantes de la brocha &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Se pueden canviar el tamaño de la brocha arrastrando la barra&lt;br /&gt;&lt;br /&gt;Como mas muevas la barra, sus efectos seran mayores.&lt;br /&gt;&lt;br /&gt;* Flatten Height modifica la medida en que tu terreno se va a aplanar. Manteniendo Ctrl y clicando con el boton izquierdo del ratón procederemos a configurar el valor de "height" del terreno donde has clicado.&lt;br /&gt;&lt;br /&gt;* Rise/Lower aumenta o disminuye la medida en que dicha herramienta va a hacer su efecto. manteniendo Ctrl y clicando con el boton izquierdo bajaremos la "heigh" del terreno, eso si tiene un valor postivo en la barra "heigh".&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;La Brocha de Aplanar "Flatten"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Esta herramienta te permitirá aplanar literalmente una parte del terreno.&lt;br /&gt;Para activar esta opcion debes elegirla en la flehcita de "type":&lt;br /&gt;&lt;br /&gt;Despues seleccionamos obviamente, Flatten&lt;br /&gt;&lt;br /&gt;Y clicamos con el izquierdo&lt;br /&gt;&lt;br /&gt;Para aplanar el terreno primero has de seleccionar su medida "heigh" en el control deslizante de "heigh" que se encuentra en "modify" en "terrain"&lt;br /&gt;&lt;br /&gt;Ahora clica en el mapa y desliza el raton manteniendo el clicado, el terreno se aplanara donde este la brocha.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 384px; height: 240px;" src="http://img139.imageshack.us/img139/9761/modifyimage020pb8.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 386px; height: 241px;" src="http://img401.imageshack.us/img401/452/modifyimage022wp1.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 386px; height: 240px;" src="http://img401.imageshack.us/img401/5531/modifyimage024hi1.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Herramienta de Alisar "Smooth"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Esta herramienta permite hacer mas planos los terrenos y evitar terrenos agudos. Activa el modo Smooth en el mismo lado donde activaste el modo Flatten. Para ponerlo en uso es igual que en Flatten, debemos clikar en el mapa.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 395px; height: 278px;" src="http://img108.imageshack.us/img108/8882/modifyimage026br0.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Herramienta de Elevar/Bajar "Rise/Lower"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Para configurar el elevado o el bajado del terreno debemos mover la barra deslizante de medida "heigh" Despeus Clica en el terreno al igual que en los dos casos anteriores para poner en marcha la herramienta.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Un núnmero negativo producirá una disminución del terreno.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://doc.crymod.com/Modify_image032.jpg" alt="Image" title="Image" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;RESULTADO&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 427px; height: 277px;" src="http://img509.imageshack.us/img509/912/modifyimage034go5.png" alt="Image" title="Image" border="0" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-3352452200171635219?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3352452200171635219'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3352452200171635219'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/como-modificar-el-terreno.html' title='Como modificar el terreno'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6712507650498614701</id><published>2008-06-16T05:15:00.000-07:00</published><updated>2008-06-16T05:21:51.768-07:00</updated><title type='text'>SandBox - Como pintar el terreno</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Descripción&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Con este tutorial aprenderas todo lo básico a lo que se refiere a crear capas y pintar el terreno. Para pintar el terreno se necesitan varias herramientas.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Preparando las capas&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Para abrir el editor de capas ve a "terrain" y "textures&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Añadiendo una nueva capa&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;La ventana siguiente se abrirá&lt;br /&gt;&lt;br /&gt;Clicando al icono a la izquierda de la X se creara una nueva capa. Directamente el programa nos dejara editar su nombre por defecto. Deberiamos ponerle un nombre que nos sugiera a que nos servira esa capa.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Añadiendo un material&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Despues de crear una nueva capa, als opciones apareceran en  la ventana fija al lado del gestor de capas.&lt;br /&gt;&lt;br /&gt;LayerID se asiganara por defecto a -1, mejro que nunca toques manualmente el valor que sea.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;NOTAS&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Una vez creada una nueva capa, seleccionala y ve a EDIT SURFACE TEXTURES, Despues clica en el botoón Add; si te apetece puedes nombrar la nueva creación. ( En este ejemplo que usa el creador del tutorial, pone la palabra arena "sand"&lt;br /&gt;&lt;br /&gt;Despues, abre el Material Editor&lt;br /&gt;&lt;br /&gt;Ahora selecciona un tipo de terreno de la carpeta "terrain"&lt;br /&gt;&lt;br /&gt;Asegurate de seleccionar el terrenoq ue quieres y cierra la ventana, clicas en Pick Selected, asi pondras la seleccion anterior.&lt;br /&gt;&lt;br /&gt;Ahora has creado un forma de textura, necesitaras asignarla a la capa, mediante la lista.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Añadiendo una textura&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clica el botón cargar textura.&lt;br /&gt;&lt;br /&gt;Te aparecera una lista, selecciona una y abrir "open"&lt;br /&gt;&lt;br /&gt;Ahora vayamos al editor general, tendars una nueva textura para usar.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Pintando el terreno&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Selecciona Layer Painter en la pestaña Terrain.&lt;br /&gt;&lt;br /&gt;Despeus de seleccionarlo, abajo tendars una lista de las posible texturas a usar.&lt;br /&gt;&lt;br /&gt;Ahora en configuración de la brocha encontraras dos barras para modificar  la brocha.&lt;br /&gt;&lt;br /&gt;Radio "radius" te perrmite cambiar la grandura de la brocha.&lt;br /&gt;&lt;br /&gt;La barra de dureza "Hardness" te permitira si quieres difuminar o tenr una textura media. El terreno cambiara donde apliques la brocha.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://doc.crymod.com/Paint_image030.jpg" alt="Image" title="Image" border="0" /&gt; La opción "filter" te permitira asignar un color básico&lt;br /&gt;&lt;br /&gt;&lt;img src="http://doc.crymod.com/Paint_image032.jpg" alt="Image" title="Image" border="0" /&gt; Selecciona un color en la tabla.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://doc.crymod.com/Paint_image033.jpg" alt="Image" title="Image" border="0" /&gt; Selecciona su luminosidad que buscas.&lt;br /&gt;&lt;br /&gt;Clicas Ok y aparecera el color en la opción "filter"&lt;br /&gt;&lt;br /&gt;&lt;img src="http://doc.crymod.com/Paint_image035.jpg" alt="Image" title="Image" border="0" /&gt;Ahroa clicando en el modo general del editor veras que donde pase la brocha se pintara de ese color.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Resultado&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Como puedes ver, se puede conseguir increibles resultados.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img444.imageshack.us/img444/1023/paintimage038on1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://img444.imageshack.us/img444/1023/paintimage038on1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6712507650498614701?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6712507650498614701'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6712507650498614701'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/sandbox-como-pintar-el-terreno.html' title='SandBox - Como pintar el terreno'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-3844868548575937889</id><published>2008-06-15T01:23:00.000-07:00</published><updated>2008-06-15T03:10:15.716-07:00</updated><title type='text'>UT3 Char Tuto - Part 5 Codificar nuestro Char</title><content type='html'>&lt;p style="text-align: right;" class="style1"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Cómo customizar la codificación de nuestro char&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Ok, así que queremos usar un montón de sets customizados para nuestro char. Cuando hablo de sets customizados, me refiero a cosas como baseMIC's para los materiales o el esqueleto (rigs + animsets) o packs de voces...y todos estos set pueden ser cambiados via código en los archivos de Family Info, la única cosa que no funcionará por el momento, serán las facciones, lo cual Epic sabe y intentara arreglarlo para el próximo patch.&lt;/p&gt;&lt;p class="style1" align="left"&gt;Muy bien, pues vamos a comenzar, primero abramos el UnrealEd y en el generic browser click en Actors y despúes desde el menú click a Export All Scripts.&lt;/p&gt;&lt;p class="style1" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SFTe-nlaL9I/AAAAAAAAANk/6KPA9iGm1bc/s1600-h/ut3char18.jpg"&gt;&lt;img style="cursor: pointer; width: 658px; height: 147px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SFTe-nlaL9I/AAAAAAAAANk/6KPA9iGm1bc/s400/ut3char18.jpg" alt="" id="BLOGGER_PHOTO_ID_5212035836133650386" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Ahora dejamos que vaya haciendo, tardará un buen rato, y cuando esté echo miremos donde nos ha dejado los scrpts, probablemente en alguna carpeta parecida a Mis Documentos\My&lt;/p&gt; &lt;p class="style1" align="left"&gt; Games\Unreal Tournament 3\UTGame\ExportedScript.&lt;/p&gt; &lt;p class="style1" align="left"&gt;Y ahora a cambiar código:&lt;/p&gt; &lt;p class="style1" align="left"&gt;I.- Editemos nuestro UTEditor.ini y añadimos debajo de la sección [ModPackages] la linia ModPackages=TheSmiths (TheSmiths será la familia del char)&lt;/p&gt;&lt;p class="style1" align="left"&gt;II.- Tendremos que hacer varios directorios para nuestro código. Ej. Mis Documentos\My Games\Unreal Tournament 3\UTGame\Src\TheSmiths\classes&lt;/p&gt; &lt;p class="style1" align="center"&gt;UTFamilyInfo&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SFTg6-j9TaI/AAAAAAAAANs/EFys47p-d4U/s1600-h/ut3char19.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 373px; height: 274px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SFTg6-j9TaI/AAAAAAAAANs/EFys47p-d4U/s400/ut3char19.jpg" alt="" id="BLOGGER_PHOTO_ID_5212037972605357474" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;UTFamilyInfo_Human&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/SFTiSMUm0II/AAAAAAAAAN0/XSodMPPkyw4/s1600-h/ut3char20.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 371px; height: 237px;" src="http://bp0.blogger.com/_YA1O0iFykjQ/SFTiSMUm0II/AAAAAAAAAN0/XSodMPPkyw4/s400/ut3char20.jpg" alt="" id="BLOGGER_PHOTO_ID_5212039470947684482" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;UTFamilyInfo_Ironguard&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SFTkD8r0vVI/AAAAAAAAAN8/AdjH6pmPWCE/s1600-h/ut3char21.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 369px; height: 102px;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SFTkD8r0vVI/AAAAAAAAAN8/AdjH6pmPWCE/s400/ut3char21.jpg" alt="" id="BLOGGER_PHOTO_ID_5212041425255185746" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class="style1" align="center"&gt;UTFamilyInfo_Ironguard_Female&lt;/p&gt;&lt;p class="style1" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SFTkZL4cwxI/AAAAAAAAAOE/7AV8f9bMLXE/s1600-h/ut3char22.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 358px; height: 207px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SFTkZL4cwxI/AAAAAAAAAOE/7AV8f9bMLXE/s400/ut3char22.jpg" alt="" id="BLOGGER_PHOTO_ID_5212041790111925010" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="text-align: left;" class="style1"&gt;Como podemos ver en estos archivos, podemos cambiar cada aspecto de nuestra familia de char seteándolo. Lo que sugiero es que empieces con una simple combinación del archivo Faction y los archivos de male/female, y solo cambiemos esos bits que necesitmeos, tal como muestro aquí:&lt;/p&gt;&lt;p style="text-align: left;" class="style1"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_YA1O0iFykjQ/SFTktfBM5wI/AAAAAAAAAOM/vvgVzvE9fXk/s1600-h/ut3char23.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_YA1O0iFykjQ/SFTktfBM5wI/AAAAAAAAAOM/vvgVzvE9fXk/s400/ut3char23.jpg" alt="" id="BLOGGER_PHOTO_ID_5212042138846291714" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Como podemos ver, lo único que hemos cambiado es la ID de Family, pero podemos cambiar cualquier cosa de nuestro char pack. Ahora guardemos nuestro archivo en el directorio Src\TheSmiths\classes y reabrimos el UEd y deberiamos poder ver esta pantalla:&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_YA1O0iFykjQ/SFToMek4L8I/AAAAAAAAAOU/NOOlViaRx9c/s1600-h/ut3char24.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_YA1O0iFykjQ/SFToMek4L8I/AAAAAAAAAOU/NOOlViaRx9c/s400/ut3char24.jpg" alt="" id="BLOGGER_PHOTO_ID_5212045969838321602" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Decimos que si para que compile nuestra script. Una vez compilado, volvemos a nuestro directorio Mis Documentos\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script y buscamos el archivo TheSmiths.u, que deberemos copiar al directorio Published\CookedPC\Script.&lt;br /&gt;&lt;/p&gt;&lt;p class="style1" align="left"&gt;Ahora podemos añadir nuestras partes del char customizando el archivo ini con nuestro nombre UTCustomChar.ini y ponerlos en un directorio etra para los chars customizados. Ej. CookedPC\CustomChars\TheSmiths\UTCustomChar.ini&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SFTpngk9_qI/AAAAAAAAAOc/jd8KebiKPAA/s1600-h/ut3char25.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SFTpngk9_qI/AAAAAAAAAOc/jd8KebiKPAA/s400/ut3char25.jpg" alt="" id="BLOGGER_PHOTO_ID_5212047533743668898" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class="style1" align="left"&gt;Asegurémonos de poner al principio +ModFamilies=&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-3844868548575937889?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3844868548575937889'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/3844868548575937889'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/06/ut3-create-chat-tuto-part5.html' title='UT3 Char Tuto - Part 5 Codificar nuestro Char'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_YA1O0iFykjQ/SFTe-nlaL9I/AAAAAAAAANk/6KPA9iGm1bc/s72-c/ut3char18.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6979749119406006066</id><published>2008-04-14T08:00:00.000-07:00</published><updated>2008-06-15T01:43:09.055-07:00</updated><title type='text'>UT3 Char Tuto - Part 4</title><content type='html'>&lt;a href="http://bp2.blogger.com/_YA1O0iFykjQ/SAN1bm2PIKI/AAAAAAAAAMg/zOQV4ixEoYw/s1600-h/001.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5189120312805892258" style="margin: 0px 0px 10px 10px; float: right; width: 223px; height: 115px;" alt="" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAN1bm2PIKI/AAAAAAAAAMg/zOQV4ixEoYw/s400/001.jpg" border="0" height="89" width="224" /&gt;&lt;/a&gt; Ok, es hora de linkar todo el trabajo junto para poder jugar nuestro ersonaje en el juego; primero hagamos una copia de seguridad del archivo ini.&lt;br /&gt;&lt;br /&gt;*** El archivo que necesitamos editar es el \Documents and Settings\&lt;userid&gt;\Mis Documentos\My Games\Unreal Tournament 3\UTGame\Config\ UTCustomChar. ***&lt;br /&gt;&lt;br /&gt;Para mi personaje copié y pegué el char Reaper y le cambie el nombre por el mio y listo.&lt;br /&gt;&lt;/userid&gt;&lt;br /&gt;&lt;div&gt;Ahora tendremos que insertar las linias que definen nuestras meshes; simplemente es copiar y pegar&lt;a href="http://bp2.blogger.com/_YA1O0iFykjQ/SAN4om2PILI/AAAAAAAAAMo/mzpWnuuilsA/s1600-h/002.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5189123834679074994" style="margin: 0px 10px 10px 0px; float: left; width: 251px; height: 124px;" alt="" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAN4om2PILI/AAAAAAAAAMo/mzpWnuuilsA/s400/002.jpg" border="0" height="124" width="204" /&gt;&lt;/a&gt; la linia de arriba y después cambiar el nombre de la mesh y el Part ID rojo mencionado antes, aquí es donde el nombre de las ombreras es importante tal y como lo definimos al setearlo en verde...&lt;/div&gt;&lt;br /&gt;Una vez tengamos todas las partes definidas,&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SD75eV0sR8I/AAAAAAAAAM8/1VcV-LarqpY/s1600-h/iiiic_inifile.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 225px; height: 174px;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SD75eV0sR8I/AAAAAAAAAM8/1VcV-LarqpY/s400/iiiic_inifile.jpg" alt="" id="BLOGGER_PHOTO_ID_5205872518936414146" border="0" /&gt;&lt;/a&gt; podemos guardar el archivo y arrancar el juego.  Notemos que no tube que cambiar la imagen PreviewImageMarkup="&lt;images:ui_portrait.character.ui_portrait_character_twinsouls_male_head03&gt;" en la linia del char, así, cuando cambiemos el player, solo veremos el nombre nuevo.&lt;br /&gt;Para la sección donde cseleccionamos como irá nuestro carácter,  podemos o bien sustituir las meshes o si nos sentimos bravos, podemos cambiar las linias de character en el archivo ini.&lt;br /&gt;&lt;br /&gt;&lt;/images:ui_portrait.character.ui_portrait_character_twinsouls_male_head03&gt;    Ahora ya podemos jugar con nuestro personaje en el juego...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SD771l0sR_I/AAAAAAAAANU/E25bsLTXyek/s1600-h/iiiid_inifile.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SD771l0sR_I/AAAAAAAAANU/E25bsLTXyek/s400/iiiid_inifile.jpg" alt="" id="BLOGGER_PHOTO_ID_5205875117391628274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p class="style22" align="left"&gt;Encontré el camino para poner el model en el editor sin errores por mapear mal los UVW (y no se tienen que modificar).&lt;br /&gt;  &lt;/p&gt; &lt;p class="style22" align="left"&gt;Lo único que sucede es: este camino no aloja la customización de char. Voy a descifrar el secreto:&lt;/p&gt; &lt;p class="style22" align="left"&gt;I .- Hacemos un triangulo (mesh) escondido por cada parte. Asignamos ese triangulo al bone más cercano.&lt;/p&gt; II.- Hagamos nueatra mesh entera y riggeemos normalmente. Despúes exportemos la full version sin subdivisiones (yo use 1 material por toda mi mesh).&lt;br /&gt;&lt;br /&gt;III.- En el UnrealEd, importamos todos los archivos, cada parte del los triángulos y la full version. Nos aeguramos que lo visible este seteado en la parte de la cabeza.&lt;br /&gt;&lt;br /&gt;IV.- Asignamos los sockets a cada parte (Torso, Botas y Brazos) y materiales, despúes seteamos -51 Z offset en el origen y -90º en la rotación offset.&lt;br /&gt;&lt;br /&gt;V.- Configuremos nuestro archivo INI para cargar los parámetros que queramos.&lt;br /&gt;&lt;br /&gt;VI.- Probemos ahora...&lt;br /&gt;&lt;br /&gt;PD: No dije que la mesh total tiene que ser la parte de la cabeza. Los pasos tienen que ser actualizados.&lt;br /&gt;&lt;p class="style22" align="left"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6979749119406006066?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6979749119406006066'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6979749119406006066'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/04/ut3-char-tuto-part-4.html' title='UT3 Char Tuto - Part 4'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_YA1O0iFykjQ/SAN1bm2PIKI/AAAAAAAAAMg/zOQV4ixEoYw/s72-c/001.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-2754027565231683377</id><published>2008-04-13T04:59:00.000-07:00</published><updated>2008-04-13T06:07:09.646-07:00</updated><title type='text'>UT3 Char Tuto - Part 3 Mesh Setup</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/SAH3jm2PICI/AAAAAAAAALg/SZnJZ8YzaS8/s1600-h/ut3char12.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 189px; height: 105px;" src="http://bp0.blogger.com/_YA1O0iFykjQ/SAH3jm2PICI/AAAAAAAAALg/SZnJZ8YzaS8/s400/ut3char12.jpg" alt="" id="BLOGGER_PHOTO_ID_5188700436803035170" border="0" /&gt;&lt;/a&gt;Bien, importemos ya todas las meshes de nuestro personaje, tengamos en cuenta el nombre de las hombreras, es decir: nombredelamesh_LShoPad01 para la  que vaya a la izquierda y nombredelamesh_RShoPad01 para la que vaya a la derecha, de otra manera no nos funcionaría.&lt;br /&gt;&lt;br /&gt;Seleccionemos cada mesh por turno, doble click o click derecho / Animset editor, asegurémonos que llamamos a la mesh y en propiedades de &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_YA1O0iFykjQ/SAIA9G2PIDI/AAAAAAAAALo/ghnVAJPnzSw/s1600-h/ut3char13.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 203px; height: 135px;" src="http://bp3.blogger.com/_YA1O0iFykjQ/SAIA9G2PIDI/AAAAAAAAALo/ghnVAJPnzSw/s400/ut3char13.jpg" alt="" id="BLOGGER_PHOTO_ID_5188710770494349362" border="0" /&gt;&lt;/a&gt;SkeletalMesh abrimos abrimos materiales y aplicamos nuestro material MIC. Para estar seguro de que todo se asienta correctamente, debemos cambiar el origen (Origin) de la Z a -51 y el RotOrigin Yaw a -90.&lt;br /&gt;&lt;br /&gt;&lt;p class="style19" align="left"&gt;Para más diversión, las meshes deberían tener ranuras extras (extra sockets). &lt;/p&gt; &lt;p class="style19" align="left"&gt;Aquí está la lista de las meshes que necesitan sockets:&lt;/p&gt; &lt;p class="style19" align="left"&gt;&lt;span style="font-weight: bold;"&gt;brazos:&lt;/span&gt;&lt;span style="font-size:78%;"&gt;- DualWeaponPoint - b_LeftWeapon , WeaponPoint - b_RightWeapon&lt;/span&gt;&lt;/p&gt; &lt;p class="style19" align="left"&gt;&lt;span style="font-weight: bold;"&gt;torso:&lt;/span&gt;&lt;span style="font-size:78%;"&gt;- HeadShotGoreSocket - b_Neck&lt;/span&gt;&lt;/p&gt; &lt;p class="style19" align="left"&gt;&lt;span style="font-weight: bold;"&gt;piernas:&lt;/span&gt;&lt;span style="font-size:78%;"&gt;- L_JB -b_LeftAnkle , R_JB -b_RightAnkle&lt;/span&gt;&lt;/p&gt; &lt;p class="style19" align="left"&gt;para hacer esto, vamos al animset editor menu/mesh/socket manager...&lt;/p&gt;&lt;p class="style19" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SAICB22PIEI/AAAAAAAAALw/be-ioRyxUH8/s1600-h/ut3char14.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 227px; height: 148px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAICB22PIEI/AAAAAAAAALw/be-ioRyxUH8/s400/ut3char14.jpg" alt="" id="BLOGGER_PHOTO_ID_5188711951610355778" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt;Click en el desplegable New Socket y cogemos el bueno y click ok&lt;br /&gt;&lt;/p&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/SAICjW2PIFI/AAAAAAAAAL4/yiCgYs-EjRs/s1600-h/ut3char15.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 223px; height: 154px;" src="http://bp0.blogger.com/_YA1O0iFykjQ/SAICjW2PIFI/AAAAAAAAAL4/yiCgYs-EjRs/s400/ut3char15.jpg" alt="" id="BLOGGER_PHOTO_ID_5188712527135973458" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Ahora le ponemos un nombre al socket&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SAIEEm2PIII/AAAAAAAAAMQ/OWYRviy2LUM/s1600-h/ut3char16.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 158px; height: 103px;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SAIEEm2PIII/AAAAAAAAAMQ/OWYRviy2LUM/s400/ut3char16.jpg" alt="" id="BLOGGER_PHOTO_ID_5188714197878251650" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/SAIEQW2PIJI/AAAAAAAAAMY/ZcgvRf-Bpmk/s1600-h/ut3char17.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 159px; height: 104px;" src="http://bp0.blogger.com/_YA1O0iFykjQ/SAIEQW2PIJI/AAAAAAAAAMY/ZcgvRf-Bpmk/s400/ut3char17.jpg" alt="" id="BLOGGER_PHOTO_ID_5188714399741714578" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Una vez puestos todos los sockets, podremos continuar editando el archivo ini para customizar nuestro char, pero eso lo veremos en el próximo capítulo...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-2754027565231683377?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2754027565231683377'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2754027565231683377'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/04/ut3-char-tuto-part-3-mesh-setup.html' title='UT3 Char Tuto - Part 3 Mesh Setup'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_YA1O0iFykjQ/SAH3jm2PICI/AAAAAAAAALg/SZnJZ8YzaS8/s72-c/ut3char12.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-5028139125695174007</id><published>2008-04-12T12:15:00.000-07:00</published><updated>2008-04-12T13:50:21.750-07:00</updated><title type='text'>UT3 CharTuto - Part 2 Setup del Material</title><content type='html'>Para empezar necesitaremos al menos 6 texturas: cuerpo y cabeza con sus respectivos diffuse, normal y specular (6 en total y todas de 2048x2048).&lt;br /&gt;&lt;p class="style19" align="left"&gt;Importante grabar nuestro package en el directorio:&lt;br /&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt; \Documents and Settings\&lt;userid&gt;\Mis Documentos\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\CustomChars&lt;/userid&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_YA1O0iFykjQ/SAENG-GNKFI/AAAAAAAAAKo/YzL3mUeSj9s/s1600-h/ut3char06.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 161px; height: 159px;" src="http://bp3.blogger.com/_YA1O0iFykjQ/SAENG-GNKFI/AAAAAAAAAKo/YzL3mUeSj9s/s400/ut3char06.jpg" alt="" id="BLOGGER_PHOTO_ID_5188442659106924626" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt;Desde el Generic Browser importamos nuestras texturas en nuestro packages, en este caso, yo seguí las convenciones de nombres de CH_RTeam_Male sustituyendo mis texturas en el material correcto.&lt;/p&gt;&lt;p class="style19" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SAEOUuGNKGI/AAAAAAAAAKw/ahxYKEM1bko/s1600-h/ut3char07.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 110px; height: 210px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAEOUuGNKGI/AAAAAAAAAKw/ahxYKEM1bko/s400/ut3char07.jpg" alt="" id="BLOGGER_PHOTO_ID_5188443994841753698" border="0" /&gt;&lt;/a&gt; Ahora, con todas las texturas importadas, debemos hacer un nuevo MaterialInstanceConstant, este es el material que aplicaremos a la maya.&lt;/p&gt;&lt;p class="style19" align="left"&gt;Bien, ahora pongámosle un nombre decente a &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SAEPzuGNKHI/AAAAAAAAAK4/R2-lbvrF1Ls/s1600-h/ut3char08.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 160px; height: 94px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAEPzuGNKHI/AAAAAAAAAK4/R2-lbvrF1Ls/s400/ut3char08.jpg" alt="" id="BLOGGER_PHOTO_ID_5188445626929326194" border="0" /&gt;&lt;/a&gt;niestro MIC, yo usé la extensión _mic (de esta forma se que textura es cual).&lt;/p&gt;&lt;br /&gt;&lt;p class="style19" align="left"&gt;Para hacer que todo esto funcione, necesitamos un parent material, viendo que  me estoy basando en Rohin &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SAESYG2PH_I/AAAAAAAAALI/0iCCHqOghcY/s1600-h/ut3char09.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 192px; height: 178px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAESYG2PH_I/AAAAAAAAALI/0iCCHqOghcY/s400/ut3char09.jpg" alt="" id="BLOGGER_PHOTO_ID_5188448451071778802" border="0" /&gt;&lt;/a&gt;(TwinSouls) buscaremos los materiales de CH_RTeam_Male para los materiales del cuerpo (subrayados). Abriendo esto vemos que es pariente de MI_CH_ALL_TwinSouls_Base este es el material que necesitamos para nuestro material MIC, para seleccionar el archivo base, simplemente clickemos en el magnifing glass.&lt;/p&gt;&lt;br /&gt;&lt;p class="style19" align="left"&gt;Con los materiales base seleccionados, click en nuestro material del cuerpo y click en la flcha de al lado derecho de la linia parent. Ahora que tenemos la base parent clasificada, podemos añadir nuestra textura listada abajo.&lt;br /&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SAEYR22PIBI/AAAAAAAAALY/9kLro_pSwx0/s1600-h/ut3char11.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 170px; height: 144px;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SAEYR22PIBI/AAAAAAAAALY/9kLro_pSwx0/s400/ut3char11.jpg" alt="" id="BLOGGER_PHOTO_ID_5188454940767363090" border="0" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class="style19" align="left"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/SAEYI22PIAI/AAAAAAAAALQ/mIek_VR7ASk/s1600-h/ut3char10.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 165px; height: 147px;" src="http://bp1.blogger.com/_YA1O0iFykjQ/SAEYI22PIAI/AAAAAAAAALQ/mIek_VR7ASk/s400/ut3char10.jpg" alt="" id="BLOGGER_PHOTO_ID_5188454786148540418" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="style19" align="left"&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="style19" align="left"&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="style19" align="left"&gt;&lt;span class="style3"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt;&lt;span class="style3"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="style19" align="left"&gt;&lt;span class="style3"&gt;Important&lt;/span&gt;e --&gt; Cuando guardemos el package, debemos guardarlo en el directorio:&lt;br /&gt;&lt;/p&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;\Documents and Settings\&lt;/span&gt;&lt;/span&gt;&lt;userid&gt;&lt;span style="font-size:85%;"&gt;\Mis Documentos\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\CustomChars&lt;/span&gt;&lt;br /&gt;&lt;/userid&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-5028139125695174007?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5028139125695174007'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5028139125695174007'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/04/chartuto-setup-del-material-part-2.html' title='UT3 CharTuto - Part 2 Setup del Material'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_YA1O0iFykjQ/SAENG-GNKFI/AAAAAAAAAKo/YzL3mUeSj9s/s72-c/ut3char06.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-6510839104486320555</id><published>2008-04-12T10:00:00.000-07:00</published><updated>2008-04-12T13:47:46.530-07:00</updated><title type='text'>UT3 CharTuto - Part 1 Setup en el 3DMax</title><content type='html'>Para empezar bajamos los personajes oficiales desde &lt;a href="http://udn.epicgames.com/Three/UT3Mods.html"&gt;aquí&lt;/a&gt;. &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/SADtNeGNKAI/AAAAAAAAAKA/8hBuWALG8uE/s1600-h/ut3char01.JPG"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 264px; height: 193px;" src="http://bp0.blogger.com/_YA1O0iFykjQ/SADtNeGNKAI/AAAAAAAAAKA/8hBuWALG8uE/s400/ut3char01.JPG" alt="" id="BLOGGER_PHOTO_ID_5188407586403985410" border="0" /&gt;&lt;/a&gt;Cargamos el archivo UT3_male.max,  aceptamos todos los cambios, click derecho en el viewport y clickamos en lo mostrado. Ahora abrimos la ventanita de diálogo de selección de objetos y seleccionamos la maya que s muestra y la borramos. Esto nos dejará con el esqueleto de base, ahora necesitamos aplicarle el personaje humano. Guardamos el archivo con un único nombre: UT3_human_skeleton.max&lt;br /&gt;&lt;br /&gt;&lt;p class="style14"&gt;Antes de modificar nuestra maya dentro de la sección que le corresponda, es buena idea asegurarse de que los uvs están dentro de las regiones configuradas por Epic.&lt;/p&gt;&lt;br /&gt;&lt;p class="style24"&gt;&lt;span style="font-weight: bold; font-style: italic; color: rgb(102, 0, 0);font-family:verdana;font-size:85%;"  &gt;REGIONES DE LOS UVs PARA LOS PERSONAJES DE UT3&lt;/span&gt;&lt;/p&gt;&lt;p class="style24"&gt;&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Textura de la Cabeza&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p class="style24"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SADuo-GNKBI/AAAAAAAAAKI/PU18gahmE4k/s1600-h/ut3char02.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 301px; height: 258px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SADuo-GNKBI/AAAAAAAAAKI/PU18gahmE4k/s400/ut3char02.JPG" alt="" id="BLOGGER_PHOTO_ID_5188409158362015762" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;   &lt;p class="style24"&gt;&lt;span style="font-size:78%;"&gt;head - HeadRegions(0)=(SizeX=2048,SizeY=1024)&lt;br /&gt;eyes+mouth - HeadRegions(1)=(OffsetY=1024,SizeX=256,SizeY=256)&lt;br /&gt;mouth - HeadRegions(2)=(OffsetX=256,OffsetY=1024,SizeX=256,SizeY=256)&lt;br /&gt;neck   cut - HeadRegions(3)=(OffsetY=1280,SizeX=256,SizeY=256)&lt;br /&gt;helmet_full - HeadRegions(4)=(OffsetX=1024,OffsetY=1024,SizeX=1024,SizeY=1024)&lt;br /&gt;facemask - HeadRegions(5)=(OffsetX=512,OffsetY=1024,SizeX=512,SizeY=512)&lt;br /&gt;goggles   - HeadRegions(6)=(OffsetY=1536,SizeX=512,SizeY=256)&lt;br /&gt;chest Female - HeadRegions(7)=(OffsetX=512,OffsetY=1536,SizeX=512,SizeY=512)&lt;br /&gt;neck - HeadRegions(8)=(OffsetY=1792,SizeX=512,SizeY=256)&lt;/span&gt;&lt;/p&gt;&lt;p class="style24"&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Textura del Cuerpo&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SADwV-GNKCI/AAAAAAAAAKQ/V88Xf9Hc7cU/s1600-h/ut3char03.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 304px; height: 258px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SADwV-GNKCI/AAAAAAAAAKQ/V88Xf9Hc7cU/s400/ut3char03.JPG" alt="" id="BLOGGER_PHOTO_ID_5188411030967756834" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:78%;"&gt;torso - BodyRegions(0)=(SizeX=1152,SizeY=1024)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:78%;"&gt;legs - BodyRegions(1)=(OffsetY=1024,SizeX=1152,SizeY=1024)&lt;br /&gt;pads - BodyRegions(2)=(OffsetX=1152,SizeX=896,SizeY=384)&lt;br /&gt;arms -   BodyRegions(3)=(OffsetX=1152,OffsetY=384,SizeX=896,SizeY=896)&lt;br /&gt;boots - BodyRegions(4)=(OffsetX=1152,OffsetY=1280,SizeX=896,SizeY=768)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Ahora escalamos y ponemos nuestra maya encima del esqueleto, no olbidemos que &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SAD0F-GNKEI/AAAAAAAAAKg/XU-EmipdzpU/s1600-h/ut3char05.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 129px; height: 376px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SAD0F-GNKEI/AAAAAAAAAKg/XU-EmipdzpU/s400/ut3char05.jpg" alt="" id="BLOGGER_PHOTO_ID_5188415154136361026" border="0" /&gt;&lt;/a&gt;la maya debe estar&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_YA1O0iFykjQ/SADyy-GNKDI/AAAAAAAAAKY/1hR-53zfASg/s1600-h/ut3char04.JPG"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 119px; height: 196px;" src="http://bp2.blogger.com/_YA1O0iFykjQ/SADyy-GNKDI/AAAAAAAAAKY/1hR-53zfASg/s400/ut3char04.JPG" alt="" id="BLOGGER_PHOTO_ID_5188413728207218738" border="0" /&gt;&lt;/a&gt; dividida en secciones, es decir, las botas por una parte, las hombreras por otra, la cabeza por otra, torso, brazos y piernas... Ahora, aplicadas las modificaciones a cada sección, riggeamos la maya. Importante --&gt; en el modificador de piel (skin modifier) , cuando añadimos huesos, seleccionemos solo los que contengan el prefijo b_ (b_head, ...). Y  no olbidemos guardar otra vez.&lt;br /&gt;&lt;br /&gt;Muy bien, ahora seleccionamos una sección de nuestra maya y abramos el ActorX exporter, seleccionamos un directorio de salida y le ponemos un nombre a la maya de salida y clickamos en Save Mesh. Importante--&gt; aseguremonos de tener checkeado skin-type, all selected y cull unused dummies en el setup del ActorX.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-6510839104486320555?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6510839104486320555'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/6510839104486320555'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/04/ut3-chartuto-part-1-setup-en-el-3dmax.html' title='UT3 CharTuto - Part 1 Setup en el 3DMax'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_YA1O0iFykjQ/SADtNeGNKAI/AAAAAAAAAKA/8hBuWALG8uE/s72-c/ut3char01.JPG' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-8416501212485883227</id><published>2008-01-17T05:23:00.000-08:00</published><updated>2008-01-17T05:33:16.211-08:00</updated><title type='text'>Hacer un Elevador con Matinee</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Hacemos una habitación básica y ponemos algo que haga de elevador. Ahora necesitamos algún trigger que active el movimiento del mover. Entonces, ponemos un RTriggerVolume al pie del elevador y usaremos el RTrigger&lt;span style=""&gt;  &lt;/span&gt;Event para decirle al elevador que se empiece a mover. Vamos pues al setup de event en Kismet.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Con el Kismet limpio, click derecho y seleccionamos event&lt;/span&gt;&lt;span style=";font-family:Wingdings;font-size:100%;"  &gt;&lt;span style=""&gt;à&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;add a New Comment. Y lo&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt; nominamos como elevador, estiramos la caj&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;a del comentario para que podamos meter algunas acciones…&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;En orden para que el elevador se mueva, necesitamos setearlo en el Matinee. El Matinee es una herramienta visual que escribe los movimientos o los eventos, al igual que una linia de animación. Bien, con el elevador seleccionado, click derecho en el Kismet y seleccionamos New Matinee. Damos doble clic en la ventana del Matinee para entrar en el Matinee editor.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;Una vez que tenemos abierto el editor del Mati&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;nee, clic derecho en la barra gris de la izkierda y seleccionamos Add New Group, llamado “Elevator”&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_YA1O0iFykjQ/R49XsmDcpfI/AAAAAAAAAGU/rWuhfFwvuQw/s1600-h/elevador01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_YA1O0iFykjQ/R49XsmDcpfI/AAAAAAAAAGU/rWuhfFwvuQw/s400/elevador01.jpg" alt="" id="BLOGGER_PHOTO_ID_5156436522003375602" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;  &lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Click derecho a la pista del “Elevador” y poner Add New Movement Track. La linia gris oscuro que pasa por &lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;la ventana del Matinee es la línia de tiempo. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;span style=";font-family:Arial;font-size:100%;"  &gt;Queremos que el elevador se empiece a mover a &lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;la mitad del segundo después de haberse activado, y que llegue al final al 3er segundo&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;, así que clickamos alrededor del segundo 0.5 y pulsamos el botón de keyframe para añadir nuestra primera keyframe&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;. El botón de keyframe es&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt; este&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;:&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/R49YYGDcpiI/AAAAAAAAAGs/mt550Oh6U_A/s1600-h/elevador02.jpg"&gt;&lt;img style="cursor: pointer;" src="http://bp1.blogger.com/_YA1O0iFykjQ/R49YYGDcpiI/AAAAAAAAAGs/mt550Oh6U_A/s400/elevador02.jpg" alt="" id="BLOGGER_PHOTO_ID_5156437269327685154" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;En esta primera frame, vamos a poner el elevador en su primera posición (hasta abajo, donde se posa). Ahora ponemos otra keyframe alrededor de los 3 segundos. Y en ese key, movemos el elevador a la posición de arriba (a la posición final donde tenga que ir). Podemos usar Play, Loop Play o Stop para ver que ocurre con el movimiento que hemos creado.&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/R49Yt2DcpkI/AAAAAAAAAG8/4qwsMZs3DQI/s1600-h/elevador03.jpg"&gt;&lt;img style="cursor: pointer;" src="http://bp0.blogger.com/_YA1O0iFykjQ/R49Yt2DcpkI/AAAAAAAAAG8/4qwsMZs3DQI/s400/elevador03.jpg" alt="" id="BLOGGER_PHOTO_ID_5156437642989839938" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora el elevador funciona, solo falta que al ponernos encima se active. Existe un camino fácil para hacer esto. Ponemos una keyframe al final del matinee, después añadimos otra keyframe inmediatamente antes de esta&lt;i style=""&gt;. “Posición del elevador de la segunda hasta la ultima keyframe siguiente hacia el elevador en la primera keyframe del matinee.”&lt;/i&gt; Justo antes que el Matinee termine, el elevador saltará a la posición inicial. Ahora en el kismet seleccionamos el Matinee y chekeamos “bRewindOnPlay”. Esto reseteara el matinee y hara q una vez haya terminado con la ultima key vuelva a la primera.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: right;" align="right"&gt;&lt;span style="font-size: 8pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;por ModderX&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-8416501212485883227?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8416501212485883227'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/8416501212485883227'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/hacer-un-elevador-con-matinee.html' title='Hacer un Elevador con Matinee'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_YA1O0iFykjQ/R49XsmDcpfI/AAAAAAAAAGU/rWuhfFwvuQw/s72-c/elevador01.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-2707660961146838275</id><published>2008-01-17T05:11:00.000-08:00</published><updated>2008-01-17T05:21:45.364-08:00</updated><title type='text'>PhysX: Rigid Body</title><content type='html'>&lt;h2 style="text-align: left;"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  lang="EN-GB" &gt;&lt;span style="font-size:100%;"&gt;¿Como usar Rigid Body Physics?&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/h2&gt;  &lt;p&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;Primero cercioremonos de que nuestro objeto está seteado como PHYS_RigidBody. Esto sale por defecto en los RDestructibles (los cuale&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;s probablemente deberíamos utilizar para los Rigid Body). Seguramente también nos gustaría checkear bWakeOnLevelStart (que está en la sección RDestructible) si queremos que nuestro ob&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;jeto comience simulando&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt; cuando el mapa empiece en su opuesto cuando sea tocado por algo&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/R49VF2DcpeI/AAAAAAAAAGM/OQRQa64WtCY/s1600-h/physicsrigidbody.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp0.blogger.com/_YA1O0iFykjQ/R49VF2DcpeI/AAAAAAAAAGM/OQRQa64WtCY/s400/physicsrigidbody.jpg" alt="" id="BLOGGER_PHOTO_ID_5156433657260189154" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt; (probablemente queramos checkear que el objeto no está "at rest" (al resto) del principio del mapa).&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt; bWakeOnLevelStart hará que el obje&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;t&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;o caiga al suelo si este está puesto a cierta altura.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;  &lt;/p&gt;&lt;h2 style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=";font-family:Arial;font-size:12;"  lang="EN-GB" &gt;&lt;span style="font-size:100%;"&gt;Algunas cosillas mas&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;  &lt;p&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;span style="font-size:100%;"&gt;Cuando el objeto explosiona, aplica fuerza a los otro. Si queremos ajustar cuanta fuerza va a aplicar a los otros objetos, editaremos en las propiedades del objeto, sección Destruction. &lt;span style="font-style: italic;"&gt;ExplosionImpulseStrength&lt;/span&gt; es el valor a cambiar. &lt;span style="font-style: italic;"&gt;ExplosionImpulseRadius&lt;/span&gt; es el area donde será aplicada la fuerza de impulso.&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;br /&gt;&lt;span style=";font-family:Arial;font-size:10;"  &gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-2707660961146838275?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2707660961146838275'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2707660961146838275'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/physx-rigid-body.html' title='PhysX: Rigid Body'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_YA1O0iFykjQ/R49VF2DcpeI/AAAAAAAAAGM/OQRQa64WtCY/s72-c/physicsrigidbody.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-4014283645687691540</id><published>2008-01-17T05:05:00.000-08:00</published><updated>2008-01-17T05:09:33.997-08:00</updated><title type='text'>Cómo usar la Animación</title><content type='html'>&lt;p class="MsoNormal" style="text-align: right;" align="right"&gt;&lt;b style=""&gt;&lt;i style=""&gt;&lt;span style="font-size: 16pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;  &lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;b style=""&gt;&lt;i style=""&gt;&lt;span style="font-size: 16pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;En el Generic Browser, añadimos un nuevo Physical Material haciendo clic derecho.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Clic derecho en el asset de SkeletalMesh y damos a NewPhysicsAsset aceptando a todo.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Nos sale el editor de físicas. Ajustemos las coordenadas donde tienen que ir.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Usemos nuestro PhysicalMaterial en nuestro muñeco, aplicándoselo en las propiedades en el apartado &lt;i style=""&gt;StaticMesh – Physics&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;i style=""&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Añadimos nuestro SkeletalMesh al mapa. Clic derecho y busquemos &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style=""&gt;                          &lt;/span&gt;AllTemplates – Add SkeletalMesh_SkeletalMesh_tupersonaje&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Abramos sus propiedades y en &lt;i style=""&gt;AnimSecuenceName&lt;/i&gt;, le ponemos el nombre de la secuencia que queramos que saque del PSA importado.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Añadimos nuestro &lt;i style=""&gt;AnimSet&lt;/i&gt; en la pestaña de &lt;i style=""&gt;AnimSet&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Añadimos nuestro &lt;i style=""&gt;SkeletalMesh&lt;/i&gt; en la pestaña de &lt;i style=""&gt;SkeletalMesh&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Para que las luces sean dinámicas, la deberemos de activar. Dentro de propiedades, en la pestaña &lt;i style=""&gt;SkeletalMeshActor – LightEnviorement – Lighting – bEnable&lt;/i&gt; checkeado. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Hacemos un &lt;i style=""&gt;Rebuild&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;En &lt;i style=""&gt;SkeletalMeshComponent&lt;/i&gt; añadimos&lt;span style=""&gt;  &lt;/span&gt;nuestro &lt;i style=""&gt;AnimTree&lt;/i&gt; tal y como hemos venido haciendo con lo demás.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Añadamos también el &lt;i style=""&gt;PhysicalAsset&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Dentro de &lt;i style=""&gt;Collision&lt;/i&gt; marcamos &lt;i style=""&gt;BlockAll.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;i style=""&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora en el Generic Browser seleccionamos el &lt;i style=""&gt;Physical_Skeleton&lt;/i&gt; asset.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Lo añadimos al nivel Add Actor – AddPhysicalAsset:tu_personaje..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;Voila&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-4014283645687691540?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4014283645687691540'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/4014283645687691540'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/cmo-usar-la-animacin.html' title='Cómo usar la Animación'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-497371940268574639</id><published>2008-01-17T04:55:00.000-08:00</published><updated>2008-01-17T04:58:55.575-08:00</updated><title type='text'>Insertar una Animación</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Voy a definir los pasos para importar una animación y verla en el juego, presupongo que ya se sabe exportar con ActorX y hacer archivos PSK (para posiciones de reposo) y PSA (para animaciones), y exportar con Collada para hacer una StaticMesh colisionable en formato DAE. Ahí van:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt; Hacemos un nuevo package (lo podemos llamar como el propio personaje).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt; Importamos texturas y creamos sus materiales correspondientes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Importamos nuestro archivo PSK con &lt;i style=""&gt;asume maya coordinates&lt;/i&gt; checkeado.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt; Clic derecho en el &lt;i style=""&gt;Generic Browser&lt;/i&gt; y clic en &lt;i style=""&gt;NewAnimSet&lt;/i&gt; (lo llamamos personaje_anim).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;En el campo &lt;i style=""&gt;SkeletalMesh&lt;/i&gt; es donde tiene que ir la nuestra, para que aparezca, la seleccionamos en el &lt;i style=""&gt;Generic Browser&lt;/i&gt;, volvemos al &lt;i style=""&gt;AnimSet Ed&lt;/i&gt; y clic en el botón con la flechita que hay a la derecha del camp SkeletalMesh para añadirlo.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora importamos nuestro PSA, en el &lt;i style=""&gt;AnimSet Ed&lt;/i&gt;, vamos a &lt;i style=""&gt;File&lt;/i&gt; e &lt;i style=""&gt;import PSA&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Desde la pestaña &lt;i style=""&gt;Mesh&lt;/i&gt; le podemos aplicar el material.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora clic derecho en el &lt;i style=""&gt;Generic Browser &lt;/i&gt;y ponemos un &lt;i style=""&gt;AnimTree&lt;/i&gt; (llamado personaje_tree)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Importamos a nuestro package el archivo DAE checkeando &lt;i style=""&gt;SkinClusters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Con el &lt;i style=""&gt;StaticMesh Ed&lt;/i&gt;, le aplicamos los materiales y le hacemos una &lt;i style=""&gt;autocollision&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora abrimos el AnimTree y&lt;span style=""&gt;  &lt;/span&gt;en sus propiedades ponemos nuestro skeletal mesh (previamente seleccionado en el &lt;i style=""&gt;Generic Browser&lt;/i&gt;) en &lt;i style=""&gt;PreviewSkeletalMesh&lt;/i&gt; y en &lt;i style=""&gt;SocketSkeletalMesh.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;En &lt;i style=""&gt;SocketStaticMesh&lt;/i&gt; ponemos nuestro DAE importado como &lt;i style=""&gt;StaticMesh.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;En el &lt;i style=""&gt;SocketName&lt;/i&gt; le ponemos el nombre del personaje.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Ahora abrimos donde pone &lt;i style=""&gt;PreviewAnimSets&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Seleccionamos el Animset del Generis Browser.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Dentro de &lt;i style=""&gt;PreviewAnimSets&lt;/i&gt; le damos al botón +.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Clic derecho en el fondo del &lt;i style=""&gt;AnimTree&lt;/i&gt; y seleccionamos &lt;i style=""&gt;AnimSecuencePlayer&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Linkamos el nodo &lt;i style=""&gt;Animation&lt;/i&gt; con &lt;i style=""&gt;Out&lt;/i&gt; de (por ahora) &lt;i style=""&gt;None&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Donde pone AnimSecuence, pondremos el nombre de la secuencia que queremos ver, tal y como guardamos con el ActorX. Ahora en vez de None nos sale el nombre de loa secuencia&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;&lt;span style="font-size: 10pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;Checkeamos bPlaying y bLooping y&lt;span style=""&gt;  &lt;/span&gt;veremos la animación animada continuamente y lista para ser usada.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-497371940268574639?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/497371940268574639'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/497371940268574639'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/insertar-una-animacin.html' title='Insertar una Animación'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-2459744529468240424</id><published>2008-01-17T04:35:00.000-08:00</published><updated>2009-04-02T15:34:19.204-07:00</updated><title type='text'>Tutoriales de Unreal Editor 4.0</title><content type='html'>&lt;ul&gt;&lt;li&gt;&lt;a href="http://sharecash.org/download.php?id=14805"&gt;&lt;span style="font-weight: bold;font-size:85%;" &gt;&lt;span&gt;Hacer un Elevador&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;                        &lt;span style="font-size:78%;"&gt;- &lt;a href="http://sharecash.org/download.php?id=14805"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.megaupload.com/?d=Z9OAS4KW"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14808"&gt;&lt;span style="font-size:85%;"&gt;PhysX RigidBody&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14808"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14803"&gt;&lt;span style="font-size:85%;"&gt;Insertar una Animación&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14803"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://tutorialsmx.blogspot.com/2008/07/teoria-de-para-extraer-data-de-packages.html"&gt;Duplicar Packages&lt;/a&gt;&lt;/span&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;-&lt;span style="color: rgb(255, 0, 0);"&gt; &lt;/span&gt;&lt;a style="color: rgb(255, 0, 0);" href="http://tutorialsmx.blogspot.com/2008/07/teoria-de-para-extraer-data-de-packages.html"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14817"&gt;&lt;span style="font-size:85%;"&gt;Terreno&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14817"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14812"&gt;&lt;span style="font-size:85%;"&gt;Sonido&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14812"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14815"&gt;&lt;span style="font-size:85%;"&gt;Emisor de Partículas&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14815"&gt;Downlo&lt;/a&gt;&lt;a href="http://sharecash.org/download.php?id=14815"&gt;ad&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14811"&gt;&lt;span style="font-size:85%;"&gt;Efectos de Luces&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14811"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14809"&gt;&lt;span style="font-size:85%;"&gt;Matinee&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14809"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14802"&gt;&lt;span style="font-size:85%;"&gt;Constrains&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14802"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14804"&gt;&lt;span style="font-size:85%;"&gt;Insertar Personaje a GoW&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14804"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.megaupload.com/?d=Z9OAS4KW"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(102, 0, 0);font-size:78%;" &gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;UnrealScript&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;ul&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14806"&gt;&lt;span style="font-size:85%;"&gt;Introducción al UScript&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14806"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.megaupload.com/?d=Z9OAS4KW"&gt;&lt;br /&gt;&lt;/a&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://www.ziddu.com/download/3875272/Introduccion_al_UnrealScript.doc.html"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;a href="http://sharecash.org/download.php?id=14810"&gt;&lt;span style="font-size:85%;"&gt;&lt;span&gt;Mi Primer Mutador&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14810"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14814"&gt;&lt;span style="font-size:85%;"&gt;Insertar Personaje a UT3&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14814"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;a href="http://sharecash.org/download.php?id=14816"&gt;&lt;span style="font-size:85%;"&gt;Insertar Arma Propia&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:78%;" &gt;- &lt;a href="http://sharecash.org/download.php?id=14816"&gt;Download&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://tutorialsmx.blogspot.com/2008/08/este-es-un-tutorial-modo-de-ejemplo-el.html"&gt;Ejemplo: Hacer un lanzallamas (código)&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="font-size:85%;"&gt;&lt;a href="http://wiki.beyondunreal.com/Category:Classes"&gt;&lt;span&gt;API UnrealScript&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;a href="http://www.codekisk.com/unreal/ut3/scriptref/overview.html"&gt;&lt;span&gt;Lista de Funciones de UScript&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;&lt;a href="http://wod.planetunreal.gamespy.com/tutorials/functionreference.htm"&gt;Referencia de Funciones más usadas&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;&lt;a href="http://wiki.beyondunreal.com/Legacy:UT3_Hello_World"&gt;UScript - Hello World&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;span&gt;&lt;span style="font-weight: bold;font-size:85%;" &gt;&lt;a href="http://wod.planetunreal.gamespy.com/tutorials/switchcase.html"&gt;Switch y Case&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(102, 0, 0);"&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-2459744529468240424?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2459744529468240424'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/2459744529468240424'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/aadir-personaje-propio-gow.html' title='Tutoriales de Unreal Editor 4.0'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5893164219650714883.post-5830638542099953937</id><published>2008-01-17T04:19:00.000-08:00</published><updated>2009-10-28T13:20:42.629-07:00</updated><title type='text'>Añadir/Jugar con nuestro propio Personaje</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Abramos el editor…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Descheckeamos la caja de arriba que pone "Placeable classes only" y expandimos “Pawn”.&lt;br /&gt;&lt;br /&gt;Expandimos "GamePawn" y después "Warpawn", después "Pawn_Infantry" y después "Pawn_COGGear".&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;br /&gt;Ahora escojemos uno de los soldadoss COG, no importa cual, pero yo escojo Marcus, right click en el y pickamos en la única opción que hay "Create Archtype".&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  lang="EN-GB" &gt;Ponemos el nombre &lt;st1:place st="on"&gt;&lt;st1:state st="on"&gt;del&lt;/st1:state&gt;&lt;/st1:place&gt; package.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;En el generic tab, encontramos nuestro package donde hay creado el archtype.&lt;br /&gt;&lt;br /&gt;Right click en el archetype y seleccionamos "Properties"&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Rodamos abajo hasta las propiedades llamadas "Pawn"&lt;br /&gt;&lt;br /&gt;Expandimos la parte donde pone &lt;span style=""&gt; &lt;/span&gt;"Mesh".&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  lang="EN-GB" &gt;Encontremos la caja llamada skeletalmesh.. y cambiemos eso por nuestro modelo.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  lang="EN-GB" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Ahora, si cerramos la ventana de propiedades y con el archetype seleccionado, vamos al ma&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;pa y añadimos un actor, podremos añadir nuestro archetype, y ahi está, ahi veremos nuestro character en el juego… Pero si lo que queremos es añadir y actualmente juegar con nuestro propio carácter, entonces…..&lt;br /&gt;&lt;br /&gt;Click en el modelo de nuestro archetype que hemos puesto en el mapa, y con él seleccionado, abrimos el kismet.&lt;br /&gt;&lt;br /&gt;Añadimos nuestro archetype "Add object var using (como le hayamos llamado)"&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Ahora add action -&gt; pawn -&gt; Possess pawn&lt;br /&gt;&lt;br /&gt;Linkamos la caja pawn target a nuestro achtype object.&lt;br /&gt;&lt;br /&gt;Ahora new variable -&gt; player -&gt; Marcus&lt;br /&gt;&lt;br /&gt;Linkamos esta variable marcus a target box de possess pawn&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;br /&gt;Ahora simplemente enganchamos la caja de possess pawn a nuestro evento cual queramos triggear con nuestro carácter cambiado, probablemente cuando el nivel esté cargado o en una acción&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt; visible.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;br /&gt;Y la última cosa por hacer, es liberar a Marcus con el que comienzamos, clickamos en posess pawn (la “action” que creamos antes) y cheackeamos "bKillOldPawn"&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;!--[if gte vml 1]&gt;&lt;v:shapetype id="_x0000_t75" coordsize="21600,21600" spt="75" preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"&gt; 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  &lt;o:wordfieldcodes&gt;\s&lt;/o:WordFieldCodes&gt;  &lt;/o:OLEObject&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_YA1O0iFykjQ/R49JqGDcpbI/AAAAAAAAAF0/ng-idkX2ZpI/s1600-h/insertarpersonajeengow01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_YA1O0iFykjQ/R49JqGDcpbI/AAAAAAAAAF0/ng-idkX2ZpI/s400/insertarpersonajeengow01.jpg" alt="" id="BLOGGER_PHOTO_ID_5156421085890913714" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_YA1O0iFykjQ/R49J12DcpcI/AAAAAAAAAF8/xR4L2-uzJwk/s1600-h/insertarpersonajeengow02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp0.blogger.com/_YA1O0iFykjQ/R49J12DcpcI/AAAAAAAAAF8/xR4L2-uzJwk/s400/insertarpersonajeengow02.jpg" alt="" id="BLOGGER_PHOTO_ID_5156421287754376642" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;  &lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Esta &lt;span style=""&gt; &lt;/span&gt;técnica, también se usa para crear armas.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Ahora nos faltaria animar nuestro personaje, linkandolo con cada movimiento. Esto se hace a partir de las animaciones del archivo psa que importamos desde el animset. Después se “ordenan” las animaciones con el animtree y asi llamamos el animtree desde las propiedades de archtype. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Para el animTree se tendría que hacer un tutorial a parte. Lo que se ve por eso es que hay una opción al hacer clic derecho en el animTree, que dice WarAnim_MovementNode, el cual nos da cinco movimientos que ya estan preprogramados y los cuales se pueden modificar a nuestro antojo. El caso es que se pueden lindar a nuestras diferentes animaciones (relacionadas con el tipo de movimiento)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;Jason Welsh tiene un ejemplo práctico de cómo se anima el personaje y se le ponen attachments.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://www.jasonwelsh.com/gow/MyPackage.zip" target="_blank"&gt;http://www.jasonwelsh.com/gow/MyPackage.zip&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;Aquí, un video demostrativo del resultado de utilizar esta técnica.&lt;br /&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;div id="player"&gt;&lt;br /&gt;&lt;embed type="video/divx" src="http://canal01.iespana.es/ch_elf_gow.divx" pluginspage="http://go.divx.com/plugin/" showpostplaybackad="false" custommode="Stage6" autoplay="false" width="400" height="240"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Para lograr que las animaciones salgan correctamente, debemos utilizar el mismo esqueleto que el de Marcus o cualquier COG, con exactamente los mismos nombres en los huesos. Dejo dos versiones a vuestra disposición, la de Max (oficial) y la de Maya (retocada por mi):&lt;/span&gt;&lt;/span&gt;&lt;a href="http://stagetvyu.webcindario.com/SkeletalCOG.mb"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://stagetvyu.webcindario.com/SkeletalCOG.mb"&gt;Esqueleto base en Max 2008&lt;/a&gt;&lt;a href="http://stagetvyu.webcindario.com/SkeletalCOG.mb"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://stagetvyu.webcindario.com/SkeletalCOG.mb"&gt;Esqueleto base en Maya 2008&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p class="MsoNormal" style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt; Una vez bien importado al UEd, clickando 2 veces al char importado, nos sale el AnimSet, con el que podremos poner los socket haciend Mesh --&gt; Socket Editor. Es muy importante que los sockets tengan también el mismo nombre y esten linkados correctamente. Dejo la lista de todos los sockets de Marcus y compañía:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="text-align: left;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;b_MF_BackMount_R --------&gt; RightBackMount&lt;br /&gt;&lt;br /&gt;b_MF_BackMount_L --------&gt; LeftBackMount&lt;br /&gt;&lt;br /&gt;b_MF_Face ------------------&gt; head&lt;br /&gt;&lt;br /&gt;b_MF_Weapon_L ------------&gt; Bullet&lt;br /&gt;&lt;br /&gt;b_MF_IK_Hand_R -----------&gt; IK_RightHand&lt;br /&gt;&lt;br /&gt;b_MF_Thight_R --------------&gt; Holster&lt;br /&gt;&lt;br /&gt;b_MF_Pelvis ------------------&gt; Belt1&lt;br /&gt;&lt;br /&gt;b_MF_Clavicle_R -------------&gt; RightShoulderCoverDust&lt;br /&gt;&lt;br /&gt;b_MF_Clavicle_L -------------&gt; LeftShoulderCoverDust&lt;br /&gt;&lt;br /&gt;b_MF_Weapon_R_End -------&gt; RightHand&lt;br /&gt;&lt;br /&gt;b_MF_Weapon_L_End -------&gt; LeftHand&lt;br /&gt;&lt;br /&gt;b_MF_Spine03 ---------------&gt; HeadShootBloodPS&lt;br /&gt;&lt;br /&gt;b_MF_Spine03 ---------------&gt; HeadShootGoreMesh&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="text-align: left;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="text-align: right;" align="right"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;____________________________&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: right;" align="right"&gt;&lt;span style="font-size:100%;"&gt;&lt;i style=""&gt;&lt;span style="font-family:Arial;"&gt;por ModderX&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: right;" align="right"&gt;&lt;span style="font-size:100%;"&gt;&lt;i style=""&gt;&lt;span style="font-family:Arial;"&gt;&lt;a href="http://modderx.blogspot.com/"&gt;http://modderx.blogspot.com/&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5893164219650714883-5830638542099953937?l=tutorialsmx.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5830638542099953937'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5893164219650714883/posts/default/5830638542099953937'/><link rel='alternate' type='text/html' href='http://tutorialsmx.blogspot.com/2008/01/aadirjugar-con-nuestro-propio-personaje.html' title='Añadir/Jugar con nuestro propio Personaje'/><author><name>ModderX</name><uri>http://www.blogger.com/profile/15188736488031345616</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp1.blogger.com/_YA1O0iFykjQ/R49JqGDcpbI/AAAAAAAAAF0/ng-idkX2ZpI/s72-c/insertarpersonajeengow01.jpg' height='72' width='72'/></entry></feed>
