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Chapter 3 : Creation of the objects.

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In the Darkstone world there are 2 types of objects :The quest objects and the virtual objects.

1 : The quest objects .
The quest objects are represented graphically in the game . These are the objects that the player find along this quest.

Generally they are used for the framework of your scenario.
Right click in the edition windows and select "Add object" or in the
module window, activate the tab "objects" right click and select "Add object".
Fill the properties window with the following parameters Show

Origin: Choice of the referenced object. Questedit creates a copy of the object, with the same caracteristics (if it's a weapon, a ring, some food) as the original object.
ex:
ITEM_XGOU_01
Key: Identification key (Necessary).
ex:
object1 This object will appear and can be selected in the object list used, under this nameShow
Name: The name of the object.
ex:
Dévastator
Text: The text that is displayed in the game when the player clicks right on it (optional)
ex: A club to destroy the wood crates.
Quest: Define if it's a quest object or not. If you checked this box , this object will be a quest object, so if the player starts a new game this object will be removed from his inventory.
The parameters "customize" will be seen more in depth later in this chapter.
Click "OK" to validate

Now your object is visible in the module window and is available to be used. We will use it in the next chapter for our quest.
You can modify it at any moment (by right click and select "properties") in the module window (activate tab "objects").

2 : The virtual objects.
The virtual objects are like the quest objects except they are invisible to the player in Darkstone.
Right click in the module window and select "Create virtual"
Enter a name for your virtual object :
virtuel1Show
Your virtual object is in the module "object" window.
You can rename it by right clicking on it and selecting "properties".

NOTE : The object in the hierarchy view is visible only when the object is linked to a character or to a state machine.

3 : Import your own sprites and 3D objects .
With Quest edit you can create your own sprites and 3D objects to include them in your quest.This is how to proceed:
Right click in the edition window and select "Add object".
Fill the properties window object with the following parameters.
Show

Origin: Choice of the referenced object.Questedit will copy onto a new object the same caracteristics (if it's a weapon, a ring, food) of the original object
ex :
ITEM_FOOD8
Key: Identification key of the object (Necessary)
Ex:
Pizza (This object will appear and can be selected in the object list used under this nameShow)
Name: The name of the object.
Ex:
A piece of pizza
Text: The text that displayed in the game when the player right click on it (optional).
ex:
A piece of pizza regina with some olives.
Quest: Define if it's a quest object or not. If you checked this box, this object will be a quest object, so if the player starts a new game this object will be removed from his inventory.

-Click on "sprite".

NOTE: A bank dedicated to your sprites is found in the folder:
...\Darkstone\data\CustomQuest\"name of your quest"(ir tutorial)\k0830_sprite.tga.

-Draw your sprites with your favorite program and save them in the bank "k830_sprite.tga"
(Targa none compressed).
-The sprites must be a multiple of 24 (pixels) and have a transparent color equal in RGB to 0,0,0 (tolerance +12%).
-Select the size of the sprite by pushing the "Sprite Format" button until you reach the desired size and then move the selection square on your sprite (Left click in the bank)
Show
-Validate
-Now click on "Mesh"

NOTE: Your 3D objects must be saved in the directory :
...\Darkstone\questEditor\customMeshes\"Name of your 3D file".o3d

-Choose the 3D object in the list then validate.
This chapter concerning the objects is over, now let see the state machines

Chapter 4 : Creation of state machines.