Design Parts: Difference between revisions
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=Door= | =Door= | ||
[[file:ScDoor.png|64px|right|Door]] | [[file:ScDoor.png|64px|right|Door]] | ||
Doors are used to interconnect rooms and to connect the rooms inside a design with the outside. | |||
Doors open and close in response to players and NPCs. Each door can provide geometry for its appearance when open, closed, and several states in between for animation. | |||
Doors have two door switches. The default location for door switches is the center of the door geometry. Door switches can be moved anywhere else in the design. They are not visible. The architect must create some geometry to give a visual cue of its presence, if desired. | |||
Doors can be locked, to restrict who is allowed to open them. Each door can provide geometry for its appearance when locked and unlocked. When no locked states are provided, the unlocked door states are used. | |||
Doors can be stuck in the open or closed state. Each door can provide geometry for its appearance when stuck open and stuck closed. When no stuck states are provided, the normal door states are used. | |||
The open state of a door is associated with one or more voids. Those voids are only accessible when the door is in the open state. That is what makes doors work to permit movement from one room void to another or from a room void to an external hull void. | |||
The open state of a door is associated with one or more walk paths or ladder paths. This allows NPCs to find a path through the door, and to know it needs to be opened first. | |||
[[file:ScFigDoorInterior.png|left|Interior Door Structure]] | |||
The Interior Door Structure diagram shows how an interior door should be constructed in the design. | |||
The architect designs two rooms where a door is needed. | |||
The rooms are designed to adjoin seamlessly, with a door opening of any shape. | |||
Door jigs exist to make the connection between rooms a little easier. | |||
Room voids are added to each room; they do not overlap, which prevents people from moving from one room to the other room. | |||
A door part is created to block the opening. Its open state has no geometry, which is typical, though it could have geometry, such as a door swung open. The door's closed state is usually drawn to look like it would block your way; otherwise it is confusing to players when they cannot move through the closed doorway. The geometry of each door state has no effect on obstructions; it just looks nice. | |||
A room void is created that intersects both room voids through the doorway, creating a connection between them that a person can move through. That room void is associated with the open state of the door. Then the room void is only there and passable when the door is open. | |||
That is enough for human players to use the door. However, Hazeron is populated by dumb NPCs that need a little help. | |||
Walk paths are added for NPCs. Walk paths should be added to connect each room. The walk path through the door is usually a single segment that starts and ends in the room void on each side of the door. The ends should place an NPC close enough to the door switch to operate the door. The ends must be inside the rooms, so they can be reached when the door is closed. The walk path through the door is also associated with the open state of the door. | |||
In the rooms outside the door, the walk path through the door should be connected with the rest of the path network. | |||
[[file:ScFigDoorHull.png|left|Hull Door Structure]] | |||
The Hull Door Structure diagram shows how an interior door should be constructed in the design. | |||
=Fence= | =Fence= |
Revision as of 16:03, 16 July 2020
Designs are made up of parts. Here is a comprehensive list of all of the parts that can comprise a design.
Some parts are only available depending on if it is a building design, spacecraft design, or other.
Barrier
Berth, Capt
Berth, Crew
Berth, Officer
Berth, Passenger
Berth, Troop
Build Zone
Camera
Console, Command
Console, Engineer
Console, Fire Control
Console, Helm
Console, Medic
Console, Power Relay
Console, Sensor
Console, Shield
Console, Transporter
Contrail Emitter
Decal
Decal parts are intended to simulate the decals applied to plastic models. They typically arrive on a sheet.
A decal's faces are textured like the faces of any other part. When rendered, faces of decals are blended onto the faces of underlying geometry. OpenGL is configured to enable decals to exist in the same plane as other surfaces, without getting culled or causing unwanted surface collisions.
Decals should generally be placed where they conform to an existing surface, though this is not strictly necessary if a desirable visual effect is achieved by using them otherwise.
Decal, Berth Name
A berth name decal is a rectangle for displaying the name of the person assigned to a berth. When the associated berth is not assigned, the berth name decal shows Unassigned.
The name decal is created by entering two corner points of a rectangle. The name decal is oriented to the grid, with +X going to the right and +Y going up on the name decal. After creating a berth name decal, it should be associated with a berth, to show the assignee's name.
Steps:
- A corner point of the name decal is entered.
- The opposite corner point of the name decal is entered.
Key Commands:
C
restarts the action at the beginning.
Decal, Capt Name
A name decal is a rectangle for displaying the name of the captain of the spacecraft.
The name decal is created by entering two corner points of a rectangle. The name decal is oriented to the grid, with +X going to the right and +Y going up on the name decal.
Steps:
- A corner point of the name decal is entered.
- The opposite corner point of the name decal is entered.
Key Commands:
C
restarts the action at the beginning.
Decal, Empire Flag
A flag decal is a rectangle for displaying the flag of the empire.
The flag is created by entering two corner points of a rectangle. The flag is oriented to the grid, with +X going to the right and +Y going up on the flag.
The flag rectangle should be square or nearly square in aspect ratio. It should have faces behind it. The flag that gets displayed in the area may not be square in shape. The flag's aspect ratio will be preserved, exposing faces behind the flag, or visible through holes in the flag.
Steps:
- A corner point of the flag is entered.
- The opposite corner point of the flag is entered.
Key Commands:
C
restarts the action at the beginning.
Decal, Empire Name
A name decal is a rectangle for displaying the name of the empire.
The name decal is created by entering two corner points of a rectangle. The name decal is oriented to the grid, with +X going to the right and +Y going up on the name decal.
Steps:
- A corner point of the name decal is entered.
- The opposite corner point of the name decal is entered.
Key Commands:
C
restarts the action at the beginning.
Decal, Ship Name
A name decal is a rectangle for displaying the name of the spacecraft.
The name decal is created by entering two corner points of a rectangle. The name decal is oriented to the grid, with +X going to the right and +Y going up on the name decal.
Steps:
- A corner point of the name decal is entered.
- The opposite corner point of the name decal is entered.
Key Commands:
C
restarts the action at the beginning.
Door
Doors are used to interconnect rooms and to connect the rooms inside a design with the outside.
Doors open and close in response to players and NPCs. Each door can provide geometry for its appearance when open, closed, and several states in between for animation.
Doors have two door switches. The default location for door switches is the center of the door geometry. Door switches can be moved anywhere else in the design. They are not visible. The architect must create some geometry to give a visual cue of its presence, if desired.
Doors can be locked, to restrict who is allowed to open them. Each door can provide geometry for its appearance when locked and unlocked. When no locked states are provided, the unlocked door states are used.
Doors can be stuck in the open or closed state. Each door can provide geometry for its appearance when stuck open and stuck closed. When no stuck states are provided, the normal door states are used.
The open state of a door is associated with one or more voids. Those voids are only accessible when the door is in the open state. That is what makes doors work to permit movement from one room void to another or from a room void to an external hull void.
The open state of a door is associated with one or more walk paths or ladder paths. This allows NPCs to find a path through the door, and to know it needs to be opened first.
The Interior Door Structure diagram shows how an interior door should be constructed in the design.
The architect designs two rooms where a door is needed. The rooms are designed to adjoin seamlessly, with a door opening of any shape.
Door jigs exist to make the connection between rooms a little easier.
Room voids are added to each room; they do not overlap, which prevents people from moving from one room to the other room.
A door part is created to block the opening. Its open state has no geometry, which is typical, though it could have geometry, such as a door swung open. The door's closed state is usually drawn to look like it would block your way; otherwise it is confusing to players when they cannot move through the closed doorway. The geometry of each door state has no effect on obstructions; it just looks nice.
A room void is created that intersects both room voids through the doorway, creating a connection between them that a person can move through. That room void is associated with the open state of the door. Then the room void is only there and passable when the door is open.
That is enough for human players to use the door. However, Hazeron is populated by dumb NPCs that need a little help.
Walk paths are added for NPCs. Walk paths should be added to connect each room. The walk path through the door is usually a single segment that starts and ends in the room void on each side of the door. The ends should place an NPC close enough to the door switch to operate the door. The ends must be inside the rooms, so they can be reached when the door is closed. The walk path through the door is also associated with the open state of the door.
In the rooms outside the door, the walk path through the door should be connected with the rest of the path network.
The Hull Door Structure diagram shows how an interior door should be constructed in the design.
Fence
Game Table
Hull
Jig, Cutting
Jig, Decal
Jig, Door
A door jig can be used to make a door between an interior room and the outside of the hull. A door jig can also be used to make a door between two interior rooms.
Jig, Launch Tube
Jig, Window
A window jig can be used to make a window between an interior room and the outside of the hull. A window jig can also be used to make a window between two interior rooms.
Landing Gear
Light Bulb
Light Lens
Mesh
Panel, Capacitor
Panel, FTL Drive
Panel, Life Support
Panel, Maneuver Drive
Panel, Power Plant
Panel, Sensor
Panel, Shield
Panel, Weapon
Parking Spot, Ground Vehicle
Parking Spot, Spacecraft
Parking Spot, Space Rocket
Parking Spot, Space Vehicle
Parking Spot, Water Vehicle
Path, Ladder
Path, Walk
Pod Bay
Post, Citizen
Post, Livestock
Post, Troop
Room
Rotating Beacon Lens
Shrub
Site
Sketch
Space Vehicle Landing System
Space Vehicle Launcher
Station, Command
Station, Designer
Station, Engineer
Station, Fire Control
Station, Helm
Station, Medic
Station, Power Relay
Station, Sensor
Station, Shield
Station, Transporter
Status, Alert
Status, Life Support
Status, Mission
Status, World Map
Strobe Lens
Tree
Turbo Lift
Turbo lifts work like elevators. They move from one stop to another, at the request of the passengers. Unlike a real elevator, a turbo lift teleports instantly to each stop.
This enables separate interior sections of a design to be connected in a way that feels contiguous to players. Turbo lifts also enable separate sections to be interconnected when the geometry to create the passage ways between them might be difficult or impossible to make.
Turret
Void, Environment
Void, Room
Room voids exclude or erase portions of the obstruction model. Objects inside a room void are never considered to be blocked by the hull obstruction model, though they may be blocked by barriers.
Room voids are not visible in the game environment. Room voids allow the visible room geometry to be complex while keeping the room void simple. Simplicity is critical for room voids, to minimize the CPU's work when using them in calculations.
Room voids provide a habitable environment.
Room void lights can be turned on and off.
Room voids offer a choice of internal gravity options.
Room voids may enable access to the cargo hold.
Options for room void gravity and hold access are configured when the void is created. Room void properties can be changed afterwards using Part, Properties, Room Void Gravity and Hold Access.
Room voids are usually grouped with the visible room geometry of the room. That way, the room geometry is lit according to the lights in the room void. The name of the group is the name of the room that will be seen in the game.
Room voids may be associated with a state of a part. Doors associate a room void with their open state, to create a passage that is only accessible when the door is opened.
Void, Hull
Hull voids exclude or erase portions of the obstruction model. Objects inside a hull void are never considered to be blocked by the hull obstruction model, though they may be blocked by barriers.
Depressions and cavities formed in a single hull part may result in unwanted obstructions. For example, a thruster nozzle made from a single conical hull part would be obstructed inside the cone; a hull void could be used to permit movement into the cone.
Gravity inside hull voids matches the environment around the spacecraft or building.
Hull voids are also integral to describing a hull door. Refer to the section on doors.
- Faces of a void must form an airtight shell.
- Faces of a void must be flat, not bent. Use triangles to make bumpy voids. Do not bend quads or poly faces.
- Use voids sparingly and strictly limit the number of faces. Overall size of a void is not a factor; number of faces is the critical resource that must be minimized.
- Multiple voids with few faces is strongly preferred over elaborate voids with many faces. It is far better to intersect two long boxes than to make a single cross shaped void.
- Voids may overlap other voids, allowing movement from one void to the next. A small amount of overlap is more reliable than trying to abut them perfectly and it's easier to draw.
- Hull voids should extend outside the obstruction model so there is no ambiguity when entering or exiting. Excess hull void that extends beyond the obstruction model has no negative consequence.
Window
Window parts exist primarily to create windows between the inside and outside of a building or spacecraft. However, windows can also be used to join rooms and they can be used for decoration.
A transparency value is assigned to windows. Transparency may be set to invisible. Invisible windows are not useful for any purpose.
Windows glow in response to internal lighting conditions. Transparent windows should be grouped with the room that contains them, to be lit appropriately.
Transparency may be set to translucent. Translucent windows are decorative, glowing in response to simulated internal lighting conditions. This makes them useful to create a facade, suggesting interior rooms where none exist, by creating the appearance of many windows.
Translucent decorative windows may be grouped to cause them to be lit the same, as if they are all part of the same room.
Avoid situations where the player may see through several windows at the same time. This will often produce undesirable results.