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Old 06-06-2009, 11:06 AM
Brick Brick is offline
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****reserved for level editor's latest builds & tutorials ***


MarbleED's builds
Spoiler:

V1.4 - MIRROR 1- (OPENGL + D3d)
http://www.sendspace.com/file/koylsu


MarbleED's tutorials
Spoiler:





Tutorial 1 : Key shortcuts & input events
Spoiler:

To change between editing and fps camera view mode : press "C" or "E" , and to move around the world
use the arrow keys(note : only in fps camera view mode it is allowed , so press "C" to switch to fps cam)

Selecting Active Axis(X,Y,Z) : Simply , press : X,Y,Z
Selecting Transformation mode(scale,rotation,translation) : T,S,R keys are used
Locking/Unlocking selection : use L/U keys
Idle/selection mode only : I
To pick a selection : switch to edit mode , and click on the wanted node.
To change velocity level for special transformations(scale/rotation etc) : use 0..9 numpad keys
To show/hide the tab : click on "Show/hide config panel" ( note:edit mode must be active ).



Tutorial 2(a) : Theory / game;logic / etc.
Spoiler:

This is actually the first tutorial , in the previous one , i just had to mention the key shortcuts
and input events.

Okay , lets start with a bit "theory" about the game logic.

PSPMarble follows a simple logic , but it can turn into endless sub-steps(or connected with puzzles) before the completion.
There's actually a spawn point , a goal point(the portal that leads you out of the level) , crystals that sould be
collected in order to unlock the portal , and finally the physics madness.

There are really no limits on how you'll put everything together , so the logic can be extended with non-linear results.



Tutorial 2(b) : Geometry
Spoiler:

As you might already have noticed , PSPMarble uses all basic geometric types , but with the ability
to "connect" with each other(have you seen connected platforms , for example ? ) , and transformed
without limits.

Also , lights can be added dynamically to the scene graph.

To extend the geometry , simply , bring the panel to the foreground , and head over "Geometry" tab.




Tutorial 2(c) : Geometry & physics
Spoiler:

You shouldn't be amazed , PSPMarble is all about physics , and their modifiers.
That means , that each geometric shape NEEDS to be configured properly before running
the simulator.

A shape can have 2 states : It can either be DYNAMIC or STATIC.
Dynamic objects must be configured correctly before running the simulator(eg proper mass settings -- it can also be done automatically --),
and static , simply has no mass at all.

To perform this operation , you must select an existing geometric shape in the scene graph , then lock it(not needed , but to avoid miss-selection),
and then in the properties menu , the wanted configuration can be imported.


Tutorial 2(d) : Geometry & textures
Spoiler:

Marble editor allows you to set material textures into a selection.
To do this , simply , select an existing geometric shape , lock it(not needed , but to avoid miss-selection) ,
bring the configuration panel to the foreground , and head over "Textures" tab.

Select your texture , and then head over "Properties" tab.
Finally , click on "Set texture" button , and the new configuration will be imported the selection.



Tutorial 2(d) : Geometry & textures - part #2 (CUSTOM TEXTURE/SKYBOX PACKS)
Spoiler:

It is also possible to create your OWN custom textures & skybox packs!.
Its as simple as :

1)Open the directory "textures"
2)Create a new folder , and give it a name
3)Add your textures there and you're done.
4)Now , its time to update the "Marble_Static.zip" that comes with the official release.
5)Open "Marble_Static.zip"(with winrar for example) , go to "textures" virtual directory , and drag and drop
your new folder there.

To add a skybox , do the same , but instead , you should extend the "Skybox" directory.



Tutorial 2(e) : Geometry & material / lighting
Coming soon
Spoiler:






USER-MADE content / level packs
Spoiler:

Nothing yet.

Last edited by Brick; 06-14-2009 at 03:15 PM.
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