Monday 30 July 2012

Custom Island 1 and 2

Island 1

 Discovery

Adventure

Calm

 Exciting

Enveloping



Island 2 (Based on ideas of Island 1)








Letter and number combination used for both islands: E, 8

Monday 23 July 2012

5 Landscape Images

This terrain is comprised of the coastal sea and the land being enveloped of vegetation. The coastal beach areas has a brighter lighting than the rest of the landscape due to its shallow waters and sand.


This landscape is made up of rocks and its interaction with the sea with no vegetation visible. The lighting it pretty dark due to the colours of the rocks and the clouds.


The main characterisitic from this landscape is the oddly shaped rock formation that stands out from its surrounding vegetation. The colour of the vegetation gives a bright lighting to the rock formation, highlighting its shadows and edges.


This landscape has very little vegetation but has bright lighting due to the clear sky which highlights the rock and cliff formations within it.


There are very few vegetation growing from the cliffs but going further inland, the vegetation takes over the land. The gap between the cliffs of the terrain highlights the cliff formations with the addition of its bright lighting from the sky.

Saturday 21 July 2012

5 shortcuts within the user interface and their functions


1. The ‘Select Objects’ tool located at the top toolbar or also can be opened by Ctrl+T shortcut is a tool used to locate and move certain objects by typing up their names. You can also select them from the window and edit them.
2. The DataBase View which can be accessed from the top toolbar or from View>Open View Pane>DataBase View is used to edit various entities, particles, music, sound, prefabs, reverb presets and game tokens. The Entity Library tab is where you create and edit the values of your entities. The Prefabs Library tab is where all your prefabs are stored.
3. The Lighting tool which can be accessed from the Terrain tab and then going to ‘Lighting’ is used to change the time of day, such as dawn, sun setting and can also change the direction of the sun.
4. The Time of Day tool located in the Terrain tab is where you can change the time of day. E.g. 4 p.m., 8 a.m.… You can also tweak other parameters from this window such as intensity of fog and such.
5. The Flow Graph is the tool where you will script your level with. It’s located in View>Open View Pane>Flow Graph. The main function of it is the linking of nodes, thus being a very visual scripting method.

3 different ways of moving around your level


1. One way of moving your viewport around are the W, A, S, D keys. W is to move forward, A to move left, S to move backward, and D to move towards the right.
2. By right clicking your mouse and holding it, you can look around your viewport without moving from your spot.
3. By holding Alt and the middle mouse key, you can rotate around a certain point in the middle of your screen.

5 ways you might customize your Sandbox editor setup


1. By right clicking the empty space on the top toolbars, you can turn them on and off to make them visible or to go away.
2. To customise your editor, go into the tools tab and go to customise keyboard. This opens up a customise window which you can customise and create new toolbars, comments and assigning keyboard hotkeys.
3. In the Preferences window from ‘Tools>Preferences’ and within the files tab under General Settings, you get the option of turning auto backup on, the intervals of saving and such. Also Backup on Save should be turned on in this same window.
4. By selecting the title of windows in the user interface, such as the RollupBar and the Console, you can drag it around your window that best suits your preference of its location within the user interface.
5. The Configure User Commands option within the Tools tab allows you to create a panel where you can select keys that you use the most and can be placed anywhere in the user interface for your convenience of accessing these tools. After you have finished customising the tools you want for the panel, go to Tools>User Commands>the name you gave your panel which then you can drag into your viewport.

Friday 20 July 2012

10 tips on the Sandbox User Interface


1. Right clicking ‘Perspective’ located at the top left of the editor and beneath ‘File’ allows you to change the type of view (E.g. Wireframe) and hide/unhide various objects (E.g. ‘Show safe frame’ and ‘Show construction plane’).
2. Towards the right on the same line as the ‘Perspective’ tool are numbers that indicates of the current resolution (E.g. 1124 x 439). By right clicking it, you can change the resolution to anything you want. Similarly this can also be achieved by dragging the side of the RollUpBar.
3. On the same line as the resolution and perspective functions is a box with ‘By Name, Hide filtered, AND’ beside it. This is used to isolate an object from the rest. E.g. If rock was typed in, everything will be hidden except for the rocks.
4. The ‘Speed’ tool located at the centre bottom of the user interface is used to control the speed of zooming in and out in perspective. E.g. 0.1 slow speed of zooming while 1 has a faster speed.
5. The ‘AI/Physics’ located next to ‘Speed’ at the bottom is like when clicked, the environment becomes real and moving as if the AI would be in there but you would still be in editor mode. E.g. When AI/Physics is active, the water and fish would be moving and you would have the ability to edit them on the spot. When it is not active, you would still be able to edit it but the water wouldn’t be moving as much.
6. The RollUpBar towards the right is the primary tool within the user interface used to create a variety of things within the editor. (E.g. modify terrain, vegetation, textures, entities, AI and many more.)
7. In the view tab located at the top and when ‘Open View Pane’ is selected, it lists all the features the Sandbox editor provides within the user interface. This option is useful when you are having difficulty locating such tools within the interface.
8. The drop-down bar located below Config Spec which has a default selection of ‘Select All’ is used to select specific or all entities. E.g. changing it to Decals will allow you to only select decals.
9. The ‘Named Selections’ box located at the top of the interface and next to ‘Select Object(s)’ are used to group and save your selection of objects. This categorises them and is useful in hiding them.
10. The X, Y, Z and XY keys at the top of the interface are used to select the direction you wish to work with. E.g. selecting x will allow you to move, scale and rotate objects in the x direction.

Tuesday 17 July 2012

Sandbox Folder Structure Information

1. The tools folder is used to contain and exporting various textures and other assets.
2. The BIN32 and BIN64 folders store the executable files, the game files and the sandbox editor.
3. The Game folder contains a bunch of PAK files. Within these PAK files contain practically the whole game. E.g. Animations, CGF files, sounds, particles, materials and textures.
4. Files for the editor (E.g. icons) can be found within the Editor folder.
5. Sandbox can be opened from the editor.exe located in the BIN32 and BIN64 folders. Choosing the right folder depends on the operating system you are running.

1