Ever fancied rampaging down a Japanese city street in your own four-story high suit of molten-metal Armor? In Shogo: MAD, you can choose from four ultra powerful transforming Mobile Combat Armor suits, each with its own advantages and strengths. Find tons of powerups and enhancements to improve your MCA's performance. With separate arsenals for both MCA and on-foot modes, you can wield over 20 incredibly powerful weapons. Then battle more than 20 enemies who want to survive as badly as you do. State-based AI and custom scripting force you to think before you act. Fortunately, you will have some help from your friends. Allied AIs may back you up or require your protection in certain missions. Featuring a gripping story, characters you will grow to love or hate, and goal-oriented level design pull you into the experience, Shogo presents you with a truly classic, cinematic experience.

Post tutorial Report RSS World Objects

How to place props in your levels to give them more character

Posted by on - Basic Mapping/Technical

Tutorial originally posted on Fileplanet. Mirrored here for archival purposes. Originally written by Chris Hedberg

Props
(Or, How To Add Stuff)

How the heck do you add objects/models like tables/chairs/lights/cars/etc? We've all wanted cars that go "boom" and chairs or coke machines in our levels, right? Well, it's a little trickier to do this in LT than in some other games, but that's because Lithtech gives you finer control than other games. Here are the steps needed to actually get models to show up as props in the game.

Note: This is assuming you want to make a prop, not a hard piece of non-destroyable world geometry.

1) In your map, position the green crosshairs where you want your chair/other prop.

2) Right-click and select Add Object...

3) From the astounding list o' Shogo objects, select "Prop".

4) Once the prop is added, go to the Models tab in the Project Window and find the model you want. Note down its path, which you can see in the DEdit status bar at the bottom of the screen. You'll be needin' that in a minute.

5) Go to the Textures tab and find a skin that matches the model you're going to use. Note down its path.

6) Go to the Properties tab. Your Prop object should be selected. If not, make sure you select it.

7) Find the properties Filename and Skin.

8) In each one, enter the appropriate path. You noted them down, yes? The path should look like this:
<resource dir.>\<subdir>\<filename.EXT>
So, for example, you might have models\enemies\MCA\enforcer.abc in the Filename location and skins\enemies\enforcer_uca.dtx in the Skin location. MAKE SURE that you use the syntax described above. If you have a \ or a .\ or a drive letter/full path, it'll probably work on your machine, but hose on everyone else's.

If you follow the steps above, you should get a nice, visible model in-game whose properties you can tweak as much as you want. If you can't get it to work, try looking at the Shogo levels that shipped with the tools

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: