Mission Object Set Up: Difference between revisions

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== What's Required for a Hackable Object ==
[[File:HackableObject.PNG|200px|thumb|left|fig 0.1]]


Hackable Objects require either Lights, a Screen, or both. These need to be separate objects so the Materials can be switched around to show whether the Object has been Hacked or not.
##Mesh##
Take a prop that is going to represent your hack-able object and place it in your scene.


If a Hackable Object has a screen it needs to conform to either a 4x3 or 16x9 ratio. 4x3 is slightly more square and 16x9 is more rectangular.
It can be anything really, but to to make full use of the options available either:
* Choose from the [[Hackable Devices]] Collection scene in LevelKit.
* or follow this guide to [[Modeling your own Hackable Devices]]


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##Add the Hackable component##
Decide how you want it too behave in it's different states, as explained on the [[Devices]] page.


[[File:4x3 Guide.png|200px|thumb|left|4x3 Guide]]
##Add the MissionObject component##
 
This is explained in more depth in the [[MissionObjects]] page, but essentially in this example we just need to add the MissionObject component and set it to 'Hackable'.
[[File:16x9 Guide.png|200px|thumb|left|16x9 Guide]]
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== How to create a Screen for a Hackable Object ==
 
Blender is used for this tutorial. The Model for this Fuse Box is already finished, it requires a screen.
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[[File:HackerScreen_01.PNG|300px|thumb|left|Step 1]] <br />Create a Plane.
Change the Scale of the plane to 16x9 (this will seem very big)
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[[File:HackerScreen 02.png|300px|thumb|left|Step 2]] <br />Apply the Scale to the Plane.
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[[File:HackerScreen 03.png|300px|thumb|left|Step 3]] <br />In Edit Mode; UV Unwrap the Plane.
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[[File:HackerScreen_04.PNG|300px|thumb|left|Step 4]] <br />Apply a texture to the Plane to check the UV placement.
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[[File:HackerScreen 05.PNG|300px|thumb|left|Step 5]] <br /> Scale down the Plane and place it where you want the Screen to be.
You might need to adjust your geometry for the Plane to fit. Don't change the shape of the Plane as this will distort the UVs.
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[[File:HackerScreen 06.PNG|300px|thumb|left|Step 6]] <br />Make sure that the Screen has a unique Material name. Then this is ready to export.
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[[Category:Modding]]

Revision as of 14:14, 14 December 2018

    1. Mesh##

Take a prop that is going to represent your hack-able object and place it in your scene.

It can be anything really, but to to make full use of the options available either:

    1. Add the Hackable component##

Decide how you want it too behave in it's different states, as explained on the Devices page.

    1. Add the MissionObject component##

This is explained in more depth in the MissionObjects page, but essentially in this example we just need to add the MissionObject component and set it to 'Hackable'.