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| == What's Required for a Hackable Object ==
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| [[File:HackableObject.PNG|200px|thumb|left|fig 0.1]]
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| 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.
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| | Take a prop that is going to represent your hack-able object and place it in your scene. |
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| 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. |
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| [[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 ==
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| 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.
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| 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.
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| 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]]
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- 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:
- Add the Hackable component##
Decide how you want it too behave in it's different states, as explained on the Devices page.
- 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'.