- 1 Tutorial 7: Object Fanciness
- 2 The Object Palette
- 3 Groups
- 4 Sounds
- 5 Respawn Points
- 6 Treasure Chests
Tutorial 7: Object Fanciness
Alrighty. So we know how to place goodguys and badguys. We know how to move them and turn them around. But let's face it, there's more to a game than bad guys. These tutorials will delve more into placeable objects and their organization.
Checking Out the Environment
- Fire up the Titan Quest Editor.
- Select the mod Tutorial07
- Find and open the level 'Tutorial-Fanciness_Jungle_Terrain.lvl' in Editor Mode.
You'll notice a waterfall falling into a pond. You'll also see some rolling hills with some dirt paths snaking through the terrain. Scattered along these paths you'll notice some clusters of circles. These are called Wander Points. Wander points are objects that NPC's wander between when they are idle. You'll also notice some NPC's who will ultimately be wandering between these wander points.
The Object Palette
Eventually you may find that there are one or two objects that you use often, but they are so far apart in the object tree that it is a pain to go and find them every time you switch between them. Fortunately, there is the object palette. The object pallette is a place where you can place the objects you use most frequently for quick and easy access.
Adding an Object to the Object Palette
In this example we will be adding a low-level satyr to the object palette.
- Select the Object Placement Tool.
- In the Directory Pane, find and select 'records -> creature -> monster -> satyr -> am_peltast_02'
- Click the 'Add to Palette' button underneath the Directory Pane. 'am_peltast_02' will appear in the Object Palette.
Placing an Object from the Object Palette into the Level Edit Pane
The Object Palette works exactly like the Directory Pane.
- Select the object in the Object Palette.
- Click on the terrain in the Level Edit Pane to place the object.
Groups are a way of grouping similar objects together. Often times an object needs to be put into a group of the appropriate type in order to function properly. We're going to create a group of NPC's who will wander around the map. There are already some NPC's placed on the map, but until they are placed in a group to make them wander, they will just stand still.
To set your NPCs strolling, we’ll need two sets of groups.
- Select the Group Tool. You will notice in the Group List Pane on the right that there is already a group called “Wander Points”.
- Click the 'New' button in the Group List Pane.
- In the Group Properties pane, change the Name to “The Wanderers”
- In the Group Properties pane, change the Type to 'Npc Wanderers'
- Next, create a new group. This one is for the wander points. Name it something like “Wander Here”.
The first group will contain the NPCs who are supposed to wander. The second group will link to the areas the NPCs are supposed to wander in.
- With the “Wander Here” group still selected, left click on each of the two wireframe spheres (called “bounding volumes”). Red boxes will appear around each of them, showing that they are now part of the group.
- Select “The Wanderers” again, and left click on each of the three NPCs. Red boxes will appear around them when they are linked
- Check the “Link Mode” box and left click on the black dot that appears between the bounding volumes. A large arrow will appear. This indicates that the NPCs are assigned to the wander points.
The grouped NPCs will mill about between the two wander points we’ve created. Generally, you should have at least two wander points, and you should place your wandering NPCs inside of them.
To create a sound in Titan Quest, the level designer must place a sound object. As the player character approaches a sound object, the sound gets louder.
Creating a Sound Emitter
- Select the Object Placement Tool.
- In the Directory Pane, find and select 'records ->sounds -> soundobjects -> waterfall01'.
- Place the object at the base of the waterfall. You will see a big green pillar. As the player gets closer to this object, the sound of the rushing water will get louder.
A respawn point is a place where the player will reappear after they die. Respawn points cannot be used until the player runs into the object that represents the respawn point (a Rebirth Fountain, for example). When a player dies, they will reappear at the last respawn point they activated. For the designer, creating a functional respawn point is a little more complicated than just selecting an object from the directory window and dropping it.
Creating Respawn Points
- In the Directory Pane, find and select 'records -> item -> shrines -> respawntemplegreece01'.
- Drop a few respawn temples on the terrain.
- Select the Group Tool.
- Create a new group.
- Name the group “Respawn Shrines”.
- Designate the group to be of type 'RespawnShrine'.
- Add the respawn objects to the group. Now, the respawn objects will be fully functional in-game. In general, it is a good idea to build your level first, then add and link respawn shrines after everything else is all set.
Implementing Treasure Chests
Treasure chests are objects that yield helpful items when the player interacts with them. When a player interacts with a chest, it plays an opening animation and several helpful items come shooting out.
- Find and select 'records -> item -> containers -> greece -> monsterchest_epic_01a'.
- Place the object on the map
- Save and build the map.
- Interact with treasure chest in-game. Note that treasures shoot out.