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		<title>Platinum Arts Sandbox Free 3D Game Maker - User contributions [en]</title>
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		<updated>2026-05-03T01:53:28Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=RPG&amp;diff=1293</id>
		<title>RPG</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=RPG&amp;diff=1293"/>
				<updated>2011-07-18T10:51:10Z</updated>
		
		<summary type="html">&lt;p&gt;Quintonnelson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;WARNING:&amp;#039;&amp;#039;&amp;#039; The RPG is currently in a (pre-)alpha state and is subject to HUGE changes without prior notice&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WARNING: secondly, most information here is based on the current development version as opposed to the previous release&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=How things work=&lt;br /&gt;
&lt;br /&gt;
The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cutscenes:&amp;#039;&amp;#039;&amp;#039; See the [[RPG cutscene|Cutscene page]] for more information. Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives. The directives can be stored over many files, and unlike other definitions, does not require the file name to be a number and is neither saved or stored in memory unless executing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;HUDs:&amp;#039;&amp;#039;&amp;#039; Only one hud can be active at a time and there are 2 special variables to help create resolution independent HUDs. Huds can be changed at any point of the game by executing an appropriate CFG file.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scripts:&amp;#039;&amp;#039;&amp;#039; See the [[RPG script| scripting page]] for more info. Everything in the RPG can be assigned a script. The scripting implementation piggybacks on cubescript to provide a relatively simple and intuitive scripting implementation which depends heavily on named lookups (in stark contrast to the remainder of the engine). The modifications are fully type-safe and generally won&amp;#039;t do more than print an error message on a type mismatch. (This is not means for ignoring it)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maps:&amp;#039;&amp;#039;&amp;#039; All map related information is stored in a hashtable. This information consists of objects, projectiles, blips, areaeffects and queued scripts. The queued scripts are executed when a map is loaded and would normally consist of teleportation and spawn directives. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Definitions:&amp;#039;&amp;#039;&amp;#039; See the [[RPG configuration|configuration page]] for more info. Everything in the world is defined via script. Additional definitions can be added at any time but existing definitions cannot be altered (unless it was the last defined definition). You can define scripts, mapscripts, particle effects, status effects, character and object templates, factions, item definitions, ammo groups and recipes, as well as variables and tips.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Savegames:&amp;#039;&amp;#039;&amp;#039; Savegames store the state of the game. They do not store the definitions of entities, which allows them to be altered (read: patches) without requiring the player to start his game anew. Any existing creatures using incorrect properties will persists across session independent of any changes to the definitions. The savegame itself is a binary little endian format utilising zlib compression. In addition there is currently no backwards compatibility due to the early state of the RPG.&lt;br /&gt;
&lt;br /&gt;
=Other Pages=&lt;br /&gt;
&lt;br /&gt;
* [[RPG configuration|Configuration]]&lt;br /&gt;
* [[RPG script|Scripting]]&lt;br /&gt;
* [[RPG_cutscene|Cutscenes]]&lt;br /&gt;
* [[RPG gui|GUIs]]&lt;br /&gt;
* [[RPG todo|todo]]&lt;br /&gt;
* [[RPG tutorial|Tutorial]] (note: out of date)&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
[http://customcollegeessays.com/index.php college essay]&lt;/div&gt;</summary>
		<author><name>Quintonnelson</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=1292</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=1292"/>
				<updated>2011-07-18T10:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Quintonnelson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project. As MovieCube is under heavy development, things are always changing. So before you post support requests, please consult this wiki first. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Starting MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*this is used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw (vertical position) when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*this adds the spawn command to character definition referenced by param name. &lt;br /&gt;
*param state should be always 0 at the moment &lt;br /&gt;
*param waypoint map uid is the unique identifier of the waypoint you want to spawn your character. Hover over the waypoint in editmode with the mouse to see the uid. Note that every map entity, mapmodel, waypoint, etc, has a unique id and cannot be changed by users. &lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== An Example on How to use These Commands ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
Listing of the current character commands available in Moviecube (27-09-2010)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter [name]&amp;lt;/code&amp;gt; - new character template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;listcharacters&amp;lt;/code&amp;gt; - list character templates&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;addcharacter [name]&amp;lt;/code&amp;gt; - adds a new character based on template [name], returns a local uid&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;deletecharacter [name] [force]&amp;lt;/code&amp;gt; - deletes a character template&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;store commands in a character template:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspawn [name] [state] [uid]&amp;lt;/code&amp;gt; - set spawn point &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondestroy [name] [state]&amp;lt;/code&amp;gt; - destroy character &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionwait [name] [state] [duration]&amp;lt;/code&amp;gt; - wait, duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmove [name] [state] [uid]&amp;lt;/code&amp;gt; - move towards a waypoint&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionspeed [name] [state] [speed]&amp;lt;/code&amp;gt; - set character speed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionmodel [name] [state] [model]&amp;lt;/code&amp;gt; - set character model, [model] = number of the model added by preloadplayermodel&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetao [name] [state] [anim] [ao]&amp;lt;/code&amp;gt; - animation overwrite&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsetgesture [name] [state] [anim]&amp;lt;/code&amp;gt; - set animation for gesture&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionsethold [name] [state] [anim]&amp;lt;/code&amp;gt; - set hold animation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiongesture [name] [state] [duration]&amp;lt;/code&amp;gt; - trigger gesture, duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionattach [name] [state] [body] [model] [rule]&amp;lt;/code&amp;gt; - &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactiondetach [name] [state] [body]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncommand [name] [state] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncond [name] [state] [condtional] [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactioncondwait [name] [state] [condtional]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionjump [name] [state]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionface [name] [characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionexpect [name] [characterid] [raduis]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionfollow [name] [characterid] [follow characterid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loopcharacter [name] [loop]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Special Commands ====&lt;br /&gt;
&amp;lt;code&amp;gt;appendactionproxy [command]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;saveactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;clearactions&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
See [[RPG_cutscene]] for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
*type &amp;lt;code&amp;gt;movie&amp;lt;/code&amp;gt; again to stop recording&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc website]&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Windows ===&lt;br /&gt;
&lt;br /&gt;
=== capture with external Software on Mac ===&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;br /&gt;
[http://essaywritingservices.org/prices.php write my paper]&lt;/div&gt;</summary>
		<author><name>Quintonnelson</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Map_Editing_Basics&amp;diff=1291</id>
		<title>Map Editing Basics</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Map_Editing_Basics&amp;diff=1291"/>
				<updated>2011-07-18T10:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Quintonnelson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video to Get you Started ==&lt;br /&gt;
Here is a video tutorial: [http://www.youtube.com/watch?v=g44Ww2bg2_E YouTube Video]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Note:&amp;lt;/font&amp;gt; The video is hosted on youtube which might have content not appropriate for kids.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Press Spacebar to jump&lt;br /&gt;
Use the arrow keys or &amp;#039;&amp;#039;&amp;#039;w&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;d&amp;#039;&amp;#039;&amp;#039; for movement.&lt;br /&gt;
&lt;br /&gt;
== Editing your map (Edit Mode) ==&lt;br /&gt;
Click &amp;#039;&amp;#039;&amp;#039;E&amp;#039;&amp;#039;&amp;#039; to enter edit mode!  Select an area of land with your mouse, dragging with the left mouse button or clicking with the right mouse button.  Then use your mouse wheel to edit what you have selected!  Click E again to return to world mode and walk around in your creation.&lt;br /&gt;
&lt;br /&gt;
== Using the all powerful menu ==&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;ESC&amp;#039;&amp;#039;&amp;#039; key to enter the menu - There are a lot of options in the menu such as adding cool new objects such as jump pads!  Make sure you are in edit mode if you want to see all of the options!&lt;br /&gt;
&lt;br /&gt;
== Heightmap Mode ==&lt;br /&gt;
Press &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039; to enter heightmap mode.  You can have an area selected then scroll the mousewheel to make hills and mountains if you want to make sure it doesn&amp;#039;t mess up other parts of your map.  You don&amp;#039;t need an area to use heightmap, just hit H and scroll the mousewheel.&lt;br /&gt;
&lt;br /&gt;
== Ramps/angles ==&lt;br /&gt;
Use your third mouse button or press the mouse wheel and drag it across the top of the block you want to make the ramp from.  You should see white boxes being formed as you drag.  Then scroll the mouse wheel forward until you have your desired angle.&lt;br /&gt;
&lt;br /&gt;
== To Make Water, Lava, and Other Materials ==&lt;br /&gt;
=== 1st Method ===&lt;br /&gt;
Create a hole or area to put the water into.  Use the right mouse button to select the area to fill with water.  You can use &amp;#039;&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;&amp;#039; to then add in the water or use &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; (above tab) to get into the console and type &amp;lt;code&amp;gt;editmat water&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== 2nd Method ===&lt;br /&gt;
Select where you want the water and click &amp;#039;&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;&amp;#039; to use the material menu or then hit &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; (above tab) to enter the console.  Type &amp;lt;code&amp;gt;editmat water&amp;lt;/code&amp;gt; then &amp;#039;&amp;#039;&amp;#039;ENTER&amp;#039;&amp;#039;&amp;#039;.  Then scroll forward on the mousewheel.  To make deeper patches of water use &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; + mousewheel to increase the grid size and then use the editmat command.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
Enter [[#Editing your map (Edit Mode)|edit mode]] and select where you want the model to be placed.  Then hit &amp;#039;&amp;#039;&amp;#039;ESC&amp;#039;&amp;#039;&amp;#039; to enter the menu then select &amp;quot;new mapmodel&amp;quot;  A simple way to duplicate the models fast is to select a created model and hit &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;.  Then select where you want the new one and hit &amp;#039;&amp;#039;&amp;#039;V&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== To Save Your Map ==&lt;br /&gt;
Use the [[#Using the all powerful menu|menu]] or hit the &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; key (above tab) then type &amp;lt;code&amp;gt;/savemap &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt; is the name of your map&lt;br /&gt;
Your Map will be saved in the Packages/Base folder.  Save often!!&lt;br /&gt;
&lt;br /&gt;
== Loading Your Saved Map ==&lt;br /&gt;
Use the  [[#Using the all powerful menu|menu]] or hit the &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; key (above tab) or &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; then type &amp;lt;code&amp;gt;/map &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt;. &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;,of course, is whatever you named your map when you saved it.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Press &amp;#039;&amp;#039;&amp;#039;F12&amp;#039;&amp;#039;&amp;#039; ! You might want to convert the image to a different filetype using a free program such as [http://www.irfanview.com/ irfanview] or [http://www.gimp.org/ The Gimp] since screenshots are saved in bmp which are big in size.&lt;br /&gt;
&lt;br /&gt;
== Changing Gravity and the Jump Value ==&lt;br /&gt;
&lt;br /&gt;
The commands have changed to /setgravity and /jumpvelocity, just to avoid any funny stuff with the code in 2.1&lt;br /&gt;
&lt;br /&gt;
Press &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; (above tab) for the console.  Then enter gravity and a number eg gravity 1000&lt;br /&gt;
&lt;br /&gt;
Press &amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; (above tab) for the console.  Then enter jumpvel and a number eg gravity 1000&lt;br /&gt;
&lt;br /&gt;
== Important Keys Cheatsheet ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellPadding=4 width=&amp;quot;90%&amp;quot; bgColor=#ffffcc border=1&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;spacebar&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to jump&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;arrow keys or &amp;#039;&amp;#039;&amp;#039;w&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;,&amp;#039;&amp;#039;&amp;#039;d&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to move&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;ESC&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to enter the menu&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;F2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Texture Menu&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Material Menu&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;F4&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Skybox Menu&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;E&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to switch into and out of edit mode.  Click on what you want to edit - You can drag the mouse to select more area.Use the mousewheel to push and pull your selection.  Hit the Jump key to deselect (default Spacebar)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;Y&amp;#039;&amp;#039;&amp;#039; + Mouse Wheel&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to change textures&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;Q&amp;#039;&amp;#039;&amp;#039; + Mouse Wheel&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to push and pull a corner&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;F&amp;#039;&amp;#039;&amp;#039; + Mouse Wheel&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to push and pull all 4 corners at once&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; + Mouse Wheel&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to rotate&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; + Mouse Wheel&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to change the grid size&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;enters heightmap mode.  Select a created block and scroll the mouse wheel (doesn&amp;#039;t work in COOP, there has been no luck in changing it)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;U&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to undo one step (doesn&amp;#039;t work in COOP)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to redo a step (doesn&amp;#039;t work in COOP)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;copy&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;V&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;paste&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;L&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;turns on fullbright, easy way to see models properly (must be in edit mode)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;mirror relative to the side of the white box&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;F12&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Takes a screenshot&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;Backspace&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;deletes an entity, if an entity isn&amp;#039;t selected, it&amp;#039;ll just delete the geometry, that&amp;#039;s the cubes and materials&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;.&amp;#039;&amp;#039;&amp;#039; (period)&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;edits an entity (select the entity and press to change values)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;`&amp;#039;&amp;#039;&amp;#039; (above tab) or &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;to enter the command prompt&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;shift&amp;gt;&amp;#039;&amp;#039;&amp;#039; + &amp;#039;&amp;#039;&amp;#039;0&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;toggles a setting that&amp;#039;ll allow you to texture all the faces of a cube&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;shift&amp;gt;&amp;#039;&amp;#039;&amp;#039; + &amp;#039;&amp;#039;&amp;#039;7&amp;#039;&amp;#039;&amp;#039;&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;switches between wireframe colors.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Command Prompt Entries ===&lt;br /&gt;
&amp;lt;TABLE cellPadding=4 width=&amp;quot;90%&amp;quot; bgColor=#ffffcc border=1&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;/savemap &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;lt;TD&amp;gt;Save your map (Change &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt; to what you want to save as)&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;/map &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;lt;TD&amp;gt;Loads the map &amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt; (Type &amp;lt;code&amp;gt;map&amp;lt;/code&amp;gt; and hit &amp;#039;&amp;#039;&amp;#039;TAB&amp;#039;&amp;#039;&amp;#039; to scroll available maps.)&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;editmap water&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Creates water when you forward scroll&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;editmap aiclip&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;Creates a creature entity clip that you can move through.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a complete reference of commands refer to the [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide].&lt;br /&gt;
[http://essaywritingservices.org/prices.php write my essay]&lt;/div&gt;</summary>
		<author><name>Quintonnelson</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Map_config&amp;diff=1290</id>
		<title>Map config</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Map_config&amp;diff=1290"/>
				<updated>2011-07-18T10:51:01Z</updated>
		
		<summary type="html">&lt;p&gt;Quintonnelson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally the defaults will suffice, but for that occasion when you wish to perhaps use a specific set of textures, play some music, write some cubescript triggers etc, you can use a map configuration file. Pretty much anything placed in a regular cfg file can be placed in one of these. But take note these can&amp;#039;t overwrite persistent variables and overwrite binds without some special tinkering. it&amp;#039;s a safety thing&lt;br /&gt;
&lt;br /&gt;
=Things to do=&lt;br /&gt;
==level_triggers==&lt;br /&gt;
&lt;br /&gt;
level triggers are the 4th mapmodel tag, you can assign a specific level trigger action. and don&amp;#039;t forget the special aliases that&amp;#039;re trigger specific. The following is for a type 11 and some sort of a switch combo&lt;br /&gt;
&lt;br /&gt;
level_trigger_1 = [if (= $triggerstate -1) [echo &amp;quot;The door is locked&amp;quot;] [echo &amp;quot;The doors screeches violently as it flies open&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
in fact, that&amp;#039;s just an example of what you can do with triggers, there are plenty more possibilities, the next one would be a type 12, a triggered once only.&lt;br /&gt;
&lt;br /&gt;
level_trigger_2 = [setfullscreenshader bloom - 200; echo &amp;quot;it becomes hard to see&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Loading Skyboxes==&lt;br /&gt;
&lt;br /&gt;
The two commands useful in loading a skybox is /skybox, and /spinsky. /loadsky was removed and turned into an alias. the change allowed /skybox to echo the current skybox&lt;br /&gt;
&lt;br /&gt;
To even consider loading a skybox. there have to be _dn, _up, _ft, _rt, _lf and _bk versions of it. those are down, up, front, right, left and back&lt;br /&gt;
&lt;br /&gt;
an example of such a command is /skybox skyboxes/dunes&lt;br /&gt;
&lt;br /&gt;
==Playing Background Music==&lt;br /&gt;
&lt;br /&gt;
The music command is /music (file) [ondone]&lt;br /&gt;
&lt;br /&gt;
The file is a song you specify to play, if an ondone isn&amp;#039;t specified, it&amp;#039;ll just loop over and over. if an ondone is specified, a script will be executed once it&amp;#039;s done&lt;br /&gt;
&lt;br /&gt;
eg /music music/sample.ogg [echo &amp;quot;finished playing&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Loading textures==&lt;br /&gt;
&lt;br /&gt;
There are 6 key commands in loading textures.&lt;br /&gt;
&lt;br /&gt;
*materialreset&lt;br /&gt;
*setshader&lt;br /&gt;
*setpixelparam&lt;br /&gt;
*setvertexparam&lt;br /&gt;
*texturereset&lt;br /&gt;
*texture&lt;br /&gt;
&lt;br /&gt;
They all perform different functions, texturereset will clear the texture list, meaning it has to be populated from, the begining. Materialreset will do the same, but only for materials (as texturereset leaves materials unaffected). setshader is used to set a shader for the textures, so they can take advantage of bump, glow, parallax and specular mapping. the setparam commands are used to set variables on a per texture basis. this is to intensify an effect or speed it up.&lt;br /&gt;
&lt;br /&gt;
texture will add textures obviously, you have to specify the type of texture as well. valid arguements are 0, 1, n, z, g, d, water, lava, s, e&lt;br /&gt;
&lt;br /&gt;
the full syntax is texture T F (R) (X) (Y) (S)&lt;br /&gt;
&lt;br /&gt;
they each stand for type, file, rotation, x offset, y offset and scale, the ones in () are optional.&lt;br /&gt;
&lt;br /&gt;
Note the first texture you specify as texture 0 must be a skybox one.&lt;br /&gt;
&lt;br /&gt;
0 is a new texture slot. 1 loads an additional texture to use with the current texture slot, n loads a normalmap for the current texture, z loads a depth map (also called a bump map), g loads a glow map, d loads a decal to place over the texture (use 32 bit pngs WITH transparency for this. TGA will also suffice). water will load the water texture if material reset was used, and likewise for lava. s loads a specular map, and e loads an environment map (it uses the envmap entities or just reflects the skybox if one isn&amp;#039;t specified).&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
water takes a surface texture, and has use for 3 additional slots. Note the below, and their order especially.&lt;br /&gt;
&lt;br /&gt;
texture water golgotha/water2.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
texture 1 textures/waterfall.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
texture 1 textures/watern.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
texture 1 textures/waterdudv.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For lava, there&amp;#039;s only room for 1 additional slot. mostly as there&amp;#039;s no need for a normal map, or a dudv one. As you can notice there&amp;#039;s no specularity on the lava, and no distorted reflections either.&lt;br /&gt;
&lt;br /&gt;
texture lava hirato/lava.jpg&lt;br /&gt;
texture 1 hirato/lava.jpg&lt;br /&gt;
&lt;br /&gt;
===setshader===&lt;br /&gt;
&lt;br /&gt;
setshader is used to set the used shader of any following texture slots. The available list is&lt;br /&gt;
&lt;br /&gt;
* bump{env}{spec{map}}{parallax}{{pulse}glow}world&lt;br /&gt;
** the main shader is bumpworld, the parts in {}&amp;#039;s are optional&lt;br /&gt;
* colorworld&lt;br /&gt;
* decalworld&lt;br /&gt;
* envworld&lt;br /&gt;
* envworldfast&lt;br /&gt;
* glowworld&lt;br /&gt;
* pulseworld&lt;br /&gt;
* pulseglowworld&lt;br /&gt;
* stdworld&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bump&amp;#039;&amp;#039;&amp;#039;: Enabled the use of normal maps (&amp;#039;n&amp;#039; slot)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parallax&amp;#039;&amp;#039;&amp;#039;: Enables use of parallax maps, these are provided in the alpha channel of the normal map or through another image (&amp;#039;z&amp;#039; slot)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;env&amp;#039;&amp;#039;&amp;#039;: causes it to reflect envmaps, an env map can be specified by the &amp;#039;e&amp;#039; slot&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;spec&amp;#039;&amp;#039;&amp;#039;: enables specularity, with the map addition you can specify the specularity map via slot &amp;#039;s&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;glow&amp;#039;&amp;#039;&amp;#039;: enables a glow map specified by the &amp;#039;g&amp;#039; slot. If it&amp;#039;s a pulse variant the colours will pulse between two magnitudes&lt;br /&gt;
&lt;br /&gt;
if they have any attributes to set, use /setpixelparam and /setvertexparam to do it, the syntax is set*param (ID) (val1) (val2) (val3) (val4)&lt;br /&gt;
&lt;br /&gt;
All the bump variations have the same vertex and pixel params, just the majority goes unused.&lt;br /&gt;
&lt;br /&gt;
====Shader params====&lt;br /&gt;
&lt;br /&gt;
As of 2.4, shader parameters are named, and can be invoked via setshaderparam N A1 A2 A3&lt;br /&gt;
&lt;br /&gt;
The shader params are as follows. The colours are multipliers and the speeds are in Hz.&lt;br /&gt;
&lt;br /&gt;
* specscale R G B&lt;br /&gt;
* envscale R G B&lt;br /&gt;
* parallaxscale X Y&lt;br /&gt;
* glowcolor R G B&lt;br /&gt;
* pulseglowcolor R G B&lt;br /&gt;
* pulseglowspeed F   - used in every other pulsing shader&lt;br /&gt;
* pulsespeed F   - unique to pulseworld&lt;br /&gt;
&lt;br /&gt;
===Realtime Editing===&lt;br /&gt;
&lt;br /&gt;
As of 2.6.0, it is possible to create additional virtual slots in real time by invoking certain commands. This virtual slot is managed automatically and is unique to the map. The following commands are available for use. Also note that if the command is enclosed within a vdelta statement (ie vdelta [voffset 64 64]), the difference is applied. Also note that this applies to the whole selection, and as such allfaces (Shift + 0) also takes effect here when invoking these commands.&lt;br /&gt;
&lt;br /&gt;
* vcolor R G B&lt;br /&gt;
* vlayer L&lt;br /&gt;
* voffset X Y&lt;br /&gt;
* vrotate R&lt;br /&gt;
* vscale S&lt;br /&gt;
* vscroll X Y&lt;br /&gt;
* vshaderparam N A1 A2 A3&lt;br /&gt;
&lt;br /&gt;
==Specifying Shaders==&lt;br /&gt;
&lt;br /&gt;
==Overwriting the menu==&lt;br /&gt;
&lt;br /&gt;
==Setting special binds==&lt;br /&gt;
&lt;br /&gt;
==Base messages==&lt;br /&gt;
&lt;br /&gt;
==Split map file==&lt;br /&gt;
You can split the map file in many files. But in the main file you must set the paths to the files.&lt;br /&gt;
For example:&lt;br /&gt;
The main file is in this example test.cfg and map is test.ogz&lt;br /&gt;
&lt;br /&gt;
test.cfg:&lt;br /&gt;
exec packages/base/test-menu.cfg&lt;br /&gt;
exec packages/base/test-model.cfg&lt;br /&gt;
exec packages/base/test-code.cfg&lt;br /&gt;
&lt;br /&gt;
It´s only example you can choose names that you want.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Cubescript]]&lt;br /&gt;
*[[Mapmodels]]&lt;br /&gt;
*[[Glowmaps]]&lt;br /&gt;
[http://essaywritingservices.org/index.php essay writing service]&lt;/div&gt;</summary>
		<author><name>Quintonnelson</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1289</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1289"/>
				<updated>2011-07-18T10:50:59Z</updated>
		
		<summary type="html">&lt;p&gt;Quintonnelson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.diamondlinks.net/ &amp;lt;span style=&amp;quot;color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;&amp;quot;&amp;gt;link building&amp;lt;/span&amp;gt;] their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Example Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[http://cvresumewritingservices.org/ resume writing services]&lt;/div&gt;</summary>
		<author><name>Quintonnelson</name></author>	</entry>

	</feed>