Glossary

Object types

Scene objects (.gsc)

  • Splines: 3D lines in space that can be used for various things. Some common ones are:

    • Camera splines: Splines that are used to define camera movement (the camera properties are configured in the .txt file).

    • Spawn splines: Splines used to define spawn points for characters, often named start.

    • Door splines: Splines that define a doors’ bounds in addition to a spawn spline for when that door is exited from.

  • Mesh: A piece of a 3D model with a fixed vertex format.

  • Material: Defines a shader configuration and shader parameters to render a mesh.

  • Model: A complete 3D model, combining a set of meshes with their corresponding materials.

  • Model instance: An instance of a model placed in the map.

  • DisplayList: A list of model instances, plus other render parameters.

  • SpecialObject: A model instance that can be moved and/or animated. This is often the base for all interactable objects ingame.

Terrain objects (.ter)

  • Terrain Group: A mesh consisting of lists of quads with optional surface properties, used for collision.

  • Terrain Platform: A terrain group attached to a SpecialObject, used for moveable terrain.

  • Infinite Wall: a list of points defining the borders of a 2d vertically infinite wall.

AI (.ai2)

  • CreatureSpawn: A location at which an AI character may spawn when the map is loaded. The character type and active script are defined in the creature spawn.

  • Locator: A location that can be used by AI in scripts as a marker or destination.

  • Trigger: A zone in 3D space that can be used by scripts to see if a specific character is within the zone.

Gizmos (.giz)

  • Pickups: Items that the player can pick up by touching/approaching them (ex. studs, minikits, hearts).

  • Lever: Pullable levers.

  • Panel: Panels that only allow certain character types (or characters disguised as those character types) to interact with them.

  • HatMachine: Objects that allow most characters to get a specific set of headwear, often for use with Panels.

  • ZipUp: Objects that blaster characters can zip/swing around with.

  • PushBlock: Pushable blocks, often for use in puzzles.

  • Gameplay Graph (.git file): Defines connections that allow gizmos (and other objects) to cause changes in the game world.

    • An example would be a lever causing an obstacle to move.