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.