Entities and Assets

What are Entities?
AnachroRadiant divides map components into two classes: World Geometry and Entities. World Geometry represents the brushes (the AnachroRadiant term for the blocks of geometry used to build the physical game world) and patches (anything built with calculated curves). Entities are a broad category that not only includes simplistic editor representations of game play objects like weapons and items, but also includes diverse things like player start spots, and lights. Typically, they are displayed as brightly colored cubes (for those entities not constructed of brushes). The following are the general category of entity types. The actual entities and the rules and tips for their use are listed in the Appendix.

Brush entities
The “brush” is the basic building block of Quake engine games (including Quake, Quake 2, Quake III Arena, Anachronox and a host of games using the engine licenses). In its most basic form, it’s a block, a solid rectangular volume defined by the coordinates of its corner vertices. A single brush or a linked grouping of brushes can be turned into a brush entity. Brush entities include the movers (see below), triggers, and func_statics.

Most moving objects or "Movers" are built from brushes. These include doors, lifts or “plats”, rotating objects, buttons, pendulums and trains (objects following pre-defined paths), and bobbers (platforms that are constantly in motion, up and down or side to side).

Triggers are brush entities that cause an event to occur when a player’s bounding box moves inside the volume of the trigger. Triggers can be targeted on many other entities, including most movers and targets. Some triggers also have more specialized functions. There are triggers that cause injury, activate other entities, and push or teleport the players.

Targets are the entities that are activated to cause events to happen in Anachronox, or to redirect activations, insert time delays, or act as destination points for teleportation or pushing.

These are point lights, disembodied (read as no visible source) sources of illumination. They ca can be targeted at info_nulls to create spotlights. They can be turned into colored lights. Usually, they are used to create unfocused fill light in a large area or placed near glowing surface textures to create an effect.

This category includes targets for lights, and camera locators for intermission shots.

With the exception of weapons, these are things in the map that the players grab to use during play. Included are armor, power ups like the quad, and one-use items like the personal teleporter.

Each of the weapons that can be picked up has an entity that can be placed.

This is another catchall category. It includes things like the misc_model which links into the models directory when placed, func_timers which are automated repeating triggers, shooters which fire one of three different weapon fire types, camera and portal surfaces, and path corners.

What are Assets

Assets are the textures, sounds, and models that are used to flesh out the appearance and ambience of a game map. The editor is designed to use the assets stored in your anachronox\anoxdata directory.

The art appearing on the walls of maps are generally referred to as “textures.” Textures are created and stored as true color targa (.tga) or jpeg (.jpg) graphic files. The textures do not use a pre-defined color palette (as was the case with both Quake and Quake 2). Shader scripts can further combine textures and/or modify them in numerous ways.

Anachronox world sounds are played by target_speaker, and trigger_multiple entities in the maps. The file formats supported are .WAV and .MP3 files for the sound effects and speech effect, and . SEG format, which basically is a MOD format for MIDI. Along with the .SEG file there should be a corresponding .DLS file which contains all the samples needed in the .SEG file.

The statues and lights in Anachronox are models, just like the player characters. They are placed by by right clicking in the top, front, or left orthographic Map Window and selecting the desired model.

Creating new Assets

If you are familiar with the required tools, creating new assets for use in Anachronox is not particularly difficult. As a rule, you should create new directories for each map with names different from the names used by Anachronox. If you are making a map that will be called “H4x0r_D00M”, every directory containing new assets for that map should be titled H4x0r_D00M.

Creating Textures
Any combination of graphic programs and plug-ins that can output a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file. If you plan to make textures that will have an alpha channel component , you must have a program that can create 32-bit art with that fourth channel.
Adobe PhotoShop has the ability to easily create alpha channels. Paint Shop Pro from JASC (v5.0+) can also make an alpha channel by creating a mask and naming it “alpha”.
Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving.
More more information about making your own textures see Visual Effects

Follow these rules when creating textures for the Anachronox engine:

The following are some things the id designers learned about textures.

Creating Sounds
Anachronox uses RAD Gametool's Miles Sound System and Microsoft's DirectMusic to play sound effects, speech and background music. The file formates the game engine supports are .WAV and .MP3 files for the sound effects and speech effect. Background music should be in the .SEG format, which basically is a MOD format for MIDI. Along with the .SEG file there should be a corresponding .DLS file which contains all the samples needed in the .SEG file.

Tools needed: Any sound editing program that can create and save out the above stated file formats.
For more information about creating your own sounds see Sounds.

Creating Models
Anachronox uses a proprietary model format. With the much appreciated work done by Laguna we can now create models in any 3d modeling program. Creating models and converting them to this proprietary format is no easy task. Thanks to Lagunas work, more tools are being created to make this task easier. For more information about models and how to add them see Models.