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Oh, it works! And without the intro! Thank you Patrik!
Can anyone give me a guide on how to create readables? I'm trying to look for examples, but it's very vague.

EDIT: Change title to prevent me from making another thread.
(10-01-2015, 07:34 AM)LordDakol Wrote: [ -> ]Can anyone give me a guide on how to create readables? I'm trying to look for examples, but it's very vague.

EDIT: Change title to prevent me from making another thread.

What part about the readables is tough for you?
I'm just confused on where to start putting text in the game. Is it the entities file? The level editor? Do I have to put it code somehow to read it? Or is there a document I've missed that details this?

The closest I've got is the Implementation section of the Readables where is says to use the Utilities_Readables.hps for displaying it, but when I open it up with Notepad++, I can't figure it out.

Sorry for not understanding; it looks like you need some coding experience beforehand to use this stuff efficiently.
By readables, do you mean in-game signs?

Either way, pretty much all text for the game is defined in the .lang files. If you want to create a sign, you place the text in a lang file and then reference the entry to the object in the level. If it's like HPL2, it should be easily done with a SignArea, but I don't know if those are a thing still. Haven't quite gotten to modding yet.
heres a general editor question: is the massive use of "Welders" still a thing as it was with making mansions in hpl2? or can we finally just set our grid snapping to a good value and expect everything to seamlessly flow? I'm planning on abandoning my amnesia custom story Dreadful Fires and starting a new SOMA custom story using the same custom audio files and stuff I've had for years and just sort of remaking it in HPL3. Anyways yeah I'm planning on jumping into the hpl3 editor tonight and having a go at making a good story, so I'm just curious as to how similar the actual room-building is in hpl3 to hpl2.
(10-01-2015, 07:41 PM)Mudbill Wrote: [ -> ]By readables, do you mean in-game signs?

Either way, pretty much all text for the game is defined in the .lang files. If you want to create a sign, you place the text in a lang file and then reference the entry to the object in the level. If it's like HPL2, it should be easily done with a SignArea, but I don't know if those are a thing still. Haven't quite gotten to modding yet.

I'm referring to the notes and datapads that contain story bits.
(10-02-2015, 07:35 AM)LordDakol Wrote: [ -> ]
(10-01-2015, 07:41 PM)Mudbill Wrote: [ -> ]By readables, do you mean in-game signs?

Either way, pretty much all text for the game is defined in the .lang files. If you want to create a sign, you place the text in a lang file and then reference the entry to the object in the level. If it's like HPL2, it should be easily done with a SignArea, but I don't know if those are a thing still. Haven't quite gotten to modding yet.

I'm referring to the notes and datapads that contain story bits.

I managed to get mine working. I have to figure out exactly how I did it again, but right now, I'm juggling a few projects so it may take me a moment to get around to it, but if I recall, I...
1. placed an english.lang in my mod's config folder
2. deleted everything below the <Readables> category
3. deleted everything within the <Readables> category
4. created a lang entry for my note
5. Used the readables tab in the level editor to point to my <Readables> category and entry
6. Then changed my mod's main_init to make sure it pointed to english.lang

I have probably missed a step, but it worked for me for a while, then I changed a few things and now I'm trying to fix it again.

Have an appropriate gif:
Spoiler below!
[Image: Computer+Rage.gif]
Where can I find the enemies? I know in entities category, but where?
Characters.
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