Pinball Editor Manual

Manual

Introduction

This is a table editor for the "Emilia Pinball" game. To be able to crate tables you need some basic knowledge about 3D modelling and atleast one heard about C/C++ programming (the scripts that runs the tables are written i C++). This document describes the function of each component in the editor. If you want a step by step intruction of how to use the editor check out the tutorial.

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Terminology

A table is constructed of a number of objects. An object is for example the floor, an arm a bumper or a object that plays the background music. A shape is a visible or invisible mesh in 3D space, shapes are built of polygons and vertices. An object can hold any number of shapes, typically there is one or several shapes that are visible and one less detailed invisible shape that is used for collision detection. The object determines the translation and rotation of the shapes that it holds.

A behavior can be set to control an object, the behavior can move the object and thus all of is shapes, switch which shapes are visible and which are invisible or play sounds on collision. There are some default bevavior for bumpers and arms avaible. A custom behavior type allows you to create state machines that control the object.

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Components

The main components of the editor is the toolbar, the 2D views, the 3D view, the object panel, the polygon panel, the behavior dialogs and the texcoord dialog.

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Toolbar

TODO

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2D Views

TODO

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3D View

TODO

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Object Panel

TODO

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Polygon Panel

TODO

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Behavior Dialogs

TODO

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State Machine

The state machine behaviors dialog

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