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Taken from the RealmCrafter: Standard documentation.

Welcome to the Realm Crafter Engine Game Editor Tutorial and Documentation. The Game Editor (GE) is the most valuable tool in the library of Realm Crafter tools, it allows for complete editing of your zone content, creation of actors, items, and many more Massive Multiplayer Online Role Playing Game (MMORPG) content creation.

The GE does not do everything. There are terrain, rock, tree, dungeon, and various other editors which are available for use with the Realm Crafter Engine. The GE works well with these tools for a complete set of game creation tools.

 This document is designed to show the basics of all the workings of the GE, with out overwhelming you with advanced options. Once you have completed this document you will have an understanding of the workings of the GE, which will allow you to use the GE in more advanced ways.

Use of the GE in Realm Crafter[]

At first glance, the Game Editor may appear to be a bit intimidating. While there are a lot of tabs, each with specific number information, name, settings, and more, it is not a tool that is confusing. Where to start and what exactly to use is the goal of this document.

One important aspect to the Game Editor is to realize that it is the most powerful tool in the Realm Crafter Engine. This is the entire mechanics and engine call out system. Meaning basically that this is the tool that dictates how fun and involved your game is as well as how unique your game is.

Before you really jump into the Game Editor there are several important factors you should have in place. Know what skills and abilities will be in your game, how they will work, and most importantly, how they will affect players, NPCs, and items.  If you start randomly creating and editing information you will run into issues. Game making is not quick and easy, it takes time and patience.

The main reason I have stressed the last point is that no one wants to have a game that is over or under balanced (to hard/easy or not fun). If you have little or no experience in designing mechanics, there are a huge number of PnP (Pen and Paper) games on the commercial and independent market that show their statistics and mechanics for skills and abilities.  They include Dungeons and Dragons™ (D&D™, AD&D™, and D20™), Warhammer 40k™, and various White Wolf© systems. Do not copy them, but use the information as a guide. You will not regret the time spent designing a worthwhile mechanics system.

There is one free to use mechanics system called Action Systems at http://www.goldrushgames.com/start/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=4 this is a free system (please read the legal documents and make sure you follow them) it is a very good system comparable to the D20 system but in some ways a bit more detailed.

You will notice that the Game Editor is made up of several tabs. Each tab controls an exact part of the game engine. It is important to know which tab controls what aspect of the engine. Most are straightforward, but some are more generalized because they cover so many different aspects of game design.

Abilities Tab[]

Abilities tab

The abilities tab

The abilities tab is for giving players the ability to have specific skills such as natural healing, tracking, etc. This tab allows for naming of the ability, selecting new, deleting, and saving.

You can also select the ability icon, change the recharge time between uses, select which races, and classes can use, and the actual script that will be used when the ability is selected.

Abilities can be almost anything, because of the scripting required for the ability to work. So you will have much freedom to explore different abilities for your races and classes.

Actors Tab[]

The Actors tab is where you set up everything from description, attributes to the model being used by the actor in the game. There are many tabs inside this actual tab, and each one has many options.

Actors are the monsters, non playable characters, and anyone else that is not directly a player. Actors use the same attributes and skills that your players will use. They can use the same weapons and equipment.

Any model or mesh can be set up as an actor. Any actor can be set up as a mount. The actual number of actors is limitless, but you are restricted to five different appearance settings per actor. You can create a new actor, which acts the same as the other actor and uses the same model, to expand the number of actors with a different look, but it will have a different name overall.

One of the nice aspects of the Actors GUI is that you can complete an actor, and create a copy file of the actor. Simply changing the name, and small adjustments later, you have quickly created a similar actor. This saves a lot of time due to the large number of settings possible for each actor.

Mainactorstab

Main actors tab.

Main Actors Tab GUI Effect on GUI
New Actor Create a new Actor.
Copy Actor Copies the current actor and creates a new copy of (original name) for editing
Delete Actors Deletes the current actor
Save Actors Saves all the actors
Current actor pull down Shows and allows for selecting of the actors that are available
Double left arrow Previous actor
Double right arrow Next Actor
Actors Tab - Description Sub Tab GUI Effect of GUI
Actor Race Set the Race of the Actor
Actor Class Set the Class of the Actor
Actor Description Give a description of the Actor
Genders Select the gender of the actor, or give it no gender
Home faction Select the default faction for the actor
Actorstab description

Main Actors Tub, General Sub Tab

Actor Tab – General Sub Tab – GUI

Effect of GUI

Attack Range

Set the attack range of the actor

Aggressiveness

Sets the default action for the actor, such as always attacks, non combatant etc

Trade Mode

Select if the Actor can be a merchant, pack animal or is not a trader

Environment Type

Select the Actors environment, if it will fly, walk, swim.

Start Area

Select the starting zone for the actor

Start Portal

Select the name of the portal where the actor starts

XP multiplier

Select the multiplier amount to the xp given to the killer of the NPC

Actor is playable – Check Box

Select if the actor is playable by a GM

Actor can be ridden – Check Box

Select if the actor can be ridden as a mount

Male animation set -

Set which animation set to be used by the actor if they are male

Female animation set

Set which animation set to be used by the actor if they are female

Male sounds

Which sounds will be used by the actor if male

Female sounds

Which sounds will be used by the actor if female

Change and None Buttons

Change or Select None for the sounds

Inventory Slot – Pull Down Box

Select the inventory slot type the character uses

Inventory Slot – Disabled Check Box

Disable the inventory slot

Appearencesubtab

Appearance Sub Tab

Actor Tab – Appearance Sub Tab – GUI

Effect of GUI

Change – Male/Female Body Mesh

Change the Actors Mesh (Model)

Pull Down Box (1st to 5th)

Change default look for one of five default overall looks for the Actor

Change – Hair Mesh

Change the Hair Mesh Used

Change – Face Texture

Change the look of the face texture

Change – Body Texture

Change the body texture

Change – Beard Mesh

Change the mesh for the beard

Change - Gubbin Mesh

Change the Gubbin set to be used for the actor

Change – Blood Texture

Change the texture when blood is drawn on the actor in combat

Actor Scale

Change the size of the actor

N button

Select NONE for the specific appearance area

Attributes sub tab

Attributes sub tab

Actor Tab – Attributes Sub Tab – GUI

Effect of GUI

Attributes Text Box

Shows all the attributes in the game

Attribute Value

Give a value to the attribute for this actor

Attribute maximum

Set the absolute max attribute setting given to this actor, so spells, buffs do not over power it

Preview tab

Actors Preview Tab

The Last Tab is the Preview Tab. This area shows the actor in full 3d, fully textured, with all GUBBINS so you know how it will look in the actual game.

The actor can be rotated by clicking on the preview and moving your mouse.

Animations Tab[]

Animation Tab allows for setting up of all the animations used by the actors in the game world. This is for selecting the animation set, selecting where the animation is in the model, name of the animation, and adding new animations, or removing them if need be.

The actual animation frames number in the thousands, which is important to note. Since changing the animation frame numbers in a set will have an effect on the look of characters that use that set. 

Animations Tab

Animations Tab

Animation GUI Button or Options

Effect of GUI Option or Button

Save Animation Sets

Save all the animation sets in the game

Animation Set List Box

Shows all the different animation sets available in game.

Rename Set

Rename the animation set you have selected to another name

Animations in Set

Shows the names of all the animations in the selected set

Rename Animation

Renames the selected animation in the currently selected set

Animation Start Frame

Sets the very first part of the animation to be run when the actor performs the required action

Animation End Frame

Sets the very end part of the animation so the actor ends his movement properly

Copy Animation Set Button

Copy the Current Animation Set to a new Set

New Animation Set Button

Create a new animation set

Remove animation Set

Removes the currently selected animation set from the game

Add animation

Adds a new animation for editing

Remove Animation

Removes the currently selected animation

Attributes Tab[]

Attributes Tab is one of the most important parts of your games mechanics system. Since this is where you add the default attributes the game will use. Each attribute or skill created here can be placed on anything in game.

Attributes and Skills are completely separate entities in the Realm Crafter Engine. Attributes are considered Intellect, Strength, Stamina, etc. Skills are considered fletching, tracking, blacksmithing, and more.

This area is another section of the GE which is recommended that you have a game mechanics system planned out before hand. While full editing is available later on, small changes are easier then changing 100s or 1000s of items, stats, and actors attributes. 

Attributes tab

Attributes Tab

Attributes GUI Button or Option

Effect of GUI Button or Option

Save Attributes Button

Save all of the Attributes

Attributes List Box

Shows all of the skills and attributes that are in the game

Rename Attribute

Change the name of the attribute

Attribute is a skill check box

Select if the attribute is actually a skill such as foraging or gun smith not an attribute such as strength or intelligence.

New Attribute Button

Create a new attribute

Remove Attribute Button

Remove the currently selected attribute

Assignable Attribute Points Available at Character Creation Scroll Box

How many points the player can distribute between the attributes for their character

Combat Tab[]

Combat tab

Combat Tab

The combat tab is for creating your combat types and mechanics. How they will be used with different attacks, melee or ranged (Weapon, Gun, Bow, Spell, etc), is all created here. There are 20 different damage types you can create for your game. But each one would affect an entire type of attacks or weaponry such as blunt or pierce.

The combat options area is where you can change the combat delay, damage to weapons and armor, the combat formula for how combat will work, where the number shows the damage and if there is a faction change after the kill.

Advanced combat mechanics do require some scripting knowledge, but there are a few normal MMORPG combat mechanic systems already in place for you to use.

Day & Seasons Tab[]

The Days and Seasons Tab is for how the world will change as players experience your world. From Year Length, Time Compression in the game (i.e. 5 minutes real time for 1 hour in game time), the current year in game, the current day in game, number of months and their name, as well as number of days. Sun and Moons are also determined here, when they come up, in which season, and how they look.

There is also season control for selecting different seasons, how long they last, when daylight and dusk happen. Full editing of the names of your seasons to how long they last is available.

Factions Tab[]

The Factions tab is the political system for the game. These will be all of the factions used in the game, and you can have up to 50 for the Realm Crafter Standard.  You can also set default faction settings between other factions, for sworn enemies, neutral or allies.

Since factions play such an important role in the development of story and overall feel of a game, a great deal of thought should be put into their function in the game and their reactions to each other.

One of the best games for factions and their interactions is Sony Online’s Everquest™ www.everquest.com. This game has thousands of factions, each reacting with each other in special ways. But Everquest II™ only uses a total of 48, much more streamline with better results. 

Factions tab

Factions Tab

Factions GUI Button and Options

Effect

Save Faction Button

Saves all the factions

Faction list box

All of the factions in your game are shown here

Rename Faction

Rename the currently selected faction

Adjust rating with this faction

When a faction is selected you can set the faction rating with another faction, selected from the pull down

This factions rating with this faction

Shows the faction rating with the other faction

Default Rating

Sets the default rating for all players at creation if they are a certain faction type.  100% to -100% (Ally to at War). Fighting may happen at anytime between +25% to -100% with trading happening with any faction but scripting can add situational control to each encounter.

New Faction

Create a new faction

Remove Faction

Removes the currently selected faction

Interface Tab[]

The interface tab is for creation of the interface your players will use during game play. Placement of the chat windows, buff icons, radar maps, attributes bar etc are all placed in this interface. 

Interfacetab 1
Interfacetab 2

Interface GUI and Options

Effect

Save Interface Layout

Save the entire layout

Game Screen Check Box

Work in the Game Screen

Inventory Check Box

Work in the Inventory Screen

Right Side Text Box

Selection of which GUI to work on

Component Settings – X position

Change the X position of the selected GUI

Component Settings – Y position

Change the Y position of the selected GUI

Component Settings – Width

Change the Width of the GUI

Component Settings – Height

Change the Height of the GUI

Component Settings – Red/Green/Blue

Change the coloring of the GUI

Component Settings – Alpha

Change the amount of transparency of the GUI

Chat Text area background Change/None

Give the chat text area a back ground image

Inventory window background change/none

Give the inventory window a background image to use

Items Tab[]

The Items Tab is for creating of all of the items, gear, weapons, treasure etc that are in the game. There are several sub tabs in this area that have specific effects to the items in the game.

Each item will be given a value, weight and set of attributes. It is also possible to restrict which race and class can use the item. Each item needs to be given an icon thumbnail image for its actual look when in side the players’ inventory.  

Main items tab

General Items Tab

Items Tab – GUI

Effect of GUI

New Item

Create a new Item

Delete Item

Delete the current item from the game

Save items

Save all the Items in the game

Current Item Pull Down

Shows the current item that can be edited but also allows for selecting of another item

Double Left Arrow

Previous Item

Double Right Arrow

Next Item

Items Tab – General Sub Tab – GUI

Effect of GUI

Item Name

Name of the Item

Item Type

Type of the Actual Item (Weapon, Gem, etc)

Value

Value of the Item in Game

Mass

Weight of the Item

Specific items tab

Specific Item Tab

Items Tab – Specific Sub Tab – GUI

Effect of GUI

Miscellaneous Data

So that you can assign custom data to "other" type items, for scripting use

Appearenceitemtab

Appearance Item Tab

Items Tab – Appearance Sub Tab – GUI

Effect of GUI

Change Button – Item Thumbnail Texture

Change the Icon/Thumbnail for the Item

Change Button – Item Mesh Male/Female

Change how the item looks on the actual actor

Gubbin Pull Down

Select the Gubbin to be used

Show this Gubbin…. Check Box

Select the box if you wish to see the item on the actual actor

Attributesitemtab

Attributes Item Tab

Items Tab – Attributes Sub Tab – GUI

Effect of GUI

Attributes Text box

Shows and allows selecting of the attributes given to the specific item

Attribute Value

Shows and allows for editing of the value given to the attribute for the specific item

Other Item Tab

Other Item Tab

Items Tab – Other Sub Tab – GUI

Effect of GUI

Check Box – Item can be stacked

Allows for stacking of the actual item

Check Box – Item takes damage

Selected for if the item can receive damage in combat

Item Exclusive Race – Pull Down

Select if the specific item is only usable by a specific race

Item Exclusive Class – Pull Down

Select if the specific item is only usable by a specific class

Item Runs Script – Pull Down

Run a specific script if the Item Thumb Nail is right clicked in game

Function to start… - Pull Down

Select the function to start up if the item is used

Media Tab[]

Media tab

Media Tab

The Media Tab, exactly like it sounds, is for all the media you will have access to when building your game levels. Meshes (Models), Textures, Sounds, and Music all are selectable from here for preview. Please note that all media that will be used in your game must be added to the media tab except textures for models, but everything else including textures for the terrain editor, models, music and sounds.

The top down pull down GUI option allows for quick selecting of the type of media you wish to view.

The full preview of the media type is shown here. This is how the actual media will be shown, or heard in the game. Perfect for making sure you are adding the correct media to your zone. 

Other Tab[]

The others tab contains a few parts of the actual game design system that do not fit into the other tabs.

With this area you can select the URL where the update system for your game (NOT Realm Crafter) will look for updates as well as the IP or Host Name of the actual game server.

It also allows for setting of initial settings for players, such as money, creation of money, reputation, views (first person, third person or both) and if the portals are automatic when a player enters them. Account creation from the client as well as hiding the character name tags is determined here.

Particle Tab[]

The Particles Tab is the main tab for the graphical special effects that you can use and create for your game. You will notice that this tab has many GUI options for full editing and creation of your special effects. Throughout the GE and this document particles are referred to as emitters. Particles are the effects created by the actual emitters.

The preview window shows how the particle you are working on will look and react. This all happens in real time for quick editing and perfecting of a specific look. Below the preview window is a counter showing the number of active particles the particle is emitting. The higher the number the more CPU processing power is required.

The rest of the tab contains several GUI buttons, and GUI options to use in the creation of the particle effects from the emitter(s).

One good rule of thumb when working with the Particle Editor is to do small changes, because the effect may take a second or two before becoming noticeable.

GUI Button or Option Label

Effect of Use

Preview Texture

Allows for viewing and selecting of the texture you wish to use in the actual particle effect. It is then loaded into the preview window.

Reset Preview

Resets the changes to the preview window to the default particle settings.

GUI Button Up Arrow

Rotate the camera view up

GUI Button Down Arrow

Rotate the camera view down

GUI Button Left Arrow

Rotate the camera view left

GUI Button Right Arrow

Rotate the camera view right

GUI Button Plus

Zoom the camera in

GUI Button Minus

Zoom the camera out

Current Emitter Pull Down

Change to a saved particle effect

New Emitter

Create a New Effect

Save Emitters

Save the Emitter

Delete Emitter

Remove the Emitter from RC Engine and your hard disk

General Option – Max Particle

Select the maximum particles that can be generated, the actual amount generated maybe less

General Option – Spawn Rate

Sets the speed of the particle formation rate

General Option – Particle Lifespan

Sets how long the actual particles will be visible.

General Option – Initial Size

Sets the scale of the particle when first created

General Option – Size Change

Allows for changing the actual size of the particle during its lifespan

General Option – Blend Mode

Sets the transparency effect of the particle

General Option – Initial Alpha

Sets its initial Alpha setting (transparency)

General Option – Alpha Change

Sets how the particle will change its transparency setting throughout its lifespan

Colouring - Initial Red Set the colouring of the particles starting color 255 default
Colouring - Initial Green Set the colouring of the particles starting color 255 default
Colouring - Initial Blue Set the colouring of the particles starting color 255 default
Colouring - Red Change Set the colouring change of the particles 0.0 is default
Colouring - Green Change Set the colouring change of the particles 0.0 is default
Colouring - Blue Change Set the colouring change of the particles 0.0 is default

Animated Texture – Frames Across

Sets the number of actual frames to produce from the start of the actual particle during animation horizontally

Animated Texture – Frames Down

Sets the number of actual frames to produce from the start of the actual particle during animation vertically

Animated Texture – Animation Speed

Sets the speed of the animation for the animated particle

Animated Texture – Start on Random Frame check box

Select if the particle will start on a unique frame each time. Allows for a different look each time the particle effect is used.

Shape Options – Emitter Shape

Changes the shape of the particles, this will change the actual look of the emitter.

Shape Options - Cylinder Axis

Changes which of the Axis the Cylinder Emitter Shape uses. X, Y, or Z

Shape Options – Width

Changes the Width of the Emitter Shape

Shape Options – Height

Changes the Height of the Emitter Shape

Shape Options – Depth

Changes the actual width/depth of the Emitter shape

Shape Option – Inner Radius

Changes the minimum size the emitter will show

Shape Option – Outer Radius

Changes the maximum size the emitter will show

Velocity Shaping – Pull Down Box

Dictates whether the emitter is confined to a specific area

Velocity Shaping – X Velocity

Changes the X axis velocity with shaping

Velocity Shaping – Y Velocity

Changes the Y axis velocity with shaping

Velocity Shaping – Z Velocity

Changes the Z axis velocity with shaping

Velocity Shaping – X Random

Uses random values to affect the X axis with shaping

Velocity Shaping – Y Random

Uses random values to affect the Y axis with shaping

Velocity Shaping – Z Random

Uses random values to affect the Z axis with shaping

Velocity Shaping – X Force

Dictates the force along the X axis particles will be affected by

Velocity Shaping – Y Force

Dictates the force along the Y axis particles will be affected by

Velocity Shaping – Z Force

Dictates the force along the Z axis particles will be affected by

Forces - Force Shaping Set the shape of the force on the particles
Forces - X Force Set the amount of force on the particle
Forces - Y Force Set the amount of force on the particle
Forces - Z Force Set the amount of force on the particle
Forces - X Force modifier Set the amount of modification on the force
Forces - Y Force modifier Set the amount of modification on the force
Forces - Z Force modifier Set the amount of modification on the force

Project Tab[]

The Project Tab is the first tab. There are four GUI buttons in this tab, labeled Build Full Client, Build Minimum Client, Generate Client Update and Build Full Server.

Each button does exactly what it says. Build Full Client builds the full client into the install directory in the projects folder in the Realm Crafter directory. This is the actual client you will distribute to your players.

Build Minimum Client only generates the actual program to distribute a very small client which will require a full patch off the patch server.

Generate Client Update allows for creation of small update features for your players to download. These updates are the actual media and mechanic changes to the game - Just like a normal MMORPG game update.

Build Full Server, builds the actual server program (for windows only at this time), which you run on your server computer. This interacts with the MySQL database or the flat file database and allows for connection by players.

Project tab

Project Tab

When you build your Full Server and Full / Minimum Client they enter your /Game and /Server directories in your /Realmcrafter/project-name directory. Copy your entire server directory to your server. It is also best to ZIP (compress) your /Game folder when you distribute your game client.

See the server section to see how to set up a server.

Projectiles Tab[]

Projectiles Tab contains all the information for the projectiles used in the game, from spells and arrows to bullets and missiles. It is here you set up the overall look of the projectile, how it acts during combat, its damage mechanics and more.

Since the potential for a large number of similar projectiles is more then possible, the ability to copy the current projectile to a copy of itself has been added.

Projectiles are another section where knowledge of your in game mechanics is something that should be decided upon before creating. It is very easy to edit your projectiles in any case. 

Projectiles tab

Projectiles Tab

Projectiles GUI Button or Option

Affect on Projectiles

New Projectile

Clears the Projectile settings

Copy Projectile

Copies the projectile and creates a copy projectile named Copy of (original name)

Delete Projectile

Deletes the selected projectile

Save Projectiles

Saves ALL the projectiles

Current Projectile Pull Down Box

Select a projectile already in the game

Double Left Arrow

Change to the previous projectile

Double Right Arrow

Change to the next projectile

Projectile Properties – Name

Name of the actual projectile

Projectile Properties – Mesh

Use a mesh (3d Model) for the projectile

Projectile Properties – Mesh Button – Change

Change the Mesh from None to a mesh

Projectile Properties – Mesh Button – None

No Mesh will be used with this actual projectile

Projectile Properties – Emitter 1/2 – Pull Down Box

Select the Emitter effect you wish to use with this spell

Projectile Properties – Emitter Texture – Change Button

Change the texture you wish to use with the actual emitter

Projectile Properties – Projectile homes in on target – Box

Selected the projectile will move towards the target selected in game

Projectile Properties – Chance to Hit

Selects the percentage of chance for the projectile to hit the target

Projectile Properties – Damage

Gives the damage of the projectile when it strikes a target

Projectile Properties – Damage type

Changes the Damage type if the projectile inflicts a specific damage type such as fire or ice

Projectile Properties – Movement Speed

Gives the movement speed of the projectile

Zones Tab[]

For more documentation on the Zones Tab, go to the Zones Tab wiki page.

Zonestab

Zones Tab

The Zones Tab is the actual “meat and potatoes” of the entire Realm Crafter Engine. This is where you can place the terrain, scenery (trees, buildings), change weather, add water, lava, particle effects, sounds, music, player zone in portals and much more.

The GUI interface for the Zones Tab surrounds the preview / work window. The GUI controls are fairly straight forward, even though there are a large amount of changes that happen with in the window depending on which part of the zone you are working with.

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