Shogo Objects Documentation
INTRODUCTION
Overview
CLASSES
AIKEY
BASECLASS
BASEAI
BRUSH
CAMERA
CLIENTLIGHTFX
DEMOSKYWORLDMODEL
DESTRUCTABLEDOOR
DIALOGTRIGGER
DIRLIGHT
DOOR
FASTAPPROXAREA
FLICKER1WAVELIGHTFX
FLICKER2WAVELIGHTFX
FLICKER3WAVELIGHTFX
FLICKER4WAVELIGHTFX
GAMESTARTPOINT
GLOBALDIRLIGHT
KEY
KEYFRAMER
LIGHT
MODEL
OBJECTIVETRIGGER
OBJECTLIGHT
OUTSIDEDEF
PARTICLESYSTEM
PICKUPITEM
POLYGRID
PROP
RAMPDOWNWAVELIGHTFX
RAMPUPWAVELIGHTFX
RAYSELECTOR
ROTATINGWORLDMODEL
SAWWAVELIGHTFX
SCALESPRITE
SEARCHWAVELIGHTFX
SINEWAVELIGHTFX
SKYPOINTER
SOUND
SPAWNER
SPRITE
SQUAREWAVELIGHTFX
STARTPOINT
STROBEWAVELIGHTFX
TRANSMISSIONTRIGGER
TRIGGER
TRIGGERSOUND
VOLUMEBRUSH
WORLDPROPERTIES
PROPERTY SUMMARY
AccessDeniedMsg
AccessDeniedSound
AccessGrantedMsg
AccessGrantedSound
ActivateCondition
ActivationSound
ActiveTime
AdditionalFlags
AddObjectives
AITriggerable
AITriggerName
AllowPlayerMove
Alpha
AlwaysLightmap
Ambient
AmbientList
Armor
ArmorPoints
AttachToObject
AvailableSounds
AvailableStates
BaseKeyName
BoxPhysics
BprintMessage
Bravado
BrightScale
BumpedTriggerMessage
BumpedTriggerNumber
BumpedTriggerTarget
BumperScreen
BumperTextID
BurstWait
BusySound
CanDamage
CanHeal
CanRepair
CastShadowsFlag
CDTrack
Chrome
ClipLight
CloseBusySound
CloseStartSound
CloseStopSound
CloseWaitTime
ClosingSpeed
Color
Color1
Color2
CompleteObjectives
Condition
CruisingList
Current
Damage
DamagedFilename
DamagerMessage
DamageTriggerMessage
DamageTriggerNumber
DamageTriggerTarget
DamageType
DeathTriggerMessage
DeathTriggerTarget
DebrisType
DefaultSpawn
DestinationWorld
DestroyedFilename
DestroyedModels
DestroyedSkins
DestroySound
DestroyedSounds
DetailLevel
Dims
DirectionalLight
DontLightBackfacingFlag
Effect
EffectParam
EmissionRadius
EnableFog
EndOfScenario
EnvironmentMap
Evasive
Experience
ExplosionStuff
FarZ
Filename
FileStream
FlatShade
FlushWithWorld
FogColor
FogFarz
FogNearZ
FogLightFlag
FOV
FrictionCoefficient
FullyBright
GameType
GouraudShade
Gravity
HarddrivingList
HearingRange
Hidden
HitPoints
HullMaker
ImageFilename
InnerColor
InnerRadius
InstrumentFiles
IntensityFreq
IntensityMax
IntensityMin
IntensityPhase
IntensityWaveform
Invisible
IsListener
KillerMessage
Large
LifeTime
LightMap
LightObjects
LightRadius
LightScale
LightSwitch
Locked
Looping
LoopSound
LostTriggerMessage
LostTriggerNumber
LostTriggerTarget
Marksmanship
Mass
Masses
MaximumVelocity
MaxNumDebris
Message1 (Message2, Message3)
MessageName
MessageName1 (MessageName2, etc.)
MessageTarget
MinimumVelocity
MinNumDebris
ModelAdd
MoveDelay
MoveDir
MoveDist
MoveToFloor
MusicDirectory
Name
NeverDestroy
Nonexistent
NoSnap
NumPolies
NumSurfacePolies
ObjectName
ObjectOfDesire
On
OneTime
OnlyLightWorldFlag
OpenBusySound
OpenStartSound
OpenStopSound
OpenWaitTime
OuterColor
OuterRadius
ParticleFlags
ParticleGravity
ParticleLifetime
ParticlesPerSecond
ParticleRadius
PlasmaInfo
PlasmaType
PlayerMode
PlayerTriggerable
Portal
PortalName
Pos
Priority
RadiusFreq
RadiusMax
RadiusMin
RadiusPhase
RadiusWaveform
RampDownSound
RampUpSound
RemoveObjectives
Ring1Rate, Ring2Rate, Ring3Rate, Ring4Rate
Rotatable
Rotation
Scale
ScaleX
ScaleY
SendDelay
Shadow
ShowDeadBody
ShowSurface
Skin
SkyFog
SkyFogFarZ
SkyFogNearZ
SkyPan
SkyPanning
SkyPortal
Small
SoftSky
Solid
SolidLightFlag
SoundName
SoundPos
SoundRadius
Sounds
Spawn
SpawnItem
SpawnSound
Speed
SpinDownSound
SpinUpSound
SpotTriggerMessage
SpotTriggerNumber
SpotTriggerTarget
SpriteSurfaceName
StartActive
StartOn
StartPointName
StartSound
State
StateFlags
StopSound
String1ID (String2ID, String3ID)
StringID
Subdivide
SurfaceAlpha
SurfaceColor1
SurfaceColor2
SurfaceHeight
Target1 (Target2, Target3)
TargetName1 (TargetName2, etc.)
TextureName
Time
TimeStamp
TintColor
Translucency
Translucent
TriggerDelay
TriggerDims
TriggerMessage
TriggerTarget
Type
UnlockKey
VelocityOffset
Visible
Viscosity
VisibleRange
VoiceType
Volume
Waveform
WeaponId
Wind
XAxisRevTime (YAxisRevTime, ZAxisRevTime)
XAxisSpinUpTime (YAxisSpinUpTime, ZAxisSpinUpTime)
XAxisSpinDownTime (YAxisSpinDownTime, ZAxisSpinDownTime)
XRotateForward (YRotateForward, ZRotateForward)
XScaleDuration
XScaleMax
XScaleMin
XPan
YScaleDuration
YScaleMax
YScaleMin
YPan
STRATEGIES
BUILDING GEOMETRY
Build on the grid
Build flush
Use the locator
Build brushes in all three perspective windows
Start simple and save detail until last
Group brushes as you go
Take advantage of the tools
Aesthetic tips
LIGHTING A LEVEL
Start with general lighting
Avoid big lights
Notes about color
Group general lights
Contrast is key
GENERAL
Get in the habit of hitting U all the time
Save often
Use the pointer
Use the node view
Be consistent
Use Advanced Select
GAMEPLAY
MUSIC
QUICK CINEMATIC TUTORIAL
AI SCRIPTING
TROUBLESHOOTING