OverDose SDK Documentation

A selection of links and tutorials for users to browse through and see how things are created. Also included: OverDose SDK Help Files.
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OverDose SDK Documentation

Post » Mon Jan 07, 2019 9:41 pm

Throughout development of OverDose, we have written and created documentation to explain features and their uses. These documents contain valuable information such as explanations about console commands, in-game tools and working with our material system and GUI files (including explanations of all syntax). These files can be viewed in either .docx or .pdf, whichever is easier for you.


Image Built-In Editors | .docx | .pdf
  • Information regarding the in-engine tools that are used, such as the Light Editor, Speaker Editor, Emitter Editor, Post Process Editor and Reverb Editor.
Image Cinematics & In-Game Videos | .docx | .pdf
  • Helpful information about how to create and add videos to your game and levels.
Image Console | .docx | .pdf
  • The complete OverDose console guide. In this document you will find the full code list for name colors, as well as every single console command and console variable, its uses and its min/max/default values.
Image Distributing Add-Ons And Mods | .docx | .pdf
  • Useful information for those of you who want to create and distribute your own OverDose modifications.
Image Entity Classes | .docx | .pdf
  • Every OverDose level is full of things we call "entities". Each entity has a name and set values, which allow it to function in the way you require it to work. This is the complete list of those entities, as well as their values and information.
Image External Utilities | .docx | .pdf
  • Useful information on all our custom in-house tools, including ODModel, ODMap etc.
Image FXs | .docx | .pdf
  • Every effect you see in-game is created with a special FX file. This document contains a list of all variables to help you in creating special effects.
Image GUIs | .docx | .pdf
  • A GUI, or Graphical User Interface, is a fancy name for the menu system. Menus are made with custom strings and code, and can be easily manipulated. We have created this documentation to help guide you, including explanations of what everything does.
Image Materials | .docx | .pdf
  • Materials (Previously called shaders in Quake 3) are created for every single surface in the game, and give that surface its properties. This is what tells the engine how much a wall should shine, or what effect to play when shot. This document contains a full list of all material syntax.
Image Particles | .docx | .pdf
  • If an FX file is the overall effect, a particle is the smaller pieces that make the whole image. This document contains all syntax and explanations to help with their creation.
Image Shaders | .docx | .pdf
  • Shaders are small programs that run on the GPU for every vertex and/or fragment drawn. They are written in a high-level language called GLSL (GL Shading Language) but are compiled by the video driver and turned into object code for fast execution. They can be used to create a wide range of special effects, either per-vertex or per-fragment, or both. When it comes to shaders, only your imagination is the limit.
Image Skins | .docx | .pdf
  • Skins are a special way of allowing you to have a single model, but have several different materials for use on that model. For example, you could create a single barrel model, but have green, red and blue materials to use on it. This file helps explain their creation.
Image Sound Shaders | .docx | .pdf
  • Sound Shaders are like Materials for sound. They tell the engine how a sound should play and how it should be modified etc. This document explains this process.
Image Source Code | .docx | .pdf
  • The full OverDose source code is released under the terms of the GNU General Public License. OverDose is written primarily in C, but large portions of the code are written in C++ (like the shared math library or the GUI system). For all information on our Source Code and its uses, see this document.
Image Tables | .docx | .pdf
  • Tables define a set of values used to map an input value to an output value, with optional wrap / clamp and interpolation. Tables can be used in mathematical expressions in materials and GUIs, and used as lookup tables in particles and FXs. This document explains their uses and features.
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