4.9 KiB
4.9 KiB
Glossary
| Term | Meaning |
|---|---|
| Ambient colour | The base light of object models in a zone, set in the zone's environment. |
| Base level | The original level a project is built on. It provides the object types, sounds, sky and default textures. Fixed when the project is created. |
| Blend class | How a texture is drawn: opaque, cut-out, semi-transparent, additive glow or darken. |
| Brush | An editor shape (block, platform, ramp, stairs, wall, cylinder, floor, fence, tree, water, death plane, mesh). Converted into tiles when the level is built. |
| Build | Turning the project into the game's level file (.wad): brushes become tiles, textures are packed, everything is checked. |
| Cell | One grid square of the level, the unit of all positions (4096 game units). |
| Chain | See waypoint chain. |
| Chapter | One level of a world, for example Village chapter 2. The TestLevel world has 49 chapter slots for new levels. |
| Checkpoint | A CheckPointPost object; the llama respawns at its respawn waypoint after losing a life. |
| Collision material | A number on every collision polygon: 0 normal, 16 exit floor, 30 no floor (death), others special. |
| Collision polygon | The invisible surfaces the llama walks on and bumps into. They are separate from what you see. |
| Cut-out | A texture with fully transparent pixels (leaves, fences). |
| Death plane | An invisible material-30 floor below the level: falling onto it costs a life. |
| Exit floor | Collision with material 16. The LevelDoor object ends the level when the llama stands on exit floor in the door's cell. |
| Face | A triangle of a tile model with one texture. |
| Fog | The distance fade of a zone; its end distance is also how far the game draws. |
| Gizmo | The arrows and rings in the viewport for moving and rotating the selection. |
| Grid | The rectangle of cells that makes up the level. Collision outside it does not work. |
| groove.exe | The game program. Some mods change LlamaMod's copy of it. |
| Inspector | The panel with the properties of the selection. |
| Layer | A part of the viewport display that can be switched on and off (tiles, collision, waypoints …). |
.llamalevel |
A level project file: your changes, imported meshes and textures, a thumbnail. No game data. |
.llamamesh |
A library asset: reusable geometry with its textures. |
| LevelDoor | The exit object; its parameters choose the next level. |
| Library | The editor's store of reusable geometry, shared by all levels. |
| Llama | The player object; its position is the player start. |
| Marker | A symbol in the viewport for an object without a model (camera, trigger, exit …). |
| Mesh brush | An imported OBJ or glTF model placed in the level. |
| Mod | A change to the game that LlamaMod applies to its private game copy. Every level project is a mod. |
| Object | Anything with behaviour: player, coins, enemies, doors, cameras, triggers. The game calls them strats. |
| Outliner | The panel with the tree of everything in the level. |
| Page | A 256×256 texture image; textures are rectangles on pages. |
| Play-test | Building the level and starting the game directly in it (F5). |
| Prefab | A saved group of objects (with waypoints and brushes) for reuse. |
| Region | A visibility region: cells grouped so the game can skip drawing parts of the level that cannot be seen. |
| Respawn node | The waypoint where the llama reappears after losing a life at a checkpoint. |
| Snapping | Moves and rotations in fixed steps (G). |
| Start zone | The zone whose fog, colours and music apply when the level starts. |
| Strat | The game's name for an object and its script. |
| TestLevel | The hidden world 9 with 49 empty chapters; new levels go there. |
| Teleport | A zone that moves the player to a target point when an object (usually a door) in its trigger cell fires. |
| Tile | A tile model placed in a cell, turned in steps about the vertical axis. |
| Tile model | A 3D model of the level's tile set, with faces, textures and collision. |
| Tile swap | An alternative model of a tile that the game switches to (opening doors, broken bridges). |
| Vertex colours | Colours stored per corner of a tile; they carry the lighting of the level. |
| WAD | The game's level file (t1l1m001.wad = Village chapter 1). |
| Waypoint chain | A list of points belonging to an object: a patrol path, a camera path, a respawn point or the corners of a box. |
| Work plane | A fixed height the Brush tool draws on instead of the surface under the cursor. |
| World | A group of chapters on the game's map: Village, Jungle at Night, River, Jungle by Day, Mountain, City, Catacombs, Lab (and the hidden TestLevel). |
| Zone | An environment entry: fog, colours, music, sky – and for teleports a trigger cell and a target. |