Help:Mapping glossary
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The following is a glossary of terms used in and around the Killing Floor SDK.
Table of Contents: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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- Brush — An object created with the Builder Brush. This can either be an Add or Subtract for example.
- Builder Brush — The red cube you get when you start a new map. This brush can be shaped into most basic shapes and used to cut into the world or add something to the world. Essentially this is your paint brush.
[edit] C
[edit] D
[edit] E
- Event — This is what causes Events to happen within the game itself. Events are either triggered by code which create the gameplay such as "Start the next wave" event / "Summon the Boss" event or can be triggered by using the various kinds of triggers available in the SDK (Doors etc).
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[edit] H
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- Movers — These are created from brushes / Static Meshes to give them shape. They can be trigged to move around the level like doors/windows or moving vehichles in the backround.
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- Portal — A non-solid brush (usually flat) that covers (seals) a doorway / hallway etc to mark territorial zones.
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- Static Mesh — This is either a model that has been imported into the SDK or is a shape (Set of shapes) that has been created with brushes inside the SDK itself. Note that the SDK will crash with complex brush creations so its best to create complex shapes with external programs such as: Maya or 3DSMaX.
[edit] T
- Texture — This could be concidered the paint for your world, you use this to decorate brushes (walls/floors etc) and also models (cars/lamposts/signs).
- Trigger — There are many different kinds of triggers which use different methods of activating an Event.
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[edit] Z
- Zone — An area that has been zoned for greater map optimization.