Yes that would be me, heh. Just look in my signature and you'll see links to my tutorials.
You can have a lot more than floors and walls. You can have an entire Age with everything in it. But without any of the ALCscripting, it will be "Static", and very quiet with no sounds.
The Uru game engine, Plasma, uses what we call Plasma Components. These "Components" are attached to your objects and are what makes things happen.
Let me explain with something simple: Foot step sounds.
In order to hear the foot steps of a player, you need to create an area, like a box, cylinder, or whatever enclosed shape you need. Like a long box that twists and turns following a stone path you made. This "box" is not going to be rendered by the game engine so the player will never see it. But it's very important as it defines a Region that when the player is in it, something is going to happen.
What we want to happen is have the foot step sounds happen when the avatar is walking around inside that box, and to also make sure it's the sound of foot steps on stone.
In order to do that, we have to tell Plasma that first, this box is a region, and should not be rendered, but instead is used to detect when the avatar is in it.
Then, we tell Plasma what it is that we want to happen when it detects the player in that box, we do that by assigning a "Responder" to that box.
We then tell the Responder what it is that we want to happen.
With Max and Cyan's plugin, you get much more of a feel of how you are attaching these things to an object.

If you look at that picture, you can see the "Components" that are assigned to my "Box" that is my foot step region.
"FootStepRegBasement" is the name of the component that tells Plasma that this is a region and to detect when the player is in it.
"BasementFtStpResp" is the name of the component that tells Plasma what to do when it detects the player in the region, it's a responder, and I've got it selected in the picture. If you look further down, you can see where it says "Foot Surface (metal)", meaning that I want footstep sounds to play while the avatar is in this region, and to make them the sound of foot steps on metal (because he's walking on a metal catwalk).
Now, with Blender and the PyPRP, you are actually going to do the exact same thing! But instead of the nice buttons to click to add these components, you are going to use ALCscripting to do this!
You'll have your screen in Blender split, and on one side, you'll be in what is called the Text Editor. You'll have where your ALCscript goes called up and it is there that you will add the scripting. The scripting is telling the PyPRP plugin what to attach to your objects when you go to export.
So for the footstep sounds, if I was using Blender, I'd have this typed in:
- Code: Select all
tunelftstpreg:
region:
type: footstep
surface: metal
Where "tunelftstpreg" is the name of my "Box" that is my region. If you look it makes perfect sense, as below that it says "region:" meaning, Hey, PyPRP, This box is a region! Do not render it, but detect the Avatar.
Then you see "type: footstep", and this is saying, Hey PyPRP, this region is a Foot Step region for the avatar!"
Then you see "surface: metal", and that is saying, Hey PyPRP, I want the foot step sounds to be the sound of foot steps on metal!
So as you can see, you are doing the exact same thing as I'm doing in Max, except you are typing it out is all.
I know it might look very confusing, especially when you start looking at the script for making things Clickables, or the script for making Wavesets, but again, you can always come here and ask questions or help.