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gamedev:deigde:editors:gamedefinition [2020/04/01 18:25] – [Categories] dragonlord | gamedev:deigde:editors:gamedefinition [2024/03/14 16:32] (current) – dragonlord | ||
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The game definition editor allows to edit **game definition** files (*.degd). These are used for development and stores information about **object classes** and certain resources like **skin resources** or **sky resources**. For each game project a game definition file is created and stored in the project directory. | The game definition editor allows to edit **game definition** files (*.degd). These are used for development and stores information about **object classes** and certain resources like **skin resources** or **sky resources**. For each game project a game definition file is created and stored in the project directory. | ||
- | {{ : | + | <WRAP group> |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </ | ||
+ | </ | ||
This editor is usually used to edit the game definition of the current project (**Game-Definition -> Open Project** menu entry) but can be also used to edit any game definition file. This works since in contrary to other editors this editor is allowed to edit files outside the game virtual file system. By default the project game definition is not loaded to reduce loading times. | This editor is usually used to edit the game definition of the current project (**Game-Definition -> Open Project** menu entry) but can be also used to edit any game definition file. This works since in contrary to other editors this editor is allowed to edit files outside the game virtual file system. By default the project game definition is not loaded to reduce loading times. | ||
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Resources are assigned to categories using a //Category Path String//. The category path string is similar to Unix file path. For example a child category " | Resources are assigned to categories using a //Category Path String//. The category path string is similar to Unix file path. For example a child category " | ||
- | Use the context menu to add and remove categories. | + | Use < |
The **Hidden** parameters hides the category from **Browsers**. Elements inside hidden categories can be still used unless they are hidden themselves. | The **Hidden** parameters hides the category from **Browsers**. Elements inside hidden categories can be still used unless they are hidden themselves. | ||
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The **Partial Hide Tags** panel defines another set of tags the mapper can use to // | The **Partial Hide Tags** panel defines another set of tags the mapper can use to // | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Sub Objects ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Sub Objects have to be added to object classes to make them visible. Without any visible element object classes are shown using a missing object box. Various sub objects can be added using the < | ||
+ | |||
+ | The parameters in the **Object Class Component** (sub object type specific) mostly mirror the important parameter values of the respective game engine resource. Most parameters are path of resources to use or values. See the documentation of your //Script Module// of choice or the //Engine API Documentation// | ||
+ | ^ Type ^ DragonScript Class ^ Drag[en]gine Class ^ | ||
+ | | Billboard | ||
+ | | Camera | ||
+ | | Component | ||
+ | | Environment Map Probe | # | ||
+ | | Light | # | ||
+ | | Navigation Space | # | ||
+ | | Navigation Blocker | ||
+ | | Particle Emitter | ||
+ | | Force Field | # | ||
+ | | Speaker | ||
+ | |||
+ | The **Snap Point** type is different. This type is only for IGDE use by the mapper and has no game engine counter part. As the name suggests snap points define spots on the object class other object classes can snap to. If objects have no snap points their origin is used for snapping. If objects have snap points all of them can snap to each other. Furthermore snap points can be //Aligned// or not. Aligned snap points snap position and orientation while not aligned snap points only snap position. | ||
+ | |||
+ | The **Properties** sub panel links the content of sub object parameters to properties defined in the parent object class. This allows the editors to update sub object parameters if the mapper changes object properties. Use here the name of the property as defined in the object class. The IGDE takes care of applying //Inherit Property Prefixes// for you. | ||
+ | |||
<WRAP clear/> | <WRAP clear/> | ||