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gamedev:deigde:editors:world [2019/05/08 22:29] – dragonlord | gamedev:deigde:editors:world [2020/04/07 17:21] – [Height Terrain Panel] dragonlord | ||
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- | {{tag>deigde | + | {{tag>igde editor world scene}} |
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | ====== World Editor ====== | + | ====== |
- | The world editor allows to create world resources for your game. World resources glue together many other resource types. See the [[gamedev:main|Game Development With The Drag[en]gine]] section to learn more. | + | |
+ | The world editor allows to edit // | ||
- | ===== Preview Video ===== | ||
<WRAP group> | <WRAP group> | ||
- | < | + | <WRAP column> |
- | https://youtu.be/ | + | {{:gamedev: |
- | World Editor Preview Video | + | </ |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </ | ||
</ | </ | ||
- | < | + | < |
- | https:// | + | < |
- | Height-Terrain Navigation Spaces | + | {{youtube> |
</ | </ | ||
+ | <WRAP column> | ||
+ | {{youtube> | ||
</ | </ | ||
+ | </ | ||
+ | |||
+ | The editor window composes of the content area and the properties panel on the left side. Three different content area exist: | ||
+ | - //World View//: Edit the world content. This is the view you will be using the most. | ||
+ | - // | ||
+ | - //Changelog View//: Shows changed elements that have to be stored to explicit files like height terrain images. | ||
+ | |||
+ | ====== World View ====== | ||
+ | |||
+ | The world view shows the world content to edit. See [[gamedev: | ||
+ | |||
+ | The view operates using a CAD like interface. You can switch //Element Mode// and //Work Mode//. | ||
+ | |||
+ | ===== Element Mode ===== | ||
+ | |||
+ | Selects the type of world element to operate on. Supported are these element types | ||
+ | |||
+ | ==== Object ==== | ||
+ | |||
+ | Work on instance of //Object Classes//. Object classes represent static and dynamic objects (elements) backed up by //Game Script Objects//. Typically these are //Script Classes// but can be anything depending on the //Scripting Module// used. | ||
+ | |||
+ | Object classes are defined in the [[gamedev: | ||
+ | |||
+ | The interface between the mapper and the coder is solely defined by the //Object Class Name//, the //Object Properties// | ||
+ | |||
+ | See //Selection Panel// for further information. | ||
+ | ==== Decal ==== | ||
+ | |||
+ | Work on instance of //World Decals//. World decals added to the world are projected onto //Object Classes// they touch. The game scripts decide what object class they will actually affect in-game. The result shown in the editor is thus not fully representative depending on your setup. | ||
+ | |||
+ | //World Decals// add //Decal// resources during game loading. Game scripts are free to add //Decal// resources themselves at run-time to // | ||
+ | |||
+ | |||
+ | ==== Navigation Space ==== | ||
+ | |||
+ | Work on instance of // | ||
+ | |||
+ | // | ||
+ | |||
+ | //Height Terrain Navigation Spaces// add navigation space support to //Height Terrains// resources allow AI to navigate them. This is similar to // | ||
+ | |||
+ | In this mode you can edit the //Height Terrain Navigation Spaces// directly in the world editor in contrary to // | ||
+ | |||
+ | See the // | ||
+ | ==== Object Shape ==== | ||
+ | |||
+ | Work on //Object Properties// | ||
+ | |||
+ | You have to first use //Object Mode// to select the object whose properties you want to edit. Then switch to the //Object Shape// mode. Here you can select from the //Shape// panel the //Object Property// you want to edit. All shapes of all supported properties are shown but only the shapes of the selected property are highlighted to edit. | ||
+ | |||
+ | |||
+ | ===== Work Mode ===== | ||
+ | |||
+ | Selects the type of manipulation to apply to the selected //Element Mode//. Not all work modes are supported by all element modes. | ||
+ | |||
+ | ==== Select ==== | ||
+ | |||
+ | Element selection consists of a list of all //Selected Elements// with one of the selected elements being the //Active Element//. | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | ==== Move ==== | ||
+ | |||
+ | Moves the selected elements along the //View Plane//. | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | ==== Scale ==== | ||
+ | |||
+ | Scales the selected elements along the //View Plane//. | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | ==== Rotation ==== | ||
+ | |||
+ | Rotates the selected elements along the //View Plane//. Use //Edit -> Rotation Pivot Center ...// to set how elements are rotated: | ||
+ | * //Rotation Pivot Center Active//: Rotate around position of active element. | ||
+ | * //Rotation Pivot Center Selected//: Rotate around average position of all selected elements. | ||
+ | * //Rotation Pivot Center Individual//: | ||
+ | |||
+ | These key bindings can be used: | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | ==== Add New ==== | ||
+ | |||
+ | Add new element to the world: | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | If you keep the mouse button pressed the mode temporarily switches to //Move// until you release the mouse button. While dragging you can use these additional key bindings: | ||
+ | * < | ||
+ | |||
+ | While moving the newly added element snaps to nearby //Snap Points// of object. If the newly added object also has snap points these will be used for snapping too. Hence each snap point of the newly added object can snap to any snap point of nearby objects. | ||
+ | |||
+ | ==== Height Paint ==== | ||
+ | |||
+ | Paints the //Height Image// of a //Height Terrain//. See the //Height Painting// sub panel in the //Height Terrain// panel for further information. | ||
+ | |||
+ | ==== Mask Paint ==== | ||
+ | |||
+ | Paints the //Mask Image// of a //Height Terrain//. See the //Mask Painting// sub panel in the //Height Terrain// panel for further information. | ||
+ | |||
+ | ==== Visibility Paint ==== | ||
+ | |||
+ | Paints the // | ||
+ | |||
+ | |||
+ | ====== World Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | The **World Properties** defines properties applying the world resource as a whole. They work similar to //Object Properties// | ||
+ | |||
+ | |||
+ | //**Path Find Test**// | ||
+ | |||
+ | Allows to test // | ||
+ | |||
+ | The **Start Position** and **Goal Position** can be manually entered or set from the current camera position using the **Set** button. The //AI Module// will pick the closest position on the available navigation spaces inside a maximum range of 1m as actual start and goal position to use for testing. | ||
+ | |||
+ | The **Layer** and **Space Type** define which navigation spaces are used for the test. | ||
+ | |||
+ | The **Blocking Cost** defines the maximum cost value before a path is considered blocked and not evaluate further. | ||
+ | |||
+ | Once all parameters are set tick **Show Path** to make the path visible. While visible the path will be updated if the above parameters change. | ||
+ | |||
+ | The **Types** panel allows to define //Cost Parameters// | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Selection Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Shows parameters of the selected //Object Class// or //Decal//. | ||
+ | |||
+ | |||
+ | // | ||
+ | |||
+ | Contains //Object Class// parameters if //Object Mode// is active and one or more objects are selected. | ||
+ | |||
+ | The **Selected** field shows the count of selected objects. The **Active** field shows the index of the activate element. Use the spinner to switch the active element amongst selected elements. | ||
+ | |||
+ | The **Classs** is the unique name of the //Object Class// used by the game code to instantiate whatever game object is providing the desired functionality. This can range from physical objects to pure virtual objects like triggers. | ||
+ | |||
+ | The **ID** is the unique identifier of the object instance. The world editor stores a next-identifier counter for each game world. Whenever a new object is added the next identifier from the counter is assigned. The counter never counts backwards. This way updating game worlds for your game keeps save-states intact. The identifier is shown as hexadecimal value. | ||
+ | |||
+ | The **Attach** field shows the //ID// of the object this object is attached to if any at all. To attach objects select the object to attach and the object to attach to. With the object to attach as active object use //Object -> Attach To// menu command. To detach set the attached object as active object then use //Object -> Detach// menu command. Attaching is an information provided to the game scripts. The game scripts are responsible to decide how to attach the object. //Object Properties// | ||
+ | |||
+ | The **Scaling** is the scaling factor relative to the base size of the object. The **Size** is the effective size of the object. The two values are linked so changing one value recalculates the other. Object classes can limit the scaling possibilities:: | ||
+ | |||
+ | The **Properties** defines a list of **Key -> Value** pairs. They define configurable object parameters the mapper can adjust. The values are generic //String// type values. This allows mapper and coder to agreed upon any kind of value format they want to use. Common value types are pre-defined by the IGDE with the //Property Table Widget// providing suitable UI widgets to edit them. Underneath though the values are all string type so you can edit the bare string value at all times. | ||
+ | |||
+ | The // | ||
+ | |||
+ | The **Skin** defines a replacement skin to use for the texture. A texture replacement is ignore if no skin is assigned. Upon adding a new texture replacement the world editor fills in the skin used by the texture as defined in the object class. | ||
+ | |||
+ | The **Tint** defines a tint color to use to colorize the replacement skin. The game scripts can assign //Dynamic Skin// resources to a texture replacement to manipulate [[gamedev: | ||
+ | |||
+ | The **Translation**, | ||
+ | |||
+ | The **Texture Properties** work similar to // | ||
+ | |||
+ | The **Light Panel** shows helper UI widgets to edit //Object Properties// | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Browser Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Shows list of //Object Classes//, //Skins// and //Sky//. Two display modes are available: // | ||
+ | |||
+ | Using category display mode the category list of the selected element type is displayed as a tree list. Select a category to display all elements assigned to this category in the list below. | ||
+ | |||
+ | Using filter display mode a filter text field is shown. Enter filter to show in the list below all elements matching the filter no matter what category they belong to. The filter is case insensitive plane text. The filter string is matched anywhere inside the element name or path (for skin and sky resources). | ||
+ | |||
+ | The list below shows the elements. The list can be shown using preview images or as text list only. | ||
+ | |||
+ | //**Object Classes**// | ||
+ | |||
+ | If objects are selected in the game world < | ||
+ | |||
+ | // | ||
+ | |||
+ | If objects are selected < | ||
+ | |||
+ | If decals are selected < | ||
+ | |||
+ | If an active object is present < | ||
+ | |||
+ | //**Sky**// | ||
+ | |||
+ | < | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== Height Terrain Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | // | ||
+ | |||
+ | Height terrains are split into //Sectors// of equal square size. This allows to split up large terrains into smaller sectors. Each sector store its own image files. | ||
+ | |||
+ | The **Height Terrain** is the file storing the entire height terrain information (*.dehterrain). | ||
+ | |||
+ | The **Height Image** defines the height of sector points and is a greyscale image. The image is best using 16-bit bits per pixel. | ||
+ | |||
+ | The **Visibility Image** defines the visibility of sector faces and is a black-and-white image with pixel values of **1** for visible and **0** for invisible (hole). | ||
+ | |||
+ | The **Base Height** and **Height Scaling** define how the final Y-coordinate of the sector points are calculated. These values are the same for all sectors. | ||
+ | < | ||
+ | |||
+ | // | ||
+ | |||
+ | Defines the //Texture Layers// used by the height terrain. Texture layers are rendered in the order they are defined form the top entry in the list to the bottom entry in the list. | ||
+ | |||
+ | The **Type Number** is a custom number you can assign to textures to identify them later on in the game. | ||
+ | |||
+ | The **Skin** is the skin to use for rendering the texture. | ||
+ | |||
+ | The **Mask** is the image to store the texture mask in and can be // | ||
+ | |||
+ | The **Offset**, **Scaling** and **Rotation** parameters apply a //Texture Coordinate Transformation// | ||
+ | |||
+ | |||
+ | // | ||
+ | |||
+ | Defines a list of //Height Terrain Navigation Spaces// to allow AI to navigate the terrain. See [[gamedev: | ||
+ | |||
+ | Navigation spaces are define using //Convex Faces//. While in // | ||
+ | |||
+ | To delete faces you have multiple ways to do it all done by selecting navigation points then clicking the //Remove// button: | ||
+ | * 1 selected point: All faces using this point as one of their corner points are removed. | ||
+ | * 2 selected points: All faces using an edge with the two selected points as edge end points are removed. | ||
+ | * >2 selected points: The face with all its corner points matching the selected points will be removed. | ||
+ | |||
+ | For each navigation space a list of // | ||
+ | |||
+ | The **Type** value is the same as used for other navigation spaces in-game. | ||
+ | |||
+ | The **Color** is used to distinguish in the edit view which face belongs to which type. The color is not use in-game. | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== View Panel ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | <WRAP clear/> | ||