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gamedev:deigde:editors:world [2020/04/07 14:16] – [World Panel] dragonlord | gamedev:deigde:editors:world [2020/04/07 17:29] – [Height Terrain Panel] dragonlord | ||
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==== Navigation Space ==== | ==== Navigation Space ==== | ||
- | Work on instance of //Height Terrain | + | Work on instance of // |
- | See the // | + | // |
+ | //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 ==== | ==== Object Shape ==== | ||
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{{ : | {{ : | ||
+ | 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/> | <WRAP clear/> | ||
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{{ : | {{ : | ||
- | <WRAP clear/> | + | // |
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | // | ||
+ | |||
+ | Parameters for handling vegetation generation on height terrains | ||
+ | |||
+ | TODO | ||
+ | |||
+ | |||
+ | //**Height Painting**//, | ||
+ | |||
+ | Parameters for modifying the painting of //Height Images//, //Texture Mask Images// and // | ||
+ | <WRAP clear/> | ||
====== View Panel ====== | ====== View Panel ====== |