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gamedev:deigde:editors:world [2020/04/07 14:16] – [World Panel] dragonlordgamedev: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 Navigation Spaces//. This adds navigation space support to //Height Terrains// resources allow AI to navigate them. This is similar to //Navigation Space// resources game scripts can add to individual game objects but for height terrains. In this mode you can edit the height terrain geometry directly in the world editor in contrary to //Navigation Space// resources used by game objects which are loaded from files.+Work on instance of //Navigation Spaces// and //Height Terrain Navigation Spaces//.
  
-See the //Navigation Space////Navigation Type// and //Navigation Painting// sub panels in the //Height Terrain// panel for further information.+//Navigation Spaces// allows to add //World Navigation Spaces//. These are created and added during world loading time. Object classes can add individual navigation spaces. This edits world ones.
  
 +//Height Terrain Navigation Spaces// add navigation space support to //Height Terrains// resources allow AI to navigate them. This is similar to //Navigation Space// but for height terrains. 
 +
 +In this mode you can edit the //Height Terrain Navigation Spaces// directly in the world editor in contrary to //Navigation Spaces// which are loaded from files.
 +
 +See the //Navigation Space// and //Navigation Type// sub panels in the //Height Terrain// panel for further information.
 ==== Object Shape ==== ==== Object Shape ====
  
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 {{ :gamedev:deigde:editors:editor_world_browser.png?nolink|Browser panel}} {{ :gamedev:deigde:editors:editor_world_browser.png?nolink|Browser panel}}
  
 +Shows list of //Object Classes//, //Skins// and //Sky//. Two display modes are available: //Category// and //Filter//.
 +
 +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 <key>MOUSE_LEFT</key> double-click on an element to assign the object class to them.
 +
 +//**Skin**//
 +
 +If objects are selected <key>MOUSE_LEFT</key> double-click on an element to assign the skin to the //Active Texture// of each object. The active texture of an object is the texture which is currently selected in the //Texture// sub panel of the //Selection// panel.
 +
 +If decals are selected <key>MOUSE_LEFT</key> double-click on an element assigns the skin to the decals.
 +
 +If an active object is present <key>MOUSE_RIGHT</key> shows a context menu where you can assign the skin to a specific texture from this object.
 +
 +//**Sky**//
 +
 +<key>MOUSE_LEFT</key> double-click on an element to assign the sky to the world for preview purpose only.
 <WRAP clear/> <WRAP clear/>
  
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 {{ :gamedev:deigde:editors:editor_world_heightterrain.png?nolink|Height terrain panel}} {{ :gamedev:deigde:editors:editor_world_heightterrain.png?nolink|Height terrain panel}}
  
-<WRAP clear/>+//**Sector**// 
 + 
 +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. 
 +<code>y = heightTerrain.position.y + baseHeight + heightImage.at(indexX, indexY) * heightScaling</code> 
 + 
 +//**Texture**// 
 + 
 +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 //Painted//. This image is stored to the game data directory and loaded during world loading. The mask image is a greyscale image storing the visibility of the texture at each sector point. A value of **1** paints the texture fully opaque while a value of **0** does not render it at all. Mask values are interpolate across sector faces to obtain smooth transitions. 
 + 
 +The **Offset**, **Scaling** and **Rotation** parameters apply a //Texture Coordinate Transformation// to allow using skins in tiled mode. This is especially useful with [[gamedev:textureproperties:variation|Variation Skin Texture Property]]. This allows to increase the visual resolution of the skin while reducing repetition effects. 
 + 
 + 
 +//**Navigation Space**// and //**Navigation Type**// 
 + 
 +Defines a list of //Height Terrain Navigation Spaces// to allow AI to navigate the terrain. See [[gamedev:navigation|Navigation System]] for further information. 
 + 
 +Navigation spaces are define using //Convex Faces//. While in //Navigation Space Mode// you can <key>MOUSE_LEFT</key> to select a single point and <key>SHIFT+MOUSE_LEFT</key> to select multiple points. Once you have 3 or more points selected you can use the //Add// button to add a face using the selected type. 
 + 
 +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 //Navigation Types// has to be defined. Types define //Cost Functions// allowing to influence how AI calculates path. 
 + 
 +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. 
 + 
 + 
 +//**Vegetation**// 
 + 
 +Parameters for handling vegetation generation on height terrains 
 + 
 +TODO 
 + 
 + 
 +//**Height Painting**//, //**Mask Painting**//, //**Visibility Painting**// 
 + 
 +Parameters for modifying the painting of //Height Images//, //Texture Mask Images// and //Visibility Images//. 
 +<WRAP clear/> 
  
 ====== View Panel ====== ====== View Panel ======
gamedev/deigde/editors/world.txt · Last modified: 2020/04/07 17:45 by dragonlord