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gamedev:deigde:editors:world [2020/04/07 14:37] – [Browser 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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{{ : | {{ : | ||
- | <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 ====== |