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gamedev:deigde:editors:world

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gamedev:deigde:editors:world [2020/04/07 16:38] – [Navigation Space] dragonlordgamedev:deigde:editors:world [2020/04/07 17:29] – [Height Terrain Panel] dragonlord
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 //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.  //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 geometry directly in the world editor in contrary to //Navigation Space// resources used by game objects which are loaded from files+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//, //Navigation Type// and //Navigation Painting// sub panels in the //Height Terrain// panel for further information.+
  
 +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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 Defines a list of //Height Terrain Navigation Spaces// to allow AI to navigate the terrain. See [[gamedev:navigation|Navigation System]] for further information. 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> click on +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. 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/>  <WRAP clear/> 
  
gamedev/deigde/editors/world.txt · Last modified: 2020/04/07 17:45 by dragonlord