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gamedev:deigde:editors:world [2020/04/07 16:40] – [Navigation Space] dragonlord | gamedev:deigde:editors:world [2020/04/07 17:29] – [Height Terrain Panel] dragonlord | ||
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In this mode you can edit the //Height Terrain Navigation Spaces// directly in the world editor in contrary to // | In this mode you can edit the //Height Terrain Navigation Spaces// directly in the world editor in contrary to // | ||
- | See the // | + | See the // |
==== 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: | 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 // | + | 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 // | 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/> | <WRAP clear/> | ||