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gamedev:deigde:editors:world [2020/04/07 14:37] – [Browser Panel] dragonlord | gamedev:deigde:editors:world [2020/04/07 17:45] (current) – [View 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 ====== | ||
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{{ : | {{ : | ||
+ | Parameters for adjusting the view. | ||
+ | |||
+ | // | ||
+ | |||
+ | Defines snapping steps for //Move//, //Rotate// and //Scale// work mode. | ||
+ | |||
+ | The **Sensitivity** defines the scaling factor applied to mouse movement converted to world coordinates. Raising the sensitivity above 1 moves faster across the world which is useful to move to distant parts of the world quickly.Lowering the sensitivity below 1 moves slower across the world which is useful to make small scale editing task easier. 1 is the default. | ||
+ | |||
+ | // | ||
+ | |||
+ | Defines the distance of the box used in // | ||
+ | |||
+ | The **Auto-Updating** is used with vegetation system. If enabled changes to the vegetation rules are immediately updated. If disabled you have to update the preview in the // | ||
+ | |||
+ | The **Class Hide Tags** shows the list of //Hide Tags// define in all known //Object Classes//. < | ||
+ | |||
+ | The **Class Partial Hide Tags** shows the list of //Partial Hide Tags// defined in all known //Object Classes//. < | ||
+ | |||
+ | The **Camera** panels define which camera to use to show the world and allows to edit the camera parameters. Three cameras can be used: //Free Roaming//, //Player// and //Object//. The free roaming camera is the default and is used for editing allowing to move freely across the map. The player camera allows to move using FPS-like controls through the world (<wrap hi> | ||
+ | |||
+ | The object camera shows object cameras. Object classes can define // | ||
+ | <WRAP center round important 60%> | ||
+ | While the object camera is active moving the camera view does change the object position. All other cameras to not change object positions. | ||
+ | </ | ||
+ | |||
+ | The **Sky** defines the camera to use to preview the game world. This is not the sky used in-game. To define one or more skies to use for the map add Object Classes supporting //Sky// resources (for example // | ||
+ | |||
+ | The **Trigger Table** shows a list of all known //Trigger Targets// define by object instances present in the world. < | ||
<WRAP clear/> | <WRAP clear/> | ||