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gamedev:deigde:editors:world [2020/04/07 14:37] – [Browser Panel] dragonlordgamedev: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 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_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 ======
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 {{ :gamedev:deigde:editors:editor_world_view.png?nolink|View panel}} {{ :gamedev:deigde:editors:editor_world_view.png?nolink|View panel}}
  
 +Parameters for adjusting the view.
 +
 +//**Grid/Snapping**//
 +
 +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.
 +
 +//**Selection**//
 +
 +Defines the distance of the box used in //Selection// work mode. Objects beyond the distance are not selected. The **Distance Step** defines distance increment/decrement step if <key>MOUSE_WHEEL</key> is used while dragging the selection box.
 +
 +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 //Vegetation// sub panel in the //Height Terrain// panel. Disabling this is recommended since updating large vegetation fields can cause editing delays.
 +
 +The **Class Hide Tags** shows the list of //Hide Tags// define in all known //Object Classes//. <key>MOUSE_LEFT</key> double-click on entries to toggle between visible and hidden. All object classes using any tag marked hidden will be hidden.
 +
 +The **Class Partial Hide Tags** shows the list of //Partial Hide Tags// defined in all known //Object Classes//. <key>MOUSE_LEFT</key> double-click on entries to toggle between visible and hidden. All object classes using any tag marked partially hidden will be visible but some of their content is hidden. For example lights still showing the lights if partially hidden but their representative billboard is hidden.
 +
 +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>currently not supported</wrap>).
 +
 +The object camera shows object cameras. Object classes can define //Cameras//. These object classes typically allow the player to use a camera in-game attached to the object. Select the object from the list below and switch to the object camera to see how the in-game camera would look like.
 +<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.
 +</WRAP>
 +
 +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 //BaseSky//). The editor will always shows the preview sky.
 +
 +The **Trigger Table** shows a list of all known //Trigger Targets// define by object instances present in the world. <key>MOUSE_LEFT</key> double-click on entries to toggle between //Fired// and //Reset// state. To do a //Full Reset// use the context menu. Using the //Filter// you can show only triggers containing the filter text case insensitive.
 <WRAP clear/> <WRAP clear/>
  
gamedev/deigde/editors/world.1586270271.txt.gz · Last modified: 2020/04/07 14:37 by dragonlord