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gamedev:deigde:editors:world [2020/04/07 16:40] – [Navigation Space] dragonlordgamedev:deigde:editors:world [2020/04/07 17:45] (current) – [View 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 //Navigation Spaces// 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/> 
  
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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.1586277601.txt.gz · Last modified: 2020/04/07 16:40 by dragonlord