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gamedev:deigde:editors:world

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gamedev:deigde:editors:world [2020/04/07 17:29] – [Height Terrain Panel] dragonlordgamedev:deigde:editors:world [2020/04/07 17:45] (current) – [View Panel] dragonlord
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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.txt · Last modified: 2020/04/07 17:45 by dragonlord