This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
gamedev:deigde:editors:world [2020/04/07 17:29] – [Height Terrain Panel] dragonlord | gamedev:deigde:editors:world [2020/04/07 17:45] (current) – [View Panel] dragonlord | ||
---|---|---|---|
Line 298: | Line 298: | ||
{{ : | {{ : | ||
+ | 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/> | ||