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== Object Types ==
 
== Object Types ==
  
Each object in [[Documentation/Articles/Overview of Map Editor|Map Editor]] have own type. Here is described base object types which available in SDK. In additional to base types the developer can [[Documentation/Tutorials/Creating a simple game object|create own type of objects]] and place objects with new types in the Map Editor.
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In the [[Documentation/Articles/Overview of Map Editor|Map Editor]] each object have ti's own type. You will find here a list of the base object types available in the SDK. In addition to theses base types, you can [[Documentation/Tutorials/Creating a simple game object|create your own type of objects]] and place them in the Map Editor.
  
 
=== Base Object Types ===
 
=== Base Object Types ===
  
These entity types are considered as engine base. They are stored in the '''Data\Base\Types''' folder.
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These entity types are considered as the engine base. They are stored in the '''Data\Base\Types''' folder.
  
* [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone.type]] — Entity for generation cubic texture of environment.
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* [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone.type]] — Used to generate a cubemap texture of the environment.
* [[Documentation/Entity_Types/Base/DecorativeObjectManager.type|DecorativeObjectManager.type]] — This type is used for creating large areas of such simple objects as grass, trees and rocks.
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* [[Documentation/Entity_Types/Base/DecorativeObjectManager.type|DecorativeObjectManager.type]] — This type allows you to create a large amount of objects (like grass, trees, rocks)to quickly populate your map.
 
* [[Documentation/Entity_Types/Base/Fog.type|Fog.type]] — Fog.
 
* [[Documentation/Entity_Types/Base/Fog.type|Fog.type]] — Fog.
 
* [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain.type]] — Heightmap-based landscape.
 
* [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain.type]] — Heightmap-based landscape.
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* [[Documentation/Entity_Types/Base/Map.type|Map.type]] — Map object. This type is automatically created with a new map.
 
* [[Documentation/Entity_Types/Base/Map.type|Map.type]] — Map object. This type is automatically created with a new map.
 
* [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera.type]] — This type is used for setting cameras on the map.
 
* [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera.type]] — This type is used for setting cameras on the map.
* [[Documentation/Entity_Types/Base/MapCameraCurve.type|MapCameraCurve.type]] — This type is used for setting camera path.
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* [[Documentation/Entity_Types/Base/MapCameraCurve.type|MapCameraCurve.type]] — This type allows you to create a camera path.
* [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager.type]] — This type is used for setting posteffects on the map.
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* [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager.type]] — This type is used for setting up posteffects on the map.
* [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve.type]] — This type is used for setting map paths (from point to point).
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* [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve.type]] — This type is used to set map paths (from point to point).
* [[Documentation/Entity_Types/Base/Occluder.type|Occluder.type]] — This type is used for switching portals on and off (a part of the Portal System).
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* [[Documentation/Entity_Types/Base/Occluder.type|Occluder.type]] — Used for switching portals on and off. It's a part of the Portal System.
* [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource.type]] — This type is used as source of particles on the map.
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* [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource.type]] — This type is used as a source of particles on the map.
* [[Documentation/Entity_Types/Base/Portal.type|Portal.type]] — Portal (a part of the Portal System).
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* [[Documentation/Entity_Types/Base/Portal.type|Portal.type]] — Portal. It's a part of the Portal System.
* [[Documentation/Entity_Types/Base/Region.type|Region.type]] — An area on the map (can be used as trigger).
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* [[Documentation/Entity_Types/Base/Region.type|Region.type]] — An area you place on the map (can be used as triggers).
* [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve.type]] — This is type is used for creation curves with any width, color and texture.
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* [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve.type]] — Allows you to create curves with any width, color and texture.
 
* [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox.type]] — Sky, using a cubic texture.
 
* [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox.type]] — Sky, using a cubic texture.
 
* [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome.type]] — Sky, using a hemisphere.
 
* [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome.type]] — Sky, using a hemisphere.
 
* [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource.type]] — sound source on the map.
 
* [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource.type]] — sound source on the map.
* [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager.type]] — This type is used for creating precalculated static lighting.
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* [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager.type]] — Allows you to configure precalculated static lighting.
 
* [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh.type]] — An object used for creating static geometry on the map.
 
* [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh.type]] — An object used for creating static geometry on the map.
 
* [[Documentation/Entity_Types/Base/Sun.type|Sun.type]] — Sun.
 
* [[Documentation/Entity_Types/Base/Sun.type|Sun.type]] — Sun.
* [[Documentation/Entity_Types/Base/Zone.type|Zone.type]] — Zone (a part of the Portal System).
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* [[Documentation/Entity_Types/Base/Zone.type|Zone.type]] — Zone. It's a part of the Portal System.
  
 
=== Object Types in SDK ===
 
=== Object Types in SDK ===
  
The following entity types are frequently used but not considered as part of the engine base. These entity types are stored in the '''Data\Types\Special''' folder.
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The following entity types are frequently used but not considered as a part of the engine base. These entity types are stored in the '''Data\Types\Special''' folder.
  
* [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager.type]] — This types is used for creating cut-scenes.
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* [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager.type]] — Used to create cut-scenes.
* [[Documentation/Entity_Types/Special/Decal.type|Decal.type]] — Decals are used for rendering bullet holes, blood traces, explosion burns etc.
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* [[Documentation/Entity_Types/Special/Decal.type|Decal.type]] — Decals are used to render bullet holes, blood traces, explosion burns etc.
* [[Documentation/Entity_Types/Special/DynamicCollision.type|DynamicCollision.type]] — This type is used for creating invisible obstacles on the map.
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* [[Documentation/Entity_Types/Special/DynamicCollision.type|DynamicCollision.type]] — This type is used to create invisible obstacles on the map.
* [[Documentation/Entity_Types/Special/ItemCreator.type|ItemCreator.type]] — This type is used for generating items.
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* [[Documentation/Entity_Types/Special/ItemCreator.type|ItemCreator.type]] — Used to generate items.
 
* [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint.type]] — Helper point.
 
* [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint.type]] — Helper point.
 
* [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion.type]] — Region change area.
 
* [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion.type]] — Region change area.
 
* [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea.type]] — An area where the player can move the camera along the given path.
 
* [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea.type]] — An area where the player can move the camera along the given path.
* [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem.type]] — The pathfinding system based on Navigation Mesh technology.
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* [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem.type]] — Pathfinding system based on Navigation Mesh technology.
 
* [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint.type]] — Object's spawn point.
 
* [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint.type]] — Object's spawn point.
 
* [[Documentation/Entity_Types/Special/WaterPlane.type|WaterPlane.type]] — This type is used for creating water surfaces.
 
* [[Documentation/Entity_Types/Special/WaterPlane.type|WaterPlane.type]] — This type is used for creating water surfaces.
* [[Documentation/Entity_Types/Special/WaterPlaneClipVolume.type|WaterPlaneClipVolume.type]] — This additional type for WaterPlane to control reflections generation.
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* [[Documentation/Entity_Types/Special/WaterPlaneClipVolume.type|WaterPlaneClipVolume.type]] — Additional type for WaterPlane to control reflection's generation.
 
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== Programming Articles ==
 
== Programming Articles ==

Revision as of 10:28, 3 March 2015

Go to higher level

Contents

Articles for NeoAxis 3D Engine

Getting Started

Toolset

General Overview

Tutorials

Export Models from Modeling Packages

Components

Performance Optimization

Object Types

In the Map Editor each object have ti's own type. You will find here a list of the base object types available in the SDK. In addition to theses base types, you can create your own type of objects and place them in the Map Editor.

Base Object Types

These entity types are considered as the engine base. They are stored in the Data\Base\Types folder.

Object Types in SDK

The following entity types are frequently used but not considered as a part of the engine base. These entity types are stored in the Data\Types\Special folder.

Programming Articles

Articles

Various

Tutorials

Third-Party Tutorials

Additional