Documentation

From NeoAxis 3D Engine Wiki

(Difference between revisions)
Jump to: navigation, search
(Object Types)
Line 59: Line 59:
 
== Object Types ==
 
== Object Types ==
  
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_Object_Type|create your own type of objects]] and place them in the Map Editor.
+
In the [[Documentation/Articles/Overview of Map Editor|Map Editor]] each object have it'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_Object_Type|create your own type of objects]] and place them in the Map Editor.
  
Base object on the map:
+
Root map object:
 
* [[Documentation/Entity_Types/Base/Map.type|Map]] — Map object. This type is automatically created with a new map and can't be deleted.
 
* [[Documentation/Entity_Types/Base/Map.type|Map]] — Map object. This type is automatically created with a new map and can't be deleted.
  
Line 68: Line 68:
 
* Basic \ [[Documentation/Entity_Types/Base/DecorativeObjectManager.type|DecorativeObjectManager]] — This type allows you to create a large amount of objects (like grass, trees, rocks)to quickly populate your map.
 
* Basic \ [[Documentation/Entity_Types/Base/DecorativeObjectManager.type|DecorativeObjectManager]] — This type allows you to create a large amount of objects (like grass, trees, rocks)to quickly populate your map.
 
* Basic \ [[Documentation/Entity_Types/Base/Fog.type|Fog]] — Fog.
 
* Basic \ [[Documentation/Entity_Types/Base/Fog.type|Fog]] — Fog.
* Basic \ [[Documentation/Entity_Types/Base/GeneralMapObject.type|GeneralMapObject]] — The object on the map without behaviour. This object can be used to configure by means components.
+
* Basic \ [[Documentation/Entity_Types/Base/GeneralMapObject.type|GeneralMapObject]] — For objects without special behaviour.
 
* Basic \ [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager]] — This type is used for setting up posteffects on the map.
 
* Basic \ [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager]] — This type is used for setting up posteffects on the map.
* Basic \ [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource]] — This type is used as a source of particles on the map.
+
* Basic \ [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource]] — This type is used as a particle source on the map.
 
* Basic \ [[Documentation/Entity_Types/Base/Region.type|Region]] — An area you place on the map (can be used as triggers).
 
* Basic \ [[Documentation/Entity_Types/Base/Region.type|Region]] — An area you place on the map (can be used as triggers).
 
* Basic \ [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox]] — Sky, using a cubic texture.
 
* Basic \ [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox]] — Sky, using a cubic texture.
 
* Basic \ [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome]] — Sky, using a hemisphere.
 
* Basic \ [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome]] — Sky, using a hemisphere.
 
* Basic \ [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource]] — Sound source on the map.
 
* Basic \ [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource]] — Sound source on the map.
* Basic \ [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint]] — Spawn point for the player (or another units).
+
* Basic \ [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint]] — Spawn point for the player (or other units).
 
* Basic \ [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh]] — An object used for creating static geometry on the map.
 
* Basic \ [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh]] — An object used for creating static geometry on the map.
 
* Camera \ [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera]] — This type is used for setting cameras on the map.
 
* Camera \ [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera]] — This type is used for setting cameras on the map.
Line 81: Line 81:
 
* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone]] — Used to generate a cubemap texture of the environment.
 
* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone]] — Used to generate a cubemap texture of the environment.
 
* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone_BoxParallaxCorrectedZone.type|CubemapZone_BoxParallaxCorrectedZone]] — Used to correct rendering reflections from cubemaps (CubemapZone.type).
 
* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone_BoxParallaxCorrectedZone.type|CubemapZone_BoxParallaxCorrectedZone]] — Used to correct rendering reflections from cubemaps (CubemapZone.type).
* Lighting \ [[Documentation/Entity_Types/Base/LensFlareManager.type|LensFlareManager]] — The manager to manage lens flares from the Sun light source.
+
* Lighting \ [[Documentation/Entity_Types/Base/LensFlareManager.type|LensFlareManager]] — Used to manage lens flares from the Sun light source.
 
* Lighting \ [[Documentation/Entity_Types/Base/Light.type|Light]] — Light source.
 
* Lighting \ [[Documentation/Entity_Types/Base/Light.type|Light]] — Light source.
* Lighting \ [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager]] — Allows you to configure precalculated static lighting.
+
* Lighting \ [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager]] — Allows you to configure and bake precalculated static lighting.
 
* Lighting \ [[Documentation/Entity_Types/Base/Sun.type|Sun]] — Sun light source.
 
* Lighting \ [[Documentation/Entity_Types/Base/Sun.type|Sun]] — Sun light source.
* Pathfinding \ [[Documentation/Entity_Types/Special/GridBasedNavigationSystem.type|GridBasedNavigationSystem]] — Pathfinding system based on the grid.
+
* Pathfinding \ [[Documentation/Entity_Types/Special/GridBasedNavigationSystem.type|GridBasedNavigationSystem]] — Pathfinding system based on a grid.
 
* Pathfinding \ [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem]] — Pathfinding system based on Navigation Mesh technology.
 
* Pathfinding \ [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem]] — Pathfinding system based on Navigation Mesh technology.
 
* Portal System \ [[Documentation/Entity_Types/Base/Occluder.type|Occluder]] — Used for switching portals on and off. It's a part of the Portal System.
 
* Portal System \ [[Documentation/Entity_Types/Base/Occluder.type|Occluder]] — Used for switching portals on and off. It's a part of the Portal System.
Line 92: Line 92:
 
* Special \ [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager]] — Used to create cut-scenes.
 
* Special \ [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager]] — Used to create cut-scenes.
 
* Special \ [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint]] — Helper point.
 
* Special \ [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint]] — Helper point.
* Special \ [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion]] — The area to change the level for the player.
+
* Special \ [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion]] — Trigger area that will make the player change level.
 
* Special \ [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve]] — This type is used to set map paths (from point to point).
 
* Special \ [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve]] — This type is used to set map paths (from point to point).
* Special \ [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea]] — An area where the player can move the camera along the given path.
+
* Special \ [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea]] — An area where the player can move the camera along a given path.
 
* Special \ [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve]] — Allows you to create curves with any width, color and texture.
 
* Special \ [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve]] — Allows you to create curves with any width, color and texture.
 
* Terrain \ [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain]] — Heightmap-based landscape.
 
* Terrain \ [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain]] — Heightmap-based landscape.

Revision as of 09:45, 3 July 2015

Go to higher level

Contents

Articles for NeoAxis 3D Engine

Getting Started

Toolset

Tutorials

Export Models from Modeling Packages

Components

Performance Optimization

Object Types

In the Map Editor each object have it'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.

Root map object:

  • Map — Map object. This type is automatically created with a new map and can't be deleted.

Basic types:

  • Basic \ CollisionVolume — This type is used to create invisible obstacles on the map.
  • Basic \ DecorativeObjectManager — This type allows you to create a large amount of objects (like grass, trees, rocks)to quickly populate your map.
  • Basic \ Fog — Fog.
  • Basic \ GeneralMapObject — For objects without special behaviour.
  • Basic \ MapCompositorManager — This type is used for setting up posteffects on the map.
  • Basic \ ParticleSystemSource — This type is used as a particle source on the map.
  • Basic \ Region — An area you place on the map (can be used as triggers).
  • Basic \ SkyBox — Sky, using a cubic texture.
  • Basic \ SkyDome — Sky, using a hemisphere.
  • Basic \ SoundSource — Sound source on the map.
  • Basic \ SpawnPoint — Spawn point for the player (or other units).
  • Basic \ StaticMesh — An object used for creating static geometry on the map.
  • Camera \ MapCamera — This type is used for setting cameras on the map.
  • Camera \ MapCameraCurve — This type allows you to create a camera path.
  • Lighting \ CubemapZone — Used to generate a cubemap texture of the environment.
  • Lighting \ CubemapZone_BoxParallaxCorrectedZone — Used to correct rendering reflections from cubemaps (CubemapZone.type).
  • Lighting \ LensFlareManager — Used to manage lens flares from the Sun light source.
  • Lighting \ Light — Light source.
  • Lighting \ StaticLightingManager — Allows you to configure and bake precalculated static lighting.
  • Lighting \ Sun — Sun light source.
  • Pathfinding \ GridBasedNavigationSystem — Pathfinding system based on a grid.
  • Pathfinding \ RecastNavigationSystem — Pathfinding system based on Navigation Mesh technology.
  • Portal System \ Occluder — Used for switching portals on and off. It's a part of the Portal System.
  • Portal System \ Portal — Portal. It's a part of the Portal System.
  • Portal System \ Zone — Zone. It's a part of the Portal System.
  • Special \ CutSceneManager — Used to create cut-scenes.
  • Special \ HelperPoint — Helper point.
  • Special \ MapChangeRegion — Trigger area that will make the player change level.
  • Special \ MapCurve — This type is used to set map paths (from point to point).
  • Special \ ObserveCameraArea — An area where the player can move the camera along a given path.
  • Special \ RenderableCurve — Allows you to create curves with any width, color and texture.
  • Terrain \ HeightmapTerrain — Heightmap-based landscape.
  • Terrain \ HeightmapTerrainManager — Heightmap-based landscape with streaming support.
  • Water Plane \ WaterPlane — This type is used for creating water surfaces.
  • Water Plane \ WaterPlaneClipVolume — Additional type for WaterPlane to control reflection's generation.

Additional types which can't be created directly in Map Editor:

  • Decal — Decals are used to render bullet holes, blood traces, explosion burns etc.
  • ItemCreator — Used to generate items.

Programming Articles

Articles

Various

Tutorials

Third-Party Tutorials

Additional

Old Articles to Update