Documentation

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=== Toolset ===
 
=== Toolset ===
  
* [[Documentation/Articles/Overview of Configurator|Overview of Configurator]]
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* [[Documentation/Articles/Overview of Configurator|Configurator]]
* [[Documentation/Articles/Overview of Game.exe|Overview of Game.exe]]
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* [[Documentation/Articles/Overview of Game.exe|Game.exe]]
* [[Documentation/Articles/Overview of Map Editor|Overview of Map Editor]]
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* [[Documentation/Articles/Overview of Map Editor|Map Editor]]
** [[Documentation/Articles/Overview of Logic Editor|Overview of Logic Editor]]
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** [[Documentation/Articles/Overview of Logic Editor|Logic Editor]]
* [[Documentation/Articles/Overview of Resource Editor|Overview of Resource Editor]]
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* [[Documentation/Articles/Overview of Resource Editor|Resource Editor]]
** [[Documentation/Articles/Overview of Object Type Editor|Overview of Object Type Editor]]
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** [[Documentation/Articles/Overview of Object Type Editor|Object Type Editor]]
** [[Documentation/Articles/Overview of Physics Model Editor|Overview of Physics Model Editor]]
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** [[Documentation/Articles/Overview of Physics Model Editor|Physics Model Editor]]
** [[Documentation/Articles/Overview of Particle System Editor|Overview of Particle System Editor]]
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** [[Documentation/Articles/Overview of Particle System Editor|Particle System Editor]]
** [[Documentation/Articles/Overview of Mesh Editor|Overview of Mesh Editor]]
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** [[Documentation/Articles/Overview of Mesh Editor|Mesh Editor]]
** [[Documentation/Articles/Overview of Material Editor|Overview of Material Editor]]
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** [[Documentation/Articles/Overview of Material Editor|Material Editor]]
** [[Documentation/Articles/Overview of User Interface Editor|Overview of User Interface Editor]]
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** [[Documentation/Articles/Overview of User Interface Editor|User Interface Editor]]
** [[Documentation/Articles/Overview of Font Definition Editor|Overview of Font Definition Editor]]
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** [[Documentation/Articles/Overview of Font Definition Editor|Font Definition Editor]]
** [[Documentation/Articles/Overview of Model Import Editor|Overview of Model Import Editor]]
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** [[Documentation/Articles/Overview of Model Import Editor|Model Import Editor]]
* [[Documentation/Articles/Overview of Deployment Tool|Overview of Deployment Tool]]
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* [[Documentation/Articles/Overview of Deployment Tool|Deployment Tool]]
* [[Documentation/Articles/Overview of Shader Cache Compiler|Overview of Shader Cache Compiler]]
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* [[Documentation/Articles/Overview of Shader Cache Compiler|Shader Cache Compiler]]
  
=== General Overview ===
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|valign="top"|
  
* [[Documentation/Articles/Introduction to Game Object System|Introduction to Game Object System]]
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=== Import Content ===
* [[Documentation/Articles/Overview of File System|Overview of File System]]
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* [[Documentation/Articles/Overview of Rendering System|Overview of Rendering System]]
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* [[Documentation/Articles/Overview of Physics System|Overview of Physics System]]
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* [[Documentation/Articles/Overview of Sound System|Overview of Sound System]]
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* [[Documentation/Articles/Overview of User Interface System|Overview of User Interface System]]
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* [[Documentation/Articles/Overview of Input System|Overview of Input System]]
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|valign="top"|
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* [[Documentation/Tutorials/Export models from Autodesk 3ds Max|Autodesk 3ds Max]]
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* [[Documentation/Tutorials/Export models from Autodesk Maya|Autodesk Maya]]
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* [[Documentation/Tutorials/Import models from file|Import from file (FBX, COLLADA and other formats)]]
  
 
=== Tutorials ===
 
=== Tutorials ===
  
* [[Documentation/Tutorials/Creating a Simple Map|Creating a Simple Map]]
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* [[Documentation/Tutorials/Creating a Simple Map|Creating a simple map]]
* [[Documentation/Tutorials/Creating a Simple Object Type|Creating a Simple Object Type]]
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* [[Documentation/Tutorials/Creating a Simple Object Type|Creating a simple object type]]
* [[Documentation/Tutorials/Creating a complex dynamic object|Creating a Complex Dynamic Object]]
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* [[Documentation/Tutorials/Creating a complex dynamic object|Creating a complex dynamic object]]
* [[Documentation/Tutorials/Main Character Replacement|Main Character Replacement]]
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* [[Documentation/Tutorials/Main Character Replacement|Main character replacement]]
* [[Documentation/Tutorials/Making sky (sky box, sky dome and other methods)|Making Sky (Sky Box, Sky Dome and Other Methods)]]
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* [[Documentation/Tutorials/Making sky (sky box, sky dome and other methods)|Making sky (sky box, sky dome, other methods)]]
* [[Documentation/Tutorials/Adding a new language|Adding a New Language]]
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* [[Documentation/Tutorials/Adding a new language|Adding a new language]]
 
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* [[Documentation/Articles/How to improve performance and reduce loading time|How to improve performance and reduce loading time]]
=== Export Models from Modeling Packages ===
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* [[Documentation/Tutorials/Export models from Autodesk 3ds Max|Export Models from Autodesk 3ds Max]]
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* [[Documentation/Tutorials/Export models from Autodesk Maya|Export Models from Autodesk Maya]]
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* [[Documentation/Tutorials/Export models from Blender, Autodesk Softimage and other packages with using intermediate format|Export models from Blender, Autodesk Softimage and other packages with using intermediate format]]
+
  
 
=== Components ===
 
=== Components ===
  
* [[Documentation/Articles/Overview of Full-Screen Effects|Overview of Full-Screen Effects]]
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* [[Documentation/Articles/Overview of Full-Screen Effects|Full-screen effects]]
* [[Documentation/Articles/Overview of Portal System|Overview of Portal System (invisible geometry culling)]]
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* [[Documentation/Articles/Overview of Portal System|Portal system (invisible geometry culling)]]
* [[Documentation/Articles/Overview of Animation System|Overview of Animation System]]
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* [[Documentation/Articles/Overview of Animation System|Animation system]]
 
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* [[Documentation/Articles/Overview of Object Components|Object components]]
=== Performance Optimization ===
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* [[Documentation/Articles/How to improve performance and reduce loading time|How to Improve Performance and Reduce Loading Time]]
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|}
 
|}
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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.
+
In the [[Documentation/Articles/Overview of Map Editor|Map Editor]] each object has it's own type. You will find here a list of the base object types available in the SDK. In addition to these base types, you can [[Documentation/Tutorials/Creating_a_Simple_Object_Type|create your own type of objects]] and place such objects in the Map Editor.
  
=== Base Object Types ===
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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.
  
These entity types are considered as engine base. They are stored in the '''Data\Base\Types''' folder.
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Basic types:
 
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* Basic \ [[Documentation/Entity_Types/Special/CollisionVolume.type|CollisionVolume]] — This type is used to create invisible obstacles on the map.
* [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone.type]] — Entity for generation cubic texture of environment.
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* 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.
* [[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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* Basic \ [[Documentation/Entity_Types/Base/Fog.type|Fog]] — Fog.
* [[Documentation/Entity_Types/Base/Fog.type|Fog.type]] — Fog.
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* Basic \ [[Documentation/Entity_Types/Base/GeneralMapObject.type|GeneralMapObject]] — For objects without special behaviour.
* [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain.type]] — Heightmap-based landscape.
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* Basic \ [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager]] — This type is used for setting up post-processing effects on the map.
* [[Documentation/Entity_Types/Base/LensFlareManager.type|LensFlareManager.type]] — Lens flare manager.
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* Basic \ [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource]] — This type is used as a particle source on the map.
* [[Documentation/Entity_Types/Base/Light.type|Light.type]] — Light source.
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* Basic \ [[Documentation/Entity_Types/Base/Region.type|Region]] — An area you place on the map (can be used as a trigger).
* [[Documentation/Entity_Types/Base/Map.type|Map.type]] — Map object. This type is automatically created with a new map.
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* Basic \ [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox]] — Sky using a cubic texture.
* [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera.type]] — This type is used for setting cameras on the map.
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* Basic \ [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome]] — Sky using a hemisphere.
* [[Documentation/Entity_Types/Base/MapCameraCurve.type|MapCameraCurve.type]] — This type is used for setting camera path.
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* Basic \ [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource]] — Sound source on the map.
* [[Documentation/Entity_Types/Base/MapCompositorManager.type|MapCompositorManager.type]] — This type is used for setting posteffects on the map.
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* Basic \ [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint]] — Spawn point for the player (or other units).
* [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve.type]] — This type is used for setting map paths (from point to point).
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* Basic \ [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh]] — An object used for creating static geometry on the map.
* [[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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* Camera \ [[Documentation/Entity_Types/Base/MapCamera.type|MapCamera]] — This type is used for placing cameras on the map.
* [[Documentation/Entity_Types/Base/ParticleSystemSource.type|ParticleSystemSource.type]] — This type is used as source of particles on the map.
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* Camera \ [[Documentation/Entity_Types/Base/MapCameraCurve.type|MapCameraCurve]] — This type allows you to create a camera path.
* [[Documentation/Entity_Types/Base/Portal.type|Portal.type]] — Portal (a part of the Portal System).
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* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone.type|CubemapZone]] — Used to generate a cubemap texture of the environment.
* [[Documentation/Entity_Types/Base/Region.type|Region.type]] — An area on the map (can be used as trigger).
+
* Lighting \ [[Documentation/Entity_Types/Base/CubemapZone_BoxParallaxCorrectedZone.type|CubemapZone_BoxParallaxCorrectedZone]] — Used to correct rendering reflections from cubemaps (CubemapZone.type).
* [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve.type]] — This is type is used for creation any kind of curves.
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* Lighting \ [[Documentation/Entity_Types/Base/LensFlareManager.type|LensFlareManager]] — Used to manage lens flares from the Sun light source.
* [[Documentation/Entity_Types/Base/SkyBox.type|SkyBox.type]] — Sky, using a cubic texture.
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* Lighting \ [[Documentation/Entity_Types/Base/Light.type|Light]] — Light source.
* [[Documentation/Entity_Types/Base/SkyDome.type|SkyDome.type]] — Sky, using a hemisphere.
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* Lighting \ [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager]] — Allows you to configure and bake precalculated static lighting.
* [[Documentation/Entity_Types/Base/SoundSource.type|SoundSource.type]] — sound source on the map.
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* Lighting \ [[Documentation/Entity_Types/Base/Sun.type|Sun]] — Sun light source.
* [[Documentation/Entity_Types/Base/StaticLightingManager.type|StaticLightingManager.type]] — This type is used for creating precalculated static lighting.
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* Pathfinding \ [[Documentation/Entity_Types/Special/GridBasedNavigationSystem.type|GridBasedNavigationSystem]] — Pathfinding system based on a grid.
* [[Documentation/Entity_Types/Base/StaticMesh.type|StaticMesh.type]] — An object used for creating static geometry on the map.
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* Pathfinding \ [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem]] — Pathfinding system based on Navigation Mesh technology.
* [[Documentation/Entity_Types/Base/Sun.type|Sun.type]] — Sun.
+
* Portal System \ [[Documentation/Entity_Types/Base/Occluder.type|Occluder]] — Used for switching portals on and off. It's a part of the Portal System.
* [[Documentation/Entity_Types/Base/Zone.type|Zone.type]] — Zone (a part of the Portal System).
+
* Portal System \ [[Documentation/Entity_Types/Base/Portal.type|Portal]] — Portal. It's a part of the Portal System.
 
+
* Portal System \ [[Documentation/Entity_Types/Base/Zone.type|Zone]] — Zone. It's a part of the Portal System.
=== Object Types in SDK ===
+
* Special \ [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager]] — Used to create cut-scenes.
 
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* Special \ [[Documentation/Entity_Types/Special/Freeze Objects Manager.type|Freeze Objects Manager]] — The manager for management freezing of the object for optimization purposes.
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.
+
* Special \ [[Documentation/Entity_Types/Special/Freeze Objects Area.type|Freeze Objects Area]] — Area for Freeze Objects Manager.  
 
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* Special \ [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint]] — Helper point.
* [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager.type]] — This types is used for creating cut-scenes.
+
* Special \ [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion]] — Trigger area that will make the player change level.
* [[Documentation/Entity_Types/Special/Decal.type|Decal.type]] — Decals are used for rendering bullet holes, blood traces, explosion burns etc.
+
* Special \ [[Documentation/Entity_Types/Base/MapCurve.type|MapCurve]] — This type is used to set map paths (from point to point).
* [[Documentation/Entity_Types/Special/DynamicCollision.type|DynamicCollision.type]] — This type is used for creating invisible obstacles on the map.
+
* Special \ [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea]] — An area where the player can move the camera along a given path.
* [[Documentation/Entity_Types/Special/ItemCreator.type|ItemCreator.type]] — This type is used for generating items.
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* Special \ [[Documentation/Entity_Types/Base/RenderableCurve.type|RenderableCurve]] — Allows you to create curves with any width, color and texture.
* [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint.type]] — Helper point.
+
* Terrain \ [[Documentation/Entity_Types/Base/HeightmapTerrain.type|HeightmapTerrain]] — Heightmap-based landscape.
* [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion.type]] — Region change area.
+
* Terrain \ [[Documentation/Entity_Types/Base/HeightmapTerrainManager.type|HeightmapTerrainManager]] — Heightmap-based landscape with support for streaming.
* [[Documentation/Entity_Types/Special/ObserveCameraArea.type|ObserveCameraArea.type]] — An area where the player can move the camera along the given path.
+
* Water Plane \ [[Documentation/Entity_Types/Special/WaterPlane.type|WaterPlane]] — This type is used for creating water surfaces.
* [[Documentation/Entity_Types/Special/RecastNavigationSystem.type|RecastNavigationSystem.type]] — The pathfinding system based on Navigation Mesh technology.
+
* Water Plane \ [[Documentation/Entity_Types/Special/WaterPlaneClipVolume.type|WaterPlaneClipVolume]] — Additional type of WaterPlane to control reflection generation.
* [[Documentation/Entity_Types/Special/SpawnPoint.type|SpawnPoint.type]] — Object's spawn point.
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* [[Documentation/Entity_Types/Special/WaterPlane.type|WaterPlane.type]] — This type is used for creating water surfaces.
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* [[Documentation/Entity_Types/Special/WaterPlaneClipVolume.type|WaterPlaneClipVolume.type]] — This additional type for WaterPlane to control reflections generation.
+
  
 +
Additional types that can't be created directly in the Map Editor:
 +
* [[Documentation/Entity_Types/Special/Decal.type|Decal]] — Decals are used to render bullet holes, blood traces, explosion burns etc.
 +
* [[Documentation/Entity_Types/Special/ItemCreator.type|ItemCreator]] — Used to generate items.
  
 
== Programming Articles ==
 
== Programming Articles ==
  
{|
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* [[Documentation/Programming_Articles/Introduction to SDK Structure|Introduction to SDK structure.]]
|width="500" valign="top"|
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* [[Documentation/API Reference|API Reference.]]
 
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* [[Documentation/Programming Tutorials/Creation of an Entity Class|Creation of an entity class.]]
=== Articles ===
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* [[Documentation/Programming Tutorials/Creation of a new Game Type|Creation of a new game type.]]
* [[Documentation/Programming_Articles/Introduction to SDK Structure|Introduction to SDK Structure]]
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* [[Documentation/Programming Tutorials/Creation of a custom GUI class|Creation of a custom GUI class.]]
* [[Documentation/Programming_Articles/Transferring the project to the new engine version|Transferring the project to the new engine version]]
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* [[Documentation/Programming Tutorials/Adding additional gui controls to selected entities in the Map Editor|Adding additional GUI controls to selected entities in the Map Editor.]]
* [[Documentation/Programming_Articles/Entity System|Entity System]]
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* [[Documentation/Programming Tutorials/Creation of a new Posteffect|Creation of a new post-effect.]]
* [[Documentation/Programming_Articles/Map System|Map System]]
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* [[Documentation/Programming Tutorials/Adding a new custom input device|Adding a new custom input device.]]
* [[Documentation/Programming_Articles/Overview of a GuiRenderer|Overview of a GuiRenderer]]
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* [[Documentation/Programming Tutorials/Adding a new localization file format|Adding a new localization file format.]]
* [[Documentation/Programming_Articles/Engine Console|Engine Console]]
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* [[Documentation/Programming_Articles/Overview of a GuiRenderer|Overview of a GuiRenderer.]]
* [[Documentation/Programming_Articles/Overview of TextBlock format|Overview of TextBlock format]]
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* [[Documentation/Programming_Articles/Engine Console|Engine console.]]
 
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* [[Documentation/Programming_Articles/Overview of TextBlock format|Overview of TextBlock format.]]
=== Various ===
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* [[Documentation/Programming_Articles/Transferring the project to the new engine version|Transferring the project to the new engine version.]]
 
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* [[Documentation/Code Snippets|Code Snippets]]
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* [[Documentation/API Reference|API Reference]]
+
 
+
|valign="top"|
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=== Tutorials ===
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* [[Documentation/Programming Tutorials/Creation of an Entity Class|Creation of an Entity Class]]
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* [[Documentation/Programming Tutorials/Creation of a new Game Type|Creation of a new Game Type]]
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* [[Documentation/Programming Tutorials/Creation of a custom GUI class|Creation of a custom GUI class]]
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* [[Documentation/Programming Tutorials/Adding additional gui controls to selected entities in the Map Editor|Adding additional gui controls to selected entities in the Map Editor]]
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* [[Documentation/Programming Tutorials/Creation of a new Posteffect|Creation of a new Posteffect]]
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* [[Documentation/Programming Tutorials/Creation of a new mesh manually from code|Creation of a new mesh manually from code]]
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* [[Documentation/Programming Tutorials/Adding a new custom input device|Adding a new custom input device]]
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* [[Documentation/Programming Tutorials/Adding a native code library|Adding a native code library]]
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* [[Documentation/Programming Tutorials/Creation of addons for the Resource Editor and for the Map Editor|Creation of addons for the Resource Editor and for the Map Editor]]
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* [[Documentation/Programming Tutorials/Adding a new localization file format|Adding a new localization file format]]
+
 
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=== Third-Party Tutorials ===
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* [[Documentation/Programming Tutorials/How to Create a Terrain for NeoAxis using L3DT|How to Create a Terrain for NeoAxis using L3DT]]
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* [[Documentation/Programming Tutorials/Attach Camera to a Bone|Attach Camera to a Bone]]
+
 
+
|}
+
  
 
== Additional ==
 
== Additional ==
  
* [[Documentation/Frequently Asked Questions|Frequently Asked Questions]]
+
* [[Documentation/Third-Party Content Creation Tools|Third-party content creation tools.]]
* [[Documentation/Video Tutorials|Video Tutorials]]
+
* [[Documentation/Third-Party Content Creation Tools|Third-Party Content Creation Tools]]
+
  
 
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Latest revision as of 07:58, 15 June 2016

Go to higher level

Contents

Articles for NeoAxis 3D Engine

Getting Started

Toolset

Import Content

Tutorials

Components

Object Types

In the Map Editor each object has it's own type. You will find here a list of the base object types available in the SDK. In addition to these base types, you can create your own type of objects and place such objects 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 post-processing effects 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 a trigger).
  • 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 placing 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 \ Freeze Objects Manager — The manager for management freezing of the object for optimization purposes.
  • Special \ Freeze Objects Area — Area for Freeze Objects Manager.
  • 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 support for streaming.
  • Water Plane \ WaterPlane — This type is used for creating water surfaces.
  • Water Plane \ WaterPlaneClipVolume — Additional type of WaterPlane to control reflection generation.

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

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

Programming Articles

Additional