Platform Tutorial Adding Objects to Your World
From Multiverse
Contents |
Overview of World Editor
Multiverse World Editor tool enables you to:
- Place, move and edit objects (static assets) in a world.
- Create and edit markers, specific identified locations that you can use in various ways.
- Create and edit regions, enclosed areas that can contain water, trees, or other terrain/world features.
- Create and edit roads, visual features used for travel and orientation.
The World Editor Interface
The World Editor interface consists of a menu bar and three primary views:
- World view displays the world from the viewpoint of the current camera position and orientation.
- Object tree view displays the object hierarchy of the world.
- Property view contains four tabs: properties, position, scale, and rotation. You use these to set properties of the selected object.
The following figure illustrates the basic layout of the interface:
Moving the Camera
As you are editing your world, you will want to move your view around. Before you start using World Editor, it's a good idea to become familiar with how to move your the camera (your viewpoint) in the world.
- Move the mouse cursor into the World View.
- Press and hold down the right mouse button, and move the mouse around. This will rotate the camera.
- Release the mouse button to stop rotating the camera.
- Press the Page Down key to lower the camera towards the ground.
- Press the Page Up key to move the camera up away from the ground.
- Press the arrow keys on the numeric keypad to move the camera around. You must have the Num Lock on.
- When you have objects in your world, you can double click on one in the Tree View, the camera will move in the World View to point at that object.
Create New World and Set World Properties
Now it's time to really use World Editor, starting with the terrain file you created in the previous section.
Load World Terrain
First, you are going to load the world terrain you created in the previous section of the tutorial.
- Launch the Multiverse World Editor by double-clicking on the icon on your Windows desktop.
- Create a new world by choosing File | New World.
- A dialog box will appear that prompts you for the name of your world. Enter "TutorialWorld" in the text box, and then press <Enter> or click OK.
- You will now see the name of your world in the tree view on the right side of the window.
- Click on the plus (+) sign next to the name of your world to expand it. You will see that your world has a Terrain object under it.
- Right click on the Terrain object to display its pop-up menu.
- Choose "Load Terrain" from the pop-up menu. A file browser dialog box will appear.
- Select the terrain file you created in the previous section,
tutorialworld.mvt(if you skipped that section, you can find the file in the tutorial package). You will see the terrain you created in the previous section.
Set Ocean and Sky Properties
- Click on the Ocean object in the tree view. The Properties sheet (below the tree view) will display the Ocean object properties: DisplayOcean (True), SeaLevel (10,000), and WaveHeight (1000).
- Change SeaLevel to 60,000 (do not enter the comma). You will see an ocean appear in World Editor.
- Click on the Skybox object in the tree view. The Properties sheet will display the SkyboxName property.
- Click on the value to display the three provided skyboxes choices, Multiverse skybox 1, Multivere skybox 2 and Direction skybox. Choose one to set your skybox.
- Your world should now look like an island in the ocean--something like this:
Create a Collection and Add Objects To It
A collection is a named container for objects in the World Editor. All objects must be in a collection--this makes it easy to manipulate groups of objects.
Create a Collection
To create a collection:
- In the Tree View, right click on the top line, "World: TutorialWorld" and choose Create Object Collection.
- A dialog box will prompt you for the name of the collection. Enter "Village" in the text box, and then press <Enter> or click OK.
- You will see the name of your new collection appear below the world node in the Tree View.
Place an Object
Now you will start adding objects to your world.
- Right click on the collection node, and choose Add Object. A dialog box will appear.
- From the Object Type menu, choose Building. Now the Object drop down so that it includes only buildings.
- Choose "Hall" on the Object Menu.
- Enter "My Hall" in the name field.
- Click Create.
- Your mouse pointer will now have the building attached to it. As you move it around, you will see the building moving along with it.
- Move the mouse to the spot you would like to place the building, and click the left mouse button. This will place the building in the world. If your view is zoomed way out, the object may look like a tiny spot; so you may want to zoom in a bit so you can see it better.
Create a Road
Follow these steps to add a road to your world:
- Right click on the collection node, and following the same procedure as before, place another building in your world a short distance from the first one. This will give your road somewhere to go.
- Right click on the collection node again, and choose Add Road. The Add Road dialog box will appear.
- Enter "Town Road" in the Name text box, and click OK.
- Your mouse cursor will now be dragging a road point marker. As you move the mouse around over the World View, the marker will follow it.
- Move the mouse to the spot in the World View where you want your road to start.
- Click the left mouse button to place a road point.
- Move the mouse cursor to another location and click the left button again. You will see the road drawn between these two points.
- Move the mouse cursor again, and click the left button. This third point is now added as part of the road.
- Continue clicking the left mouse button to add more road points.
- Click the right mouse button when you are done adding road points.
Edit Object Properties
In addition to adding objects to a world, you can also use the World Editor to change objects' properties.
Edit a Property of an Object
Follow these steps to edit an object property:
- Click on the new house in the Tree View. It will be the line that says "Object: house". This will make the house the currently selected object. It will be outlined in red in the world view.
- Look at the Property View in the lower right hand corner of the window. The Property View is where you edit the properties of objects.
- Click on the word "house", and edit it to change the name of the house to "Mayor's House".
- Look at the Tree View, and you will see that the name of the house has changed there as well.
Move, Scale and Rotate an Object
You can also scale and rotate objecs with World Editor. Follow these steps:
- Returning to the Property View, click on the Position tab. The Position tab is used to change the position of an object.
- Click on the arrow buttons to move the house.
- Click on the Scale tab. The Scale tab is used to change the scale of an object.
- Click on the text box and change the scale to 2.5. This will make the house 2.5 times larger.
- Click on the Rotation tab.
- Click on the slider and move it around to change the orientation of the house.
Create Regions
In this section, you're going to create a region. Regions are used to contain trees and other plants, bodies of waters, fog, sounds, and mob spawn areas.
- Right click on the collection node, and choose Add Region. The Add Region dialog box will appear.
- Type "Dark Forest" and click OK.
- Your mouse cursor will now be dragging a region point marker. As you move the mouse around over the World View, the marker will follow it.
- Move the mouse to the spot in the World View where you want to place the forest.
- Click the left mouse button to place a road point.
- Move the mouse cursor to another location and click the left button again.
- Move the mouse cursor again, and click the left button. This third point is now added as part of the region. Regions must have at least three points to work properly and the points must be ordered in such a way so as to not cause an intersection when they are connected in the order placed.
- Continue clicking the left mouse button to add more region points.
- When you are done placing points, click the right mouse button. The region betweeen the point markers will be shown in a red hatched pattern.
Add a Forest
- Right click on the "Region: Dark Forest", and select "Add Forest". This will display the Add Forest dialog box.
- Select the Speed Wind File. By default, there is only one, "Demo Wind".
- In the Seed text field, enter 26. This is the seed value for the placement of the trees, and must be positive integer.
- Leave the default value (0.3) in the Wind Speed text field. This value indicates the wind speed, and must be floating point value between zero and one.
- In the Wind Direction text fields, enter one (1) for the X value. These are floating point values defining a vector that determines the wind direction. X and Z are the horizontal coordinates and Y is the vertical coordinate.
- Click OK.
Add Trees
- Right click on the "Forest" in the tree view and select "Add Tree". This will pop up a Add A Tree dialog.
- In the Tree Desscription File menu, select the type of tree you want to add.
- Leave the default values for Scale and Scale Variance. The value of Scale determines the average size of the trees being added. The value of Scale Variance determines how much the tree sizes vary.
- In the Instance text field, enter 30. This value determines the number of trees of the selected type added to the forest. This value must be a positive integer.
- Click Add.
- If you like, experiment by adding several varieties of trees to the forest.
Add Water
- First, find an area in your world suitable for a lake: a roughly circular depression that you can "fill" with water.
- Right click on "Collection:Village" and choose Add Region again. Enter the name "Lake," and add region boundary point markers just as you did previously. This time the region will represent roughly the surface of your lake, so try to place the markers at roughly the same elevation.
- Now you are going to determine the approximate height of the lake surface. In the Property View, click the Position tab. In the Object Tree View, select several of the region markers, and note their Y-values (their elevation or height). Find a value that is close to most of them. This will be the height of your lake, that is the elevation of the surface of the lake.
- Right click on the new region and choose Add Water from the pop-up menu. In the Add Water dialog, enter the height you determined previously and click Add. World Editor will create water in the region at the specified height.
- You may need to adjust the positions of some of the boundary markers to make the lake appear natural.
Add Plants
- Right click on the "Region:Dark Forest", and select "Add Vegetation". The Add Vegetation dialog box will appear.
- Enter "Forest Plants" in the text field and click OK.
- Right click "Grass: Forest Plants" on the the name you set up for the grass and select "Add Plant Type". The Plant Type dialog box will appear:
- From the Plant Type menu, select the desired type of vegetation.
- After that you can adjust the Min and Max width and height scales to control the heigth and widths of the plant. These are floatation point values.
- Then you can adjust the color of the plant. If a plant is not "Colorized" you can get natural coloring by selecting white (the default). This button color reflects the currently selected color. If you click on it you get a color control dialog you can use to build your own selection for the plants color. Note that there is a slider on the right side of the dialog that allows you to control the luminosity (lightness/darkness) of the color. Custom colors can be sellected from the right side scale, and added as a custom color. If you create a custom color you need to select the "Add Custom Color" to add that to the choices, and then select that custom color before closing the dialog. Also, you have an option is to select from the existing colors on the left side of the dialog.
- The color scale low and high allow you to set a range of numbers by which the RGB values will be multiplied to provide variation in the coloring among the plants.
- Instances controls how many plants will exist within a 65m x 65m square.
- Wind Magnitude is a length that expesses in millimeters how far the grass is being bent by the wind.
Add Fog
- Right click on the "Region: Dark Forest", and select "Add Fog". This will pop up an Add Fog dialog.
- You can accept our default or click on the "Select Color" button to set the color. See "Add Plants" heading for information on how to operate the Color Dialog.
- Near sets the distance from the camera at which the fog begins this is expressed as a floating point in millimeters.
- Far sets the distance from the camera at which the fog at its height this is expessed as with a floating point in millimeters.
Add Sound
Right click on the "Region: Dark Forest", and select "Add Sound". This will pop a dialog offer you a combo from which you can select a sound asset.
Add a Mob
The server does not support region-based spawn generators.
- Right click on the "Region: Dark Forest" and select "Add Spawn Generator". Click
- TemplateName refers to the name of the server's template you intend to use for your mob.
- Respawn Time is expressed as an integer in milliseconds.
- Number of spawns is and unsigned integer.
Create a Marker
- Right click on the collection node, and choose Add Object. This will pop up a dialog.
- Type a name for the Marker and click the Ok button.
- Your mouse will now have the Marker attached to it. As you move it around the window you will see the Marker moving along with it. Left click to place it.
- From the client you can now goto a Marker by using "/goto {Marker_Name}".
Create a Spawn Point Marker
- Create a Marker as above but name the Marker spawn.
This will be the start (spawn) point a character is placed when entering your tutorialworld.
Attach a Particle Effect to a Marker
- Right click a Marker and select "Attach Particle Effect" from the context menu.
- First select a particle effect to attach from the combobox's list of assets.
- Then you can set the Velocity Scale which adjusts the speed the particles travel by multiplying by this scaler. The input here is expected to be a floatation point.
- Then you can set the Particle Scale which adjusts the size of the particles by multiplying by this scaler. The input here is expected to be a floatation point.
Add a Mob
- Right click a Marker and select "Add Mob" from the context menu.
- The process here is going to be the same as with the boundary, except that the dialog will offer an additional option. A SpawnRadius is offered this is a floatation point notation.
Save World
- Create the directory
mv_home/config/tutorialworld, wheremv_homeis the Multiverse server home directory (generally,C:\multiverse). - Choose File | Save World.
- In the Save World dialog box, browse to
mv_home/config/tutorialworld, and save the file astutorialworld.mvw.








