Using World Editor Version 1.1
From Multiverse
| Multiverse Tools |
|
Overview • Installing |
| Tools UI References |
| Working with Terrain |
|
About Terrain • Using L3DT Pro • Using EarthSculptor • Using PnP TerrainCreator • Importing Heightmap Terrain • Using Mosaic Creator |
| Other Tools |
NOTE: This is the UI reference for the World Editor tool. For useful information on tasks you can perform with World Editor, see World Editor Tasks (Version 1.1).
Running World Editor
To run World Editor, double-click on the desktop icon. Alternatively, you may double click a world file to open it in the World Editor. Dragging a World File onto the world editor will also open that World File.
Running from the command line
You can also run World Editor from a Windows Command Prompt. You must first change your working directory to the World Editor directory, by default C:\Program Files\Multiverse Tools\Multiverse World Editor.
The command-line syntax is:
WorldEditor [WorldFile]
Where worldFile is a world file (.mvw file) to open. You may specify a relative or absolute file path.
For a general description of command line syntax, see Command Line Syntax.
World view
The world view provides a three-dimensional view of your world. See Camera Controls for information about moving the camera around in the World View.
View options
Use the View menu to set view options that determine what you see in the world view. Choose:
- Wire Frame - if checked, display the model and terrain wire frame.
- Display Ocean - if checked, display ocean. Note: if you do not display terrain, you will see the ocean "underneath" the terrain.
- Display Terrain - if checked, display terrain tiles and borders between terrain tiles.
- Display Fog Effects - if checked, display fog
- Display Light Effects - if checked, display light sources and their effects
- Display Collision Volumes - if checked, display collision volumes.
- Display Shadows - if checked, and models have shadow information, display shadows. See About Shadows.
- Display Particle Effects - if checked, particle effects will be displayed.
- Display Region Markers - if checked, region markers will be displayed.
- Display Road Markers - if checked, road markers will be displayed.
- Display Marker Points - if checked, marker points will be displayed.
- Display Point Light Markers if checked point light markers will be displayed.
- Display Point Light Attenuation Circles - If checked the half attenuation(green) quarter attenuation(yellow), and maximum attenuation(red) each will be displayed as 3 circles each at 90 degrees from each other.
- Disable All Markers - if checked, no points will be displayed.
- Display Terrain Decals - if checked, Terrain Decals will be displayed.
- Lock Camera to Selected Object - Locks the camera in a sphere around the object, the radius can be adjusted with the mouse wheel. This works with a single selected object.
- Render Leaves - if checked, display individual SpeedTree leaves
- Camera Follows Terrain - if checked, the camera will follow terrain; otherwise, it will be free-floating.
- Camera Stays Above Terrain - if checked, the camera will not pass through the terrain.
- Set Camera Near Distance - displays a dialog box where you can set the camera near distance (objects closer than this are not rendered).
- Set Maximum Frames Per Second - displays a dialog bow where you can enter the frames per second rate to use.
Selecting objects
You can select one or more objects in the world view, and the corresponding objects will also be selected in the tree view and vice versa.
To select multiple objects, hold down the control key while left-clicking on the objects. If you click on an object when other objects are selected without holding down the control key, the last object clicked on is selected and all others are unselected.
Moving objects
Move (drag) objects in the world view by clicking the mouse button and holding, moving the pointer, then releasing the mouse button to place the object. To move multiple objects, select them, then hold the left mouse button down on one of the objects and move the mouse pointer. All selected objects will follow the mouse with their existing relative configuration.
Move objects in the tree view by selecting the object, right-clicking, and choosing Drag. The object will then disappear from the world view, and when you move the mouse pointer to the world view the object will follow it. You can only select a terrain decal in the tree view.
By default, when you move objects, they maintain their height above the terrain and distance from each other. Set the AllowAdjustHeightOffTerrain property to false to make objects automatically move to terrain level when dragged or pasted. Regions, terrain decals and roads are always at terrain height.
You can move a road or region by selecting it in the tree view and then grabbing one of its points. To move individual points you need to select the point, then "grab" it with the left mouse button held down. If the road or region is still selected, you will drag the entire road or region.
Auto save files
Auto save files will include a '~' at the end of the filename. If the auto save file is newer than the file you are opening, you will be prompted for if you want to load the auto save file instead. The time between auto saves can be configured on the "Auto Save" preferences panel.
Object tree view
The object tree view (or just "tree view") is a hierarchical representation of all the objects in your world. Each item in the tree view represents an object, or a container for a collection of objects. When you click on an object in the tree view, it becomes the selected object: it will be highlighted and the property view will display its properties.
Right click on an object in the tree view to display a context menu that enables you to perform operations on the object.
Property view
The property view enables you to view and edit attribute values for the selected object. The property view has four tabs:
- Properties
- Position
- Scale
- Rotation
- Orientation.
Properties tab
Use the Properties tab to view and edit the values of properties of the selected object. This tab displays all the general properties of the selected object in a "property sheet" with property names shown in the left column and the corresponding values in the right column.
Some properties have special property editors: click on the "..." button in the right column to display it. Some properties may only allow certain values; in this case, the property sheet will display a dropdown list.
Position tab
Use the Position tab to change the position of the selected object. Enter x, y, and z coordinates directly into the text fields, or click the arrow buttons to move the object in the desired direction. Set the amount by which the selected object is moved with with the radio button: 1mm, 1cm, 10cm, or 1m.
The controls in this tab are disabled for objects that do not support repositioning.
Scale tab
Use the Scale tab to change the scale of the selected object. Enter the scale factor directly in the text field, or click the up arrow to increase the scale factor by the specified percentage or click the down arrow to decrease the scale factor by the specified percentage. The controls in the Scale Tab are disabled for objects that do not support scaling.
Rotation tab
Use the Rotation tab to rotate the selected object around the Y (vertical) axis, for objects that can be rotated. Enter a rotation angle directly in the text field, or drag the slider to rotate the object continuously in the world view.
Orientation tab
Use the Orientation tab to set the direction and inclination of a selected directional light, marker or object.
Edit operations
The Edit menu provides commands to cut, copy, and pate, undo and redo operations, and set preferences.
Cut, copy, and paste
You can cut, copy, and paste top-level objects (anything that can be in a collection). If you select multiple objects, they will maintain their relative positions when they are pasted. When you paste objects they will be arrayed around the mouse in their relative positions. You place the objects with a mouse down.
Undo and redo
Undo and Redo applies to any operation you take on a object. Property grid changes, position panel changes, rotation panel changes, orientation panel changes, scale panel changes, adding objects, dragging objects, pasting objects, cutting objects, will all be added to the the undo stack when undone they are added to the redo stack. The undo and redo stacks are cleared when a file is saved by the user, this does not apply when an auto save occurs.
Preferences dialog box
The preferences dialog box has three tabs:
- Use the View tab to set the default view options. Change the defaults as desired in the View menu.
- Use the Auto Save tab to enable and disable auto-save and set the auto-save interval.
- Use the Asset Repository tab to set the location of your local asset repository.
For more information, see World Editor Preferences Dialog Box.
Camera Controls
The following describes shortcut keys to move the camera.
| Shortcut key regardless of focus | Shortcut key when world view has focus | Moves the camera... |
|---|---|---|
| Keypad-8, Alt-W, Alt-I | W, I, Up Arrow | Forward (relative to current camera orientation) |
| Keypad-2, Alt-S, Alt-K | S, K, Down Arrow | Backwards (relative to current camera orientation) |
| Keypad-4, Alt-A, Alt-J | A, J, Left Arrow | To the left (relative to current camera orientation) |
| Keypad-6, Alt-D, Alt-L | D, L, Right Arrow | To the right (relative to current camera orientation) |
| Page Up, Keypad-9 | Up (relative to the ground) | |
| Page Down, Keypad-3 | Down (relative to the ground) | |
| V | Turn camera up | |
| F | Turn camera down | |
| C | Turn camera left | |
| B | Turn camera right | |
| Ctrl+L | Toggles lock camera to object. This locks the camera to a sphere around the selected object. | |
| P | Locks the camera to a plane 90 degrees off of the camera view direction (stops on release) | |
| / | Toggles between having the camera stay at a constant speed and accelerating the camera. (defaults to accelerate) | |
| . | Increase Camera movement speed | |
| , | Decrease Camera movement speed | |
| Add | Increase camera acceleration rate | |
| Subtract | Decrease Camera acceleration rate | |
| 1 | Set preset camera move speed 1 (set in the preferences dialog) | |
| 2 | Set preset camera move speed 2 (set in the preferences dialog) | |
| 3 | Set preset camera move speed 3 (set in the preferences dialog) | |
| 4 | Set preset camera move speed 4 (set in the preferences dialog) | |
| Ctrl+1 | Set preset camera acceleration rate 1 (set in the preferences dialog) | |
| Ctrl+2 | Set preset camera acceleration rate 2 (set in the preferences dialog) | |
| Ctrl+3 | Set preset camera acceleration rate 3 (set in the preferences dialog) | |
| Ctrl+4 | Set preset camera acceleration rate 4 (set in the preferences dialog) | |
| Alt+1 | Set preset mouse wheel multiplier 1 (set in the preferences dialog) | |
| Alt+2 | Set preset mouse wheel multiplier 2 (set in the preferences dialog) | |
| Alt+3 | Set preset mouse wheel multiplier 3 (set in the preferences dialog) | |
| Alt+4 | Set preset mouse wheel multiplier 4 (set in the preferences dialog) |
To rotate the camera, hold down the right mouse button and move the mouse.
To point the camera at a particular object, double click on the object in the tree view.
To view an object from a specific direction, select the object then click one of the orientation buttons (North, South, East, West, or Top), or right-click and choose View From | <Direction>. World Editor will reorient the world view to view the selected object from that direction (thus facing the opposite direction).
Object Reference
This section provides information on all the objects that you can select in the world view or the tree view.
World
The World object represents the loaded world, and is the root object of the Tree View.
Contained By: None
Can Contain: Terrain, Ocean, Skybox, Global Fog, Global Ambient Light, Global Directional Light, Collection
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Name | NA | Name of the world. |
| ObjectType | World | The type of this object. |
Operations:
- Create Object Collection
- Copy Description
- Help
Terrain
Contained By: World Root
Can Contain: Terrain Display
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| DisplayType | Auto Splat | Selects which of the available terrain texturing methods to use, Auto Splat or Alpha Splat. |
| ObjectType | WorldTerrain | The type of this object. |
Operations:
- Load Terrain: Load a terrain file created by Terrain Generator.
- Copy Description
- Help
Terrain Display
Contained By: Terrain
Can Contain: None
Properties: The properties of a Terrain Display object depends on the Display Type property of the Terrain object that contains it.
Note: All terrain textures must be in one of the following formats: dds, tga, jpg, png, bmp.
Auto Splat Terrain Display
Auto Splat terrain type uses the altitude and slope of the terrain to select between four different splatting textures: sand, grass, rock, and snow. See About Terrain for more details on terrain texturing.
| Property Name | Default Value | Description |
|---|---|---|
| Display Parameters | ||
| TextureTileSize | 5 | Length of sides (in meters) of the square covered by one terrain texture tile. |
| UseGeneratedShadeMask | True | If true, the engine will generate a detail map that makes the terrain lighter and darker in different areas. Set to false to specify your own shade mask with the ShadeMaskTextureName property. |
| UseParams | True | Set this property to false if you are using your own terrain material that uses different vertex and pixel shader parameters than the default terrain shaders provided by Multiverse. |
| Miscellaneous | ||
| ObjectType | AutoSplatTerrainDisplay | The type of this object. |
| Splatting Altitudes | ||
| GrassToRockHeight | 250000 | Altitude at which terrain has rock texture. Terrain below this altitude has a mixture of grass and rock textures, and terrain above this altitude has a mixture of rock and snow textures. |
| RockToSnowHeight | 450000 | Altitude at or above this level has the snow texture. Terrain below this altitude has a mixture of rock and snow textures. |
| SandToGrassHeight | 50000 | Altitude at which terrain has grass texture. Terrain below this altitude has a mixture of grass and sand based on altitude. |
| Textures | ||
| GrassTextureName | splatting_grass.dds | Name of file in asset repository to use for "grass" texture. |
| RockTextureName | splatting_rock.dds | Name of file in asset repository to use for "rock" texture. |
| SandTextureName | splatting_sand.dds | Name of file in asset repository to use for "sand" texture. |
| ShadeMaskTextureName | Name of the texture file in asset repository used as the shade mask. | |
| SnowTextureName | splatting_snow.dds | Name of file in asset repository to use for "snow" texture. |
Alpha Splat Terrain Display
Alpha Splat terrain type uses two alpha map mosaics to drive the texturing of the terrain. The color intensity of each channel in the alpha maps are used by the shader to determine how much of each splatting texture to use when texturing a particular location. By painting different colors in the alpha maps, you can control which splatting textures (grass, rock, and so on) are used to texture different areas of the terrain. See About Terrain for more details on terrain texturing.
| Property Name | Default Value | Description |
|---|---|---|
| Alpha Map Mosaics | ||
| Alpha0MosaicName | (None) | Name of the texture mosaic file in the asset repository to use for layers 1-4. |
| Alpha1MosaicName | (None) | Name of the texture mosaic file in the asset repository to use for layers 5-8. |
| Display Parameters | ||
| DetailTextureName | (None) | Name of the texture file in the asset repository to use as a detail map. |
| Layer1TextureName | (None) | Name of the texture file in the asset repository to use for layer 1. This texture corresponds with the red channel of Alpha map 0. |
| Layer2TextureName | (None) | Name of the texture file in the asset repository to use for layer 2. This texture corresponds with the green channel of Alpha map 0. |
| Layer3TextureName | (None) | Name of the texture file in the asset repository to use for layer 3. This texture corresponds with the blue channel of Alpha map 0. |
| Layer4TextureName | (None) | Name of the texture file in the asset repository to use for layer 4. This texture corresponds with the alpha channel of Alpha map 0. |
| Layer5TextureName | (None) | Name of the texture file in the asset repository to use for layer 5. This texture corresponds with the red channel of Alpha map 1. |
| Layer6TextureName | (None) | Name of the texture file in the asset repository to use for layer 6. This texture corresponds with the green channel of Alpha map 1. |
| Layer7TextureName | (None) | Name of the texture file in the asset repository to use for layer 7. This texture corresponds with the blue channel of Alpha map 1. |
| Layer8TextureName | (None) | Name of the texture file in the asset repository to use for layer 8. This texture corresponds with the alpha channel of Alpha map 1. |
| TextureTileSize | 5 | Area (meters) of one terrain texture tile. |
| UseParams | True | Set this property to false if you are using your own terrain material that uses different vertex and pixel shader parameters than the default terrain shaders provided by Multiverse. |
| Miscellaneous | ||
| ObjectType | AlphaSplatTerrainDisplay | The type of this object. |
Terrain textures
Textures can be selected from the Texture Picker dialog launched by clicking on the property in the property grid by clicking [...]. This will display all Textures with the TerrainTexture property with a value of true. See Asset Importer Adding Editing Properties for details.
Skybox
Contained By: World Root
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| ObjectType | Skybox | The type of this object. |
| SkyboxName | None | Name of the skybox as defined in the asset repository. |
Operations:
- Copy Description
- Help
Ocean
Ocean properties control the display of ocean plane that is automatically generated by the engine. Using these properties you can disable the ocean, or change its appearance. Some of these properties are difficult to describe, and it is recommended that you try making small changes to see what effect they have.
The world will always contain an Ocean object. You cannot delete the Ocean object, but you can disable display of the ocean using the DisplayOcean property.
Contained By: World Root
Can Contain: None
| Parameter | Datatype | Description | Default |
|---|---|---|---|
| Display Parameters | |||
| DisplayOcean | bool | Whether to display the automatically-generated ocean. | true |
| UseParams | bool | Set this property to false if you are using your own ocean material that uses different vertex and pixel shader parameters than the default ocean shaders provided by Multiverse. | true |
| Miscellaneous | |||
| ObjectType | string | The type of this Object | Ocean |
| Ocean Color Parameters | |||
| DeepColor | Color(r,g,b) | Predominant color when looking directly into the water. Used to simulate a deep water effect.(click [...] to use the color picker dialog to select a color). | (0,0,25) |
| ShallowColor | Color(r,g,b) | Predominant color when looking at the water from an acute angle. Used to simulate a shallow water effect.(click [...] to use the color picker dialog to select a color). | (0,76,127) |
| Ocean Detail Parameters | |||
| BumpScale | float | Scale factor for the normal mapping effect used to simulate smaller waves. Larger values make the waves look taller. | 0.5 |
| BumpSpeedX | float | Scale factor for the speed of the small wave bump effect, along the X axis. Larget values make the waves move faster in the X direction. | -0.005 |
| BumpSpeedZ | float | Scale factor for the speed of the small wave bump effect, along the Z axis. ILarget values make the waves move faster in the Z direction. | 0 |
| TextureScaleX | float | Scale factor for the normal map texture used to generate the small wave bump effect, along the X axis. | 0.015625 |
| TextureScaleZ | float | Scale factor for the normal map texture used to generate the small wave bump effect, along the Z axis. | 0.0078125 |
| Ocean Parameters | |||
| SeaLevel | float | Average level of the ocean (in millimeters). | 10000 (10 meters) |
| WaveHeight | float | Amplitude of the ocean waves (in millimeters). | 1000 (1 meter) |
Operations:
- Copy Description
- Help
Global Fog
Global Fog affects areas of the world not contained within a region with a fog attribute. Set global fog to the default fog values for the world, and then use a region with a fog attribute to change the fog settings for a particular area.
Toggle display of fog effects with View | Display Fog menu item. This setting affects the appearance of fog in the World Editor, and has no effect on the saved world.
The Multiverse Platform currently supports linear fog. Objects that are closer to the camera than the Near property value are drawn without any fog effect. Objects that are farther from the camera than the Far property value are drawn with full fog effect. Any objects that are between the Near and Far distances are drawn with a linear ramping fog effect that starts at zero at the Near distance and ramps up to full at the Far distance.
Contained By: World Root
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Distance | ||
| Far | 1000000 | Distance (in millimeters) from the camera where the fog effect reaches its maximum. Objects farther from the camera than this distance will be completely obscured (in this color). |
| Near | 500000 | Distance (in millimeters) from the camera where the fog effect begins. Closer than this distance, there will be no fog effects. |
| Miscellaneous | ||
| Color | RGB: 127, 147, 196 | Color of the fog (red, green, and blue values from 0 to 255).(click [...] to use the color picker dialog to select a color). |
| ObjectType | GlobalFog | The type of this object |
Operations:
- Copy Description
- Help
Global Ambient Light
Global Ambient Light affects areas of the world that are not contained within a region with an ambient light attribute. Set global ambient light to the default ambient light values for the world, and then use a region with an ambient light attribute to change the light settings for a particular area.
Toggle display of light effects with the View | Display Light Effects menu item. This setting affects only the appearance of light effects in World Editor, and has no effect on the saved world.
Contained By: World Root
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Color | RGB: 204, 204, 204 | Color of the global ambient light (click [...] to use the color picker dialog to select a color). |
| ObjectType | GlobalAmbientLight | The type of this object. |
Operations:
- Copy Description
- Help
Global Directional Light
Global directional light affects areas of the world that are not in a region with a directional light attribute. Set the global directional light to the default directional light value for the world, and then use a region with a directional light attribute to change the light settings for a particular area.
Toggle display of light effects with the View | Display Light Effects menu item. This setting affects only the appearance of light effects in the World Editor, and has no effect on the saved world.
Control the direction of light from the Orientation Tab.
Contained By: World Root
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Color | ||
| Diffuse | RGB: 199, 201, 149 | Diffuse color of the global ambient light (click [...] to use the color picker dialog to select a color). |
| Specular | RGB: 223, 243, 223 | Specular color of the global ambient light (click [...] to use the color picker dialog to select a color). |
| Miscellaneous | ||
| ObjectType | GlobalDirectionalLight | The type of this object. |
Operations:
- Copy Description
- Help
Collection
Use a Collection object to contain and organize other objects in a world. Each Collection is saved in its own file, so that different parts of the world can be edited by different people without interference. Typically different areas of the world will each have their own Collection, but Collections are not tied to a particular area, and you can use them to organize your world in whatever way best matches how your team works. Collections and be hierarchical with one collection contained with in another.
Contained By: World Root
Can Contain: Object, Marker, Road, Region, Point Light
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Name | Name of the collection | |
| ObjectType | Collection | The type of this object. |
Operations:
- Create Object Collection
- Add Object
- Add Road
- Add Marker
- Add Region
- Add Point Light
- Add Terrain Decal
- Move To Collection
- Copy Description
- Load Collection
- Unload Collection
- Add To Scene
- Remove From Scene
- Help
- Delete
Object
Objects are 3D models that can be placed in the world. To add an object:
- Select a collection in the tree view
- Right click and choose Add Object from the pop-up menu. The "Add an Object to the World" dialog box opens.
- Select the type of object to create, enter a name and other properties.
- Click Create. A 3D model of the object will be attached to the mouse cursor in the World View.
- Move the mouse cursor around to drag the object to its desired location and left click to place the object. Right-click to cancel the placement of the object.
Adjust the position, scale and rotation of an object with the controls on the Position, Scale and Rotation tabs. Move an object by left clicking on it in the World View and holding down the left mouse button while you drag it to its new location.
Attach arbitrary data to an object with the NameValue property. Hide parts of an object and change which materials are used to display parts of the object with the SubMeshes property.
If an object has attachment points, you can attach particle effects to it. To attach a particle effect, right click on the object in the Tree View, and select "Attach Particle Effect" from the menu.
Contained By: Collection
Can Contain: Particle Effect, Sound
| Property Name | Default Value | Description |
|---|---|---|
| Display Properties | ||
| CastShadows | true | Whether the object casts shadows. |
| MeshName | Mesh name of the model | |
| PerceptionRadius | 0 | Distance at which the object can be seen, in millimeters. Zero (0) means it is displayed out to the normal perception radius of the player character. |
| SubMeshes | Which submeshes of a model are displayed. Click [...] to view the submeshes and assign different materials to them. | |
| Miscellaneous | ||
| AcceptObjectPlacement | false | If true allows other objects to be placed on the object. |
| AllowAdjustHeightOffTerrain | true | If true, the object preserves its height above the terrain when the terrain height changes, or the object is dragged or pasted to another location. If false, the object always maintains its existing height, even if the terrain moves higher or lower; in this case, the object may end up below or above the terrain level. |
| Name | Name of this object. | |
| NameValue | Arbitrary Name/Value pair used to pass information about an object to server scripts and plug-ins. Click [...] to add or edit name/value pairs. | |
| ObjectType | Object | The type of this object. |
| WorldViewSelectable | true | Sets if the object may be selected in the world view. |
Operations:
- Attach Particle Effect (Present only if the Model has an attachment point)
- Add Sound
- View From...
- Drag Object
- Move To Collection
- Copy Description
- Help
- Delete
Marker
Markers are objects that do not have a corresponding 3D model. Use them to identify a specific location; you can then refer to the location in a server script or plug-in by the name of the marker.
You can attach particle effects and spawn generators to markers. Use markers to place particle effects that cannot be attached to some other object. Attach a spawn generator to a marker to add a mob spawn point to your world.
Contained By: Collection
Can Contain: Particle Effect, Spawn Generator
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| AllowAdjustHeightOffTerrain | true | If true, the object preserves its height above the terrain when the terrain height changes, or the object is dragged or pasted to another location. If false, the object always maintains its existing height, even if the terrain moves higher or lower; in this case, the object may end up below or above the terrain level. |
| Name | The name of the marker. | |
| NameValue | Arbitrary Name/Value pair used to pass information about an object to server scripts and plug-ins. Click [...] to add or edit name/value pairs. | |
| ObjectType | Marker | The type of this object. |
| WorldViewSelectable | true | Sets if the marker may be selected in the world view |
Operations:
- Attach Particle Effect
- Add Spawn Generator
- Add Sound
- Drag Marker
- Move to Collection
- Copy Description
- Help
- Delete
Road
When adding a road, after you have pressed "OK" on the "Add Road Dialog", you will see a yellow marker attached to your mouse cursor. Move the mouse to the spot on the terrain where you would like the road to begin, and click the left mouse button. Continue left clicking on points until you have laid out the entire road, and then click the right mouse button to finish.
Move road points by left clicking on them in the World View, and then dragging them around while keeping the left button pressed.
Additional points can be added after placing the road by right clicking on the point you want to place the additional points after. You can then place points with left clicks and end placement with a right click.
Contained By: Collection
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| HalfWidth | 2 | Half of the width of the road (meters). |
| Name | The name of the road. | |
| NameValue | Arbitrary Name/Value pair used to pass information about an object to server scripts and plug-ins. Click [...] to add or edit name/value pairs. | |
| ObjectType | Road | The type of this object. |
Operations:
- Drag Road
- Move to Collection
- Copy Description
- Help
- Delete
Point Light
A point light is represented in the World Editor by a 3D model of a lightbulb with arrows radiating from it. This model will not be visible in the client.
All objects whose origin is within AttenuationRange distance of the light have a chance of being affected by the light.
The attenuation forumla is:
attenuation = 1 / ( Aconst + Alind + Aquadd2 )
where:
- Aconst - AttenuationConstant
- Alin - AttenuationLinear
- Aquad - AttenuationQuadratic
- d is distance
Contained By: Collection
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Color | ||
| Diffuse | White | Diffuse color of the light. (click [...] to use the color picker dialog to select a color). |
| Specular | White | Specular color of the light. (click [...] to use the color picker dialog to select a color). |
| Light Attenuation | ||
| AttenuationConstant | 1 | Constant term in the attenuation formula |
| AttenuationLinear | 0.00001 | Linear term in the attenuation formula |
| AttenuationQuadratic | 0 | Quadratic term in the attenuation formula |
| AttenuationRange | 1000000 (1000 meters) | Maximum distance (in millimeters) that this light will affect. Typically you would use linear or quadratic attenuation to ensure that the light will fade out over a much smaller distance, but a fairly large value (at least 500000-1000000) is currently needed for AttenuationRange to ensure that nearby terrain tiles will receive the light. |
| HalfAttenuationRadius | The radius in millimeters at which the light attenuates to half of its brightness. | |
| QuarterAttenuationRadius | The radius in millimeters at which the light attenuates a quarter of its brightness. | |
| Miscellaneous | ||
| AllowAdjustHeightOffTerrain | true | If true, the object preserves its height above the terrain when the terrain height changes, or the object is dragged or pasted to another location. If false, the object always maintains its existing height, even if the terrain moves higher or lower; in this case, the object may end up below or above the terrain level. |
| Name | The name of the light. | |
| ObjectType | PointLight | The type of this object. |
| WorldViewSelectable | true | Sets if the point light may be selected in the world view |
Operations:
- Drag Point Light
- Move to Collection
- Copy Description
- Help
- Delete
Terrain Decal
Terrain Decals are a texture that is applied to the terrain. In the World Editor you can place Terrain Decals that stay in a constant position.
Contained By: Collection
Can Contain: None
Note: All Terrain Decal image files must be in one of the following formats: dds, tga, jpg, png, bmp.
| Property Name | Default Value | Description |
|---|---|---|
| Display Properties | ||
| Perception Radius | 0 | This allows you to set the distance at which the terrain decal can be seen, in millimeters. 0 means it will be displayed out to the normal perception radius of the player. |
| Priority | 1 | Sets the order in which the Terrain Decal is drawn. Lower will be drawn first |
| Miscellaneous | ||
| Filename | The texture file to be applied to the terrain. Click the "..." button to display a picker dialog box that displays all valid decal texture files. The picker will display any texture with the "TerrainDecal" property with the value of "true". See Asset Importer Adding Editing Properties for details. | |
| Name | The name of the Terrain Decal | |
| ObjectType | TerrainDecal | The type of this object. |
| Size | ||
| SizeX | The size in millimeters along the x axis. | |
| SizeZ | The size in millimeters along the Z axis. | |
Operations:
- Drag Terrain Decal
- Move to Collection
- Copy Description
- Help
- Delete
Region
A region is used to mark out an area that can have attributes set. These include a forest/trees, grass/plants, fog, water, sound, and spawn generators.
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.
Move region points by left clicking on them in the World View, and then dragging them around while keeping the left button pressed.
Additional points can be added after placing the road by right clicking on the point you want to place the additional points after. You can then place points with left clicks and end placement with a right click.
Contained By: Collection
Can Contain: Forest, Water, Sound, Grass, Fog, Spawn Generator, Ambient Light, Directional Light
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Name | Name of the Region. | |
| NameValue | Arbitrary Name/Value pair used to pass information about an object to server scripts and plug-ins. Click [...] to add or edit name/value pairs. | |
| ObjectType | Region | The type of this object. |
| Priority | 50 | Priority of the region. When regions containing fog or lights overlap, the one with the lowest priority value will override others. |
Operations:
- Add Forest
- Add Water
- Add Fog
- Add Sound
- Add Grass
- Add Spawn Generator
- Add Ambient Light
- Add Directional Light
- Drag Region
- Move to Collection
- Copy Description
- Help
- Delete
Water
This is a water attribute of a Region. It adds a water plane to the scene that covers the area of the Region, at the specified altitude. To look good, the edges of the water plane should all be embedded in the ground or other objects.
Contained By: Region
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Height | Altitude (in millimeters) of the water plane. | |
| ObjectType | Water | The type of this object. |
Operations:
- Copy Description
- Help
- Delete
Fog
This is the fog attribute of a region. Typically the designer would set the global fog to the default fog values for the world, and then use a region with a fog attribute to change the fog settings for a particular area.
Turn display of fog effects on and off in the World Editor with the View | Display Fog menu item. This setting affects only the display in World Editor, and has no effect on the saved world.
The Multiverse platform currently supports linear fog. Objects closer to the camera than the Near fog setting are drawn without any fog effect. Objects that are farther from the camera than the Far fog setting are drawn with full fog effect. Any objects that are between the Near and Far distances are drawn with a linear ramping fog effect that starts at zero at the Near distance and ramps up to full at the Far distance.
Contained By: Region
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Distance | ||
| Far | 1000000 | Distance (in millimeters) from the camera where the fog effect reaches its maximum. Objects farther from the camera will be completely obscured by the fog. |
| Near | 500000 | Distance (in millimeters) from the camera where the fog effect begins. Closer than this distance, there will be no fog effects. |
| Miscellaneous | ||
| Color | RGB: 127, 147, 196 | Color of the fog (click [...] to use the color picker dialog to select a color). |
| ObjectType | Fog | The type of this object. |
Operations:
- Copy Description
- Help
- Delete
Sound
This is a sound object. Use it to add an ambient sounds to regions or point sounds to markers and objects in your world. The World Editor does not currently play the sound.
Contained By: Region, Object, Marker
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Attenuation | ||
| MaxAttenuationDistance | 1000000 for positional, 0 for ambient | Distance at which a point sound can no longer be heard. |
| MinAttenuationDistance | 1000 for positional, 0 for ambient | Distance at which volume of a point sound starts to diminish. |
| Miscellaneous | ||
| ObjectType | Sound | The type of this object. |
| Sound Properties | ||
| File | Name of the sound file to play. | |
| Gain | Base sound level (between 0 and 1). | |
| Loop | True | Whether to loop the sound. |
| Type | Ambient for sounds associated with a region, Positional for a point sound associated with a marker or object. | Whether the sound is an ambient or positional sound. |
Operations:
- Copy Description
- Help
- Delete
Forest
Forest is an attribute of a region. It has properties that control the wind simulation that animates any trees that are contained in this forest. The forest is a container that can contain multiple tree types.
To add trees to a region, first add a forest, and then add one or more tree types to the forest object.
Contained By: Region
Can Contain: Tree Type
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| ObjectType | Forest | The type of this object. |
| Seed | 0 | Random number seed value for tree placement. Must be an integer between -2,147,483,648 and 2,147,483,647. |
| Wind | ||
| SpeedWindFilename | Name of the SpeedWind file that contains the wind parameters for the trees in this forest. Multiverse ships with one SpeedWind file called demoWind. Licensees of SpeedTree can use the SpeedTree CAD tool to create other wind files. | |
| WindDirectionX | 0 | The X component of the wind direction vector. |
| WindDirectionY | 0 | The Y component of the wind direction vector. |
| WindDirectionZ | 0 | The Z component of the wind direction vector. |
| Wind speed | 0.3 | Speed of the wind, which is feed into the SpeedTree library to provide animations for the trees. Must be a floating-point number between zero (0) and one (1). |
Operations:
- Add Tree
- Copy Description
- Help
- Delete
Tree Type
This object represents a group of trees of the same type. Use the Instances property to control how many trees of this type are in the forest.
To add trees to a region, first add a forest, and then add one or more tree types to the forest object.
Contained By: Forest
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Instances | Number of trees of this type in the forest. | |
| ObjectType | Tree | The type of this object. |
| Scale | 10000 | Base size of the trees. |
| Scale variance | 1000 | Variance of tree size from the base scale (mm). Tree sizes vary randomly between (Scale - Variance) to (Scale + Variance). |
| TreeDescriptionFilename | Name of the selected SpeedTree file. | |
Operations:
- Copy Description
- Help
- Delete
Vegetation
The Grass object is an attribute of a region. It is a container that can contain multiple Plant Types.
To add grass, flowers, or other billboarded vegetation to a region, first add a Grass object to the Region, and then add one or more Plant Types to the Grass object.
Contained By: Region
Can Contain: Plant Type
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Name | Name of the grass object | |
| ObjectType | Grass | The type of this object. |
Operations:
- Add Plant Type
- Copy Description
- Help
- Delete
Plant Type
To add grass, flowers, or other billboarded vegetation to a region, first add a Grass object to the Region, and then add one or more Plant Types to the Grass object.
Contained By: Grass
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Color | ||
| Color | White | For colorized textures, the color to use. For textures that already contain color, set to white. This color is multiplied by the texture pixel when texturing the billboard. (click [...] to use the color picker dialog to select a color). |
| ColorMultHi | A random value between the low value and high value is multiplied by the texture value when the billboard is being drawn. This is used to make patches of grass with instances that are slightly lighter and darker. | |
| ColorMultLow | A random value between the low value and high value is multiplied by the texture value when the billboard is being drawn. This is used to make patches of grass with instances that are slightly lighter and darker. | |
| Miscellaneous | ||
| ImageName | Type of plant. Must be one of the PlantType assets in your asset repository. | |
| Name | Name of the plant Chosen | |
| Instances | 100 | Number of instances of this plant type in a grass tile (a square 65 meters on a side) |
| ObjectType | Plant | The type of this object. |
| WindMagnitude | 100 | Maximum displacement (in millimeters) of the tops of the grass billboards due to wind. |
| Scale | ||
| ScaleHeightHi | 1000 | Maximum height (in millimeters) of billboards. Billboards are created with a random height between minimum and maximum scale height. |
| ScaleHeightLow | 1000 | Minimum height (in millimeters) of billboards. Billboards are created with a random height between minimum and maximum scale height. |
| ScalwWidthHi | 1000 | Maximum width (in millimeters) of billboards. Billboards are created with a random width between the minimum and maximum width scale. |
| ScaleWidthLow | 1000 | Minimum width (in millimeters) of billboards. Billboards are created with a random width between the minimum and maximum width scale. |
Operations:
- Copy Description
- Help
- Delete
Ambient Light
This is an Ambient Light attribute of a Region. Typically the designer would set the Global Ambient Light to the default Ambient Light values for their world, and then use a Region with an Ambient Light attribute to change the light settings for a particular area.
The display of light effects can be turned on and off in the World Editor with the Display Light Effects setting on the View menu. This setting just effects the view in the World Editor, and has no effect on the saved world.
Contained By: Region
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Color | RGB: 204, 204, 204 | Color of the ambient light (click [...] to use the color picker dialog to select a color). |
| ObjectType | AmbientLight | The type of this object. |
Operations:
- Copy Description
- Help
- Delete
Directional Light
This is a Directional Light attribute of a Region. Typically the designer would set the Global Directional Light to the default Directional Light values for their world, and then use a Region with a Directional Light attribute to change the light settings for a particular area.
The display of light effects can be turned on and off in the World Editor with the Display Light Effects setting on the View menu. This setting just effects the view in the World Editor, and has no effect on the saved world.
The direction of the light is controlled from the Orientation Tab.
Contained By: Region
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Color | ||
| Diffuse | RGB: 199, 201, 149 | Diffuse color of the light (click [...] to use the color picker dialog to select a color). |
| Specular | RGB: 223, 243, 223 | Specular color of the light (click [...] to use the color picker dialog to select a color). |
| Miscellaneous | ||
| Name | Name of this directional light | |
| ObjectType | DirectionalLight | The type of this object. |
Operations:
- Copy Description
- Help
- Delete
Spawn Generator
Contained By: Marker, Region*
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| NameValue | Arbitrary Name/Value pair used to pass information about an object to server scripts and plug-ins. Click [...] to add or edit name/value pairs.
For "Behaviors", the valid values are:
To use more than one at a time, put a comma between the values. | |
| NumSpawns | 1 | Number of mobs to spawn. |
| ObjectType | SpawnGenerator | The type of this object. |
| RespawnTime | 0 | How long to wait (in milliseconds) to re-spawn a mob after it is killed. |
| SpawnRadius | 0 | Only applies to spawn markers (not regions). Distance (in mm) within which mobs are spawned. |
| TemplateName | The name of the server mob template to use. | |
Operations:
- Copy Description
- Help
- Delete
Note: The server does not currently implement SpawnGenerators for regions.
Particle Effect
Contained By: Marker, Object
Can Contain: None
| Property Name | Default Value | Description |
|---|---|---|
| Miscellaneous | ||
| Name | Name of the particle effect asset. | |
| ObjectType | ParticleEffect | The type of this object. |
| ParticleScale | 1 | Amount to scale the size of the individual particle billboards. |
| VelocityScale | 1 | Amount to scale the velocity of the particles. |
Operations:
- Copy Description
- Help
- Delete
Submeshes
The SubMeshes property on Objects allows the designer to hide some of the submeshes of the object. The designer can also use the Submesh Editor to change materials on submeshes. This can be used to remove optional components from buildings such as awnings and porches, and change textures for different instances of the same model.
Name Value Pairs
Objects, Regions, Markers and Spawn Generators may have arbitrary name value pairs attached, which can be be accessed by scripts and plugins on the server. The Name Value Pair editor allows you to add and edit the name value pairs.
NOTE: The server currently only supports Name Value Pairs on Spawn Generators.
