World Editor Tasks (Version 1.1)

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NOTE: This article applies to versions 1.0 - 1.5 of World Editor.

Contents

Overview

Multiverse World Editor creates, modifies, and saves a Multiverse world file (.mvw file), that the Multiverse servers read when they start up. World Editor enables you to add and modify:

For information on the World Editor user interface, see Using World Editor Version 1.0.

For specific information on this release, including platform requirements and known problems, see the Tools Version 1.0 Release Notes.

Views

World Editor has three areas, known as views:

  • World view - provides a three-dimensional view of your world and the objects in it.
  • Object tree view - a hierarchical representation of all the objects in your world.
  • Property view - enables you to view and edit attribute values for the selected object.
  • Status bar - Cells display from left to right: Frames per second that the world view is rendering, terrain position at which the ray from the camera to the mouse pointer intersects the terrain and when over a model the position at which the ray intersects the model, the speed at which the camera is moving, the mode the camera is in (accelerate camera/camera maintains speed/lock camera to object/lock camera to plane), a list of the currently active regions(not shown when the camera is not within a region).
  • Edit Toolbar - Respectively from left to right: Open World, Save World, New World, Designate Asset Repository, Undo, Redo, Camera Acceleration rate/Camera Speed drop down, Mouse Wheel Multiplier drop down.
  • Action Toolbar - These are context sensitive based on the selected object. The available operations are listed in the Using World Editor document.
World Editor Interface

Menu commands and shortcuts

World Editor has the following menus:

  • File - provides commands for operations on world files and packaging an asset repository
  • Edit - provides basic cut, copy, delete, and paste commands, world feature search function, and preferences.
  • View - enables you to change what objects are visible in the world view
  • Help - provides access to online help, feeback form, and release notes.

Many menu commands have keyboard shortcuts you can use instead:

Menu Command Toolbar Button Keyboard Shortcut Description
File > New World Image:New_world_icon.JPG Ctrl+N New world
File > Open World Image:Load_world_icon.JPG Ctrl+O Open world
File > Save World Image:Save_world_icon.JPG Ctrl+S Save world
File > Exit Ctrl+Q Exit
Edit > Undo Image:Undo_icon.JPG Ctrl+Z Undo last action
Edit > Redo Image:Redo_icon.JPG Ctrl+Y Redo last undone action
Edit > Cut Ctrl+Z Cut selected object
Edit > Copy Ctrl+C Copy selected object
Edit > Paste Ctrl+V Paste object previously cut or copied
Edit > Delete Del Delete selected object
Edit > Find in Tree View Ctrl+F Search for object in World Editor.
Edit > Preferences Ctrl+P Preferences
Edit > Control Mapping Editor Ctrl+M Edit user controls for keys and mouse buttons.

Note: You may change the default key mappings for any of the above commands, and the menu will display the new the key combination. See World Editor Command Mapping for more information.

Other shortcut keys

For a complete list of all the shortcut keys, see World Editor Key Commands.

Working with world files

To create a new world file, choose File | New World (Ctrl+N).

To open a Multiverse world file (.mvw file), choose File | Open World (Ctrl+O).

To save a world, choose File | Save World (Ctrl+S). To save a world with a different name than it currently has, choose File | Save World As.

To open the root world without loading the collections, select open world root from the file menu.

To create an asset repository containing all the assets required by the world, choose File | Package World Assets.

Auto save files

World Editor periodically saves the current world file to ensure that you have a backup. It adds a tilde (~) to the end of the auto save filename.

When you open a world file, if the auto save file is newer than the file you select, World Editor will prompt you to load the auto save file instead. Configure the auto save interval in the "Auto Save" preferences panel; use the Edit | Preferences (Auto save).

Loading and modifying terrain

Loading terrain
Loading terrain

To load a terrain file, select the Terrain object in the Tree View, then click the Load Terrain button in the toolbar (or right-click and choose Load Terrain). A file chooser dialog box will open, and you can filter files:

  • Multiverse Terrain (.mvt) files
  • L3DT mosaic heightmap (.mmf) files
  • XML files

For more information about the Multiverse terrain system, see About Terrain.

There are two choices for terrain display:

  • Auto splat
  • Alpha splat

Auto splat texture generation

Auto splat terrain texturing generates terrain texture based on altitude and slope. The lowest terrain areas get sand texture, and higher areas get grass, rock or snow texture, depending on their altitude. Steeper areas get more rock texture blended in as well. Auto splatting has the advantage that it doesn't need the large alpha maps that alpha splatting requires. It has the disadvantages that you have little control over the texturing, it only supports four splatting textures, and it generally doesn't look as good as alpha splatting.

Alpha splat texture generation

Alpha Splatting terrain texturing uses alpha maps to blend up to eight splatting textures to create the terrain texture.

Terrain display

The Terrain display node in the object tree view will display a different set of properties, depending on which type of terrain display you choose.

Setting world properties

You can set world properties such as the skybox, ocean attributes, fog, and ambient and directional light.

Skybox

The skybox determines how the sky appears. Set the skybox by choosing the Skybox node in the object tree view and selecting the SkyboxName property. The Sampleworld asset repository comes with a few predefined skyboxes.

Create your own Skyboxes with a third-party tool such as Terragen, as described in the tutorial Creating Skyboxes with Terragen. Then import them into World Editor, as described in the section Importing the skybox.

Ocean parameters

A world has only one Ocean object. To set its properties, select Ocean in the object tree view. See Using World Editor for an explanation of the properties.

Global fog

The Global Fog object specifies the properties of fog that exists everywhere in a world. This is distinct from fog regions. To set the properties, select Global Fog in the object tree view. See Using World Editor for an explanation of the properties.

Global ambient and directional light

The Global Ambient Light and Global Directional Light objects specify the properties of ambient and directional light that exists everywhere in a world. This is distinct from any ambient and directional light that may be defined for regions. To set their properties, select Global Ambient Light or Global Directional Light in the object tree view. See Using World Editor and Using World Editor for an explanation of their properties.

Working with object collections

Object collections are containers that appear only in the object tree view. A collection can contain world features (see below) and other collections.

Add Collection toolbar icon

Adding object collections

To add an object collection:

  1. In the object tree view, select the world node or an existing collection.
  2. Click the Create Collection icon or right click and choose Create Object Collection. The Create World Collection dialog box appears.
  3. Enter a name for the collection and click OK.

World Editor adds the new collection to the object tree view.

Working with collections

To remove a collection from the scene, either select the remove from view icon on the right side of the button bar or select Remove from scene, from the collections right click menu.

To add collection to the scene, either select the add to scene icon on the right side of the button bar or select it from the right click menu

To load a collection, select the load collection icon on right side of the button bar or from the right click menu.

To unload a collection, select the unload collection icon on right side of the button bar or from the right click menu.

Moving between collections

To move a collection into another collection, right click on the collection and move the mouse to the "Move To Collection" menu item. You will see a hierarchical list of available the sub collections will be shown. Collections that hold other collections will expand to show their child collections when the mouse is over them. A collection can only be moved to a collection if it is the only object currently selected. A collection can not be moved in to a one of its child collecions. Left click on the collection you wish to move the collection to.

World features can be moved to other collections in the same manner. There is no restriction on how many can be moved or which collection they can be moved to.

Working with world features

World features are the generic term for all top-level objects, specifically:

  • Objects (for example, buildings, walls and fences, props, and so on).
  • Markers
  • Regions
  • Roads
  • Decals
  • Point lights

World features have many things in common, so it is useful to discuss them collectively.

Every world feature in the world must belong to a collection. Therefore, you must add at least one collection before you can add any world features to your world.

Moving world features between collections

To move a world feature into a different collection:

  1. Select the world feature, marker, or collection.
  2. Right click and choose Move to Collection.
  3. In the drop-down list, select the desired collection.

World Editor moves the selected world feature to other collection. The appearance in the world view will not be affected, only the object tree view.

Cutting, copying, and pasting world features

You can cut, copy, and paste world features as you would text in a text editor. Select the world feature, then:

  • Press ctrl-X or choose Edit | Cut to cut the world feature.
  • Press ctrl-C or choose Edit | Copy to copy the world feature.

After you have cut or copied a world feature, press Ctrl-V or choose Edit | Paste to paste it. The world feature will then follow the mouse pointer in the world view; left click to place it in the world.

Operating on multiple world features

Ctrl-click on multiple world features to select them. Once they are selected, you can perform all the operations on the group collectively that you can on a single world feature. When you move them, they maintain their relative positions.

Working with objects

Objects are things that are represented in the world by 3D models, for example, buildings, rocks, walls, and props, generally any static object except trees and vegetation.

Add Object button

Adding objects

To add an object to the world:

  1. In the object tree view, select an existing collection.
  2. Click the Add Object button or right click and choose Add Object. The Add Object dialog box appears.
  3. Select the desired object category and object type from the dropdown boxes.
  4. Enter a name for the new object.
  5. To scale the object by a random amount, check the Random Scale checkbox, and enter the minimum and maximum scale values.
  6. To orient the object with a random rotation value, check the Random Rotation checkbox.
  7. To place more than one instance of the object, check the Place Multiple Instances checkbox.
  8. Click Add.

An image of the object will follow the mouse cursor in the world view. Click where you want to place the object. If you checked Place Multiple Instances, then continue to click to place more instances of the object, then right-click to stop adding objects.

Placing an object on top of other objects

If you want to place objects on top of other objects when editing in your world; the object that is to have things placed on it must have a flag set in its properties.

  1. Select that object in the properties panel.
  2. Under Miscellaneous - set the AcceptObjectPlacement value to true

Now as you add objects and drag over this object and placement will happen as you would expect.

Moving objects

To move an object, select it in the world view, hold the mouse button down, drag it to the desired location, then release the mouse button. NOTE: Moving regions and roads is different. See Moving regions and Moving roads.

You can also cut, copy, and paste objects. See Cutting, copying, and pasting world features for details.

Editing objects

To edit an object, select it in either the world view or the object tree view, then change the desired properties in the property view. For information on the properties view, see Using World Editor (Property view).


Viewing objects from a specific direction

Object view orientation toolbar

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).

Adding and editing properties

You can attach arbitrary properties (also called "name-value pairs") to objects (such as buildings or props), markers, and regions.

To add a property, in the property view Property tab, click "..." button in the NameValue field to edit the name-value pair. The Name Value dialog box opens, which enables you to add and edit name-value pairs.

Name Value dialog box

To add a new name-value pair, click Add. To edit an existing one, select the name-value pair and click Edit.

To add a new mob template, click Add Template.

Adding name/value templates

Use name/value templates to specify a set of name/value pairs that you can attach to an object using its NameValue property. To add a name/value template, add an XML file to the WorldEditor's NameValueTemplates sub-directory, typically C:\Program Files\Multiverse Tools\Multiverse World Editor\NameValueTemplates. World Editor will read all the XML files in this directory, and display the name/value templates appropriate for the selected object (based on its <ObjectTypes> as explained below).

XML file structure

The top-level element in the name/value XML file is <NameValueTemplate>, which encloses all other elements:

<NameValueTemplate>
...
</NameValueTemplate>

This element contains three elements:

  • <ObjectTypes> - indicates the types of objects for which this template is appropriate: Must include at least one of: <Object/>, <Marker/>, <Region/>, <SpawnGenerator/>, and <Road/>. The template will be shown only when objects of one of the specified types is selected.
  • <Name> - contains the template name, displayed in the name/value pair dialog box.
  • <Properties> - contains one or more <Property> elements. See the following section for a description.

Property element

Each <Property> element contains the following elements:

  • <Name> - the name of the property, for example "Mob Name."
  • <Type> - the datatype of the property. Must be one of "Float", "Uint", "Boolean", "String" or "Enum." If the Type is "Enum," this element must be followed by an <Enums> element. The Add/Edit dialog box validates these types and provides a drop down list for Enum type values.
  • <Default> (optional) - contains the default value for the property, provided in the Add/Edit Property dialog box.

To specify an enumerated type, use <Type>Enum</Type>. In this case, the <Type> element must be followed by an <Enum> element containing a list of valid values in <Value> elements. Each <Value> element contains a valid value for the property. For example:

  <Property>
    <Name>Behaviour</Name>
    <Type>Enum</Type>
    <Enums>
      <Value>Sentry</Value>
      <Value>Roaming</Value>
      <Value>Agro</Value>
      <Value>Passive</Value>
    </Enums>
    <Default>Sentry</Default>
  </Property>

Example

Here is a complete example of a name/value template:

<NameValueTemplate>
 <ObjectTypes>
   <StaticObject/>
   <Marker/>
   <Region/>
   <Road/>
 </ObjectTypes>
 <Name>Mob</Name>
 <Properties>
   <Property>
     <Name>Mob Name</Name>
     <Type>String</Type>
   </Property>
   <Property>
     <Name>Mesh Name</Name>
     <Type>String</Type>
   </Property>
   <Property>
     <Name>Scale</Name>
     <Type>Float</Type>
     <Default>1.0</Default>
   </Property>
   <Property>
     <Name>Behaviour</Name>
     <Type>Enum</Type>
     <Enums>
       <Value>Sentry</Value>
       <Value>Roaming</Value>
       <Value>Agro</Value>
       <Value>Passive</Value>
     </Enums>
     <Default>Sentry</Default>
   </Property>
 </Properties>
</NameValueTemplate> 

Adding animation to a static object

In some cases, you may want to add an animation to a static object, for example to simulate a windmill.

You can do this if the object has an associated animation in its model. To add an animation to an object in World Editor:

  1. Select the object in the World View, then in the Property Editor, click on the "..." button in the NameValue property value. The Name Value Dialog Box will appear.
  2. Click Add, then in the dialog box that appears:
    • Enter "StaticAnim" in the Name field
    • Enter the name of the animation to play in the Value field.
    • Click OK.
  3. Click OK in the Name Value Dialog Box.

At runtime, the object will automatically play the animation repeatedly.

Working with markers

Markers are points that you can use for:

  • Mob spawn points
  • Particle effects
  • Point sounds
Add Marker Button

Adding markers

A marker is a reference point within the game. Use markers to locate mob spawn generators, special objects, and other location that you want to refer to by name in server code and scripts. To create a new marker:

  1. Choose an existing object collection or create a collection, as described in Adding object collections.
  2. Select the collection in the tree view.
  3. Click the Add Marker icon or right click and choose Add Marker. The Add Marker dialog box opens.
  4. Enter a name for the marker, then click Add.

A marker image will follow the mouse pointer in the world view. To place the marker, left click.

NOTE: If the Display Markers option is not checked, then you won't see the marker once you place it. Choose View | Display Marker Points to display markers.

Moving markers

To move a marker, select it, then drag it to the desired location.

You can also cut, copy, and paste markers. See Cutting, copying, and pasting world features for details.

Viewing markers

Object view orientation toolbar

Viewing objects from a specific direction

To view an marker 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).

Working with regions

Regions are areas defined by three or more boundary markers that you can use to define:

Add Region Button

Adding regions

A region consists of at least three region markers that form a closed area on the map. Once you define a region, you can fill it with fog, trees, water and other features.

NOTE: Before creating a region, check ON the View | Display Region Markers option. Otherwise, when you create a region you won't be able to see the markers that define the region.

To create a region:

  1. Choose an existing object collection or create a collection, as described in Adding object collections.
  2. Select the collection in the object tree view.
  3. Click the Add Region button or right click and choose Add Region. The Add Region dialog box opens.
  4. In the Add Region dialog box:
    • Enter a name for the region
    • Enter a priority value for the region (default 50).
    • Click Add.
  5. Left-click on the map to place a region boundary point at that location.
  6. Continue placing region points as needed to define the region. Regions require at least three region points to be usable.
  7. To complete the region, right click.
Drag Region Button

Cutting, copying, and pasting regions

You can cut, copy, and paste regions as you can objects. Select the region, then:

  • Press ctrl-X or choose Edit | Cut to cut the region.
  • Press ctrl-C or choose Edit | Copy to copy the region.

After you have cut or copied an region , press Ctrl-V or choose Edit | Paste to paste it. The region will then follow the mouse pointer in the world view; left click to place it in the world.

Moving regions

You can move boundary points of an existing region or move an entire region.

To move a region marker, select the marker and drag it to the desired location.

To move an entire region:

  1. Select the region in the object tree view.
  2. Click the Drag Region button or right click and choose Drag Region.
  3. The region markers will follow the mouse cursor in the world view. Click to place the region at the desired location.

You can also cut, copy, and paste regions. See Cutting, copying, and pasting world features for details.

Insert Points Button

Adding and removing region boundary points

To add new boundary points to a region:

  1. In the object tree view, select one of the boundary points.
  2. Click the Insert new points button or right click and choose Insert New Points.
  3. A boundary marker will now follow the mouser pointer in the world view. Left click to add more boundary points.
  4. Right click when you are finished adding boundary points.

To remove a boundary point from a region:

  1. In the object tree view, select the boundary point to delete.
  2. Click the delete button or right click and choose Delete.

Adding forests and vegetation

A forest is a region containing one or more types of trees. Vegetation is a region containing one or more plant types, such as grass, bushes, or flowers.

Add Forest Button

Adding forests

To create a forest:

  1. Choose an existing region, or create a new region, as described in Adding a region.
  2. Select the region.
  3. Click the Add Forest button or right click and choose Add Forest. The Add Forest dialog box opens. In the Add Forest dialog box:
    • Select a SpeedTree wind file specifying the wind speed.
    • Enter a value for the random number seed, an integer that World Editor uses to generate pseudo-random numbers to locate trees within the region.
    • Enter a floating point number for the Wind speed.
    • Enter X, Y, and Z values to specify the direction the wind is blowing.
    • Click Add. World Editor adds a forest object to the object tree.

Then, add one or more tree types (species or variants) to the forest region:

  1. Select the forest you just created in the object tree view.
  2. Click the Add Tree button or right click and choose Add Tree. The Add Tree dialog box opens. In the Add Forest dialog box:
    • Select a Tree type.
    • Enter a scale value that determines base size of tree.
    • Enter a scale variance that determines how much tree sizes vary.
    • Enter the number of instances to create.
    • Click Add.

World Editor will add the tree type to the selected region. Repeat this procedure for each type of tree you want in the forest.

Add Vegetation Button

Adding vegetation

To add vegetation:

  1. Choose an existing region, or create a new region, as described in Adding a region.
  2. Select the region.
  3. Click the Add Vegetation button or right click and choose Add Vegetation. The Add Vegetation dialog box opens.
  4. Enter a name for the vegetation.

Then, add one or more plant types:

  1. Select a vegetation object in the object tree view.
  2. Click Add Plant Type or right click and choose Add Plant Type. The Add Plant Type dialog box opens.
    • Select the desired plant type.
    • Enter the number of instances of the plant type to create.
    • Enter minimum and maximum values for the width scale and height scale.
    • Select a color; click the color button and use the Color Picker dialog box to choose a color.
    • Enter values for the low multiplier and high multiplier.
    • Enter a value for the wind magnitude.
    • Click Add.

World Editor will add the plant type to the selected region. Repeat this procedure for each plant type you want to add to the region.

Add Water Button

Creating bodies of water

To create a body of water:

  1. Choose an existing region or create a region as described in Adding a region.
  2. Select the region in the object tree view.
  3. Click the Add Water icon or right click and choose Add Water. The Add Water dialog box opens.
  4. Enter the height (Y altitude) of the surface of the body of water to create, then click OK.
  5. Enter the height of the water. Hint: the information bar displays the height (Y value) of the currently selected region point.
  6. Click Add.

World Editor will display water within the currently selected region, at the specified height.

Add Fog Button

Creating fog regions

Fog is an atmospheric effect that obscures vision within a certain region. To create a fog region:

  1. Choose an existing region, or create a new region, as described in Adding a region.
  2. Click the Add Fog button or right click and choose Add Fog. The Add Fog dialog box opens.
  3. In the Add Fog dialog box:
    • Click the Color button to select the color of the fog using the Color Picker dialog box.
    • Enter the distance (in mm) from the camera at which the fog effect starts (Near property). Objects closer than this distance are not affected by the fog.
    • Enter the distance (in mm) from the camera at which the fog effect ends (Far property). Objects beyond this distance are completely obscured by the fog.
    • Click Add.

World Editor adds the fog to the selected region.

Adding light features to a region

To add ambient light to a region, select the region, then:

Image:Ambient-light-icon.jpg To add ambient light, click the Add Ambient Light button, or right-click and choose Add Ambient Light. In the Add Ambient Light dialog box, select the desired color for the ambient light.

Image:Directional-light-icon.jpgTo add directional light, click the Add Directional Light button, or right-click and choose Add Directional Light. In the Add Directional Light dialog box, select the desired color for the specular lighting and diffuse lighting.

Working with roads

A road consists of a series of road points, connected visually on the map.

Add Road Button

Adding roads

NOTE: Before creating a road, be sure that the View | Display Road Markers option is checked. Otherwise, when you create a road you won't be able to see the markers that define it.

To create a road:

  1. Choose an existing object collection or create a collection, as described in Adding object collections.
  2. Select the collection in the object tree view.
  3. Click the Add Road button or right click and choose Add Road. The Add Road dialog box opens.
  4. In the Add Road dialog box:
    • Enter a name for the road
    • Enter a half width value for the region (default 2). This is half the width of the road.
    • Click Add.
  5. Left-click on the map to place a road marker.
  6. Continue placing road markers as needed to define the road.
  7. To stop defining road markers, right click.

Moving roads

You can move the points of an existing ropad and move an road "as is" to a different location.

To move individual road points, select the marker and drag it to the desired location.

Drag Road Button


To move an entire road:

  1. Select the road in the object tree view.
  2. Click the Drag Road button or right click and choose Drag Road.
  3. The road markers will then follow the mouse cursor in the world view. Click to place the road at the desired location.
Insert New Points Button

Adding and removing road points

To add new points to a road:

  1. In the object tree view, select one of the road points.
  2. Click the Insert New Points button or right click and choose Insert New Points.
  3. A road marker will now follow the mouse pointer in the world view. Left click to add more road points.
  4. Right click when you are finished adding road points.

To remove a point from a road:

  1. In the object tree view, select the road point to delete.
  2. Click the delete button or right click and choose Delete.

World Editor will delete the selected point from the road.

Cutting, copying, and pasting roads

You can cut, copy, and paste roads as you can objects. Select the road, then:

  • Press ctrl-X or choose Edit | Cut to cut the road.
  • Press ctrl-C or choose Edit | Copy to copy the road.

After you have cut or copied a road, press Ctrl-V or choose Edit | Paste to paste it. The road will then follow the mouse pointer in the world view; left click to place it in the world.


Add Sound Button

Adding sounds

You can add two types of sounds to your world:

  • Point (positional) sounds, associated with an object or marker.
  • Ambient sounds, associated with a region.

Point sounds have attenuation, that is, their loudness decreases with distance from the marker or object to which they are attached; whereas ambient sounds have a constant loudness within a region.

NOTE: World Editor currently does not play sounds. You can only hear the sound defined for a region when you load the world into a server and use the client to move within the region.

Adding point sounds

To add a point sound:

  1. Choose an existing marker or object, or create a new marker, as described in Adding markers, then select the marker.
  2. Select the marker or object and click Add Sound. The Add Sound dialog box opens.
  3. Select the desired sound file, then click Add.

Adding ambient sounds

You can assign a sound to a region, so that a player hears the sound when the PC is within the region. To add an ambient sound:

  1. Choose an existing region, or create a new region, as described in Adding a region.
  2. Select the region.
  3. Click the Add Sound button or right click and choose Add Sound.
  4. Select the name of the sound file.
  5. Click Add.

World Editor adds the sound to the selected region.

Adding spawn generators

NOTE: The server does not support region-based spawn generators

Add Spawn Point Button

A spawn generator is a place where the server spawns (creates) mobs. It can be either a point or a region. To create a spawn generator:

  1. Either:
    • Choose an existing region, or create a new region, as described in Adding a region, then select the region.
    • Choose an existing marker, or create a new marker, as described in Adding markers, then select the marker.
  2. Click the Add Spawn Generator button or right click and choose Add Spawn Generator. The Add Spawn Generator dialog box opens. Enter:
    • The mob template name.
    • The respawn interval (seconds).
    • The number of mobs to spawn at each interval.

For information on defining mob templates, see Creating objects.

Adding other world features

Add Point Light Button

Point lights

To add a point light:

  1. Choose an existing collection, or add a new collection, then select the collection.
  2. Click the Add Point Light button or right click and choose Add Point Light.
  3. The Add Point Light dialog box opens.
    • Enter a name for the point light.
    • Choose a specular color: click the button to use the Color Picker.
    • Choose a diffuse color: click the button to use the Color Picker.
    • Click Add.
  4. A point light image will follow the mouse cursor in the world view. Move it to the desired location and left click to place it.

World Editor adds the point light.

Add Particle Effect

Particle effects

To add a particle effect:

  1. Choose an existing marker, or create a new marker, as described in Adding markers, then select the marker.
  2. Click the Add Particle Effect button or right click and choose Add Particle Effect.
  3. The Add Particle Effect dialog box opens.
    • Select the desired particle effect.
    • Enter the velocity scale.
    • Enter the particle scale.
    • Click Add.

World Editor adds the particle effect to the world.

Add Decal Button

Terrain decals

A terrain decal is an image displayed over the ground on top of the gound texture. To add a terrain decal:

  1. Choose an existing object collection or create a collection, as described in Adding object collections.
  2. Click the Add Terrain Decal button or right click and choose Add Terrain Decal. The Add Terrain Decal dialog box opens.
  3. Enter:
    • Name of the terrain decal (in World Editor)
    • Filename (the texture file name), you can pick a texture by clicking the "Select Image" button. Any texture that has an asset definition that includes the property "TerrainDecal" and the value is true, will be displayed in the dialog. You and also browse to add a texture to the dialog list, but it will not be displayed the next time the dialog is opened.
    • X and Z size of the decal.
    • Priority.

World Editor adds the terrain decal to the world.

The Sampleworld asset repository includes a number of textures suitable for use as terrain decals (in the /Textures directory):

  • blue-circle-gradient.png
  • compass-rose.png
  • eight-hearts.png
  • footprint-left-25.png, footprint-left-50.png, footprint-right-25.png, footprint-right-50.png
  • green-circle-gradient.png
  • hed-yellow-square.png
  • red-circle-gradient.png
  • yellow-circle-gradient.png


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