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hpl2:tools:editors:model_editor:bodies [2010/11/04 16:03] jens created |
hpl2:tools:editors:model_editor:bodies [2012/06/12 13:25] (current) apjjm [Body Specific] |
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==== Body Specific ==== | ==== Body Specific ==== | ||
- | * **Body Material**: Physics material for the body. | + | |
- | * **Mass**: Mass for the body. The higher the value, the heavier the body will be. A zero value means infinite. | + | * **Body Material**: Physics material for the body. |
- | * **Angular Damping** | + | * **Mass**: Mass for the body. The higher the value, the heavier the body will be. A zero value means infinite. |
- | * **Linear Damping** | + | * **Angular Damping: **"Air Friction" applied to the rotational speed of the body. Takes a float value between 0 (no damping) and 1 (max damping). |
- | * **Max Angular Speed**: Maximum speed that the body can rotate with. | + | * **Linear Damping: **"Air Friction" applied to the linear speed of the body. Takes a float value between 0 (no damping) and 1 (max damping). |
- | * **Max Linear Speed**: Maximum speed that the body can translate with. | + | * **Max Angular Speed**: Maximum speed that the body can rotate with. |
- | * **Buoyancy Density Mul**: Multiplies the buoyancy effect on the body when inside a liquid body. A zero value means it will not be affected by liquid at all. | + | * **Max Linear Speed**: Maximum speed that the body can translate with. |
- | * **Blocks Sound**: Sets if the body blocks sounds. | + | * **Buoyancy Density Mul**: Multiplies the buoyancy effect on the body when inside a liquid body. A zero value means it will not be affected by liquid at all. |
- | * **Continuous Collision**: | + | * **Blocks Sound**: Sets if the body blocks sounds. |
- | * **Can attach character**: | + | * **Continuous Collision**: If the body should use continuous collison detection or not. This is good for small bodies (or larger bodies that has one or many small colliders) that would easily stick or tunnel other bodies. It is also good for high speed bodies. |
- | * **Pushed by character gravity**: | + | * **Can attach character**: If a character standing on the body will be attached. For example if you have a moving platform and want the character to move with it as it moves. |
- | * **Collide character**: Sets whether the body should collide with the player or not. | + | * **Pushed by character gravity**: If the body will be affected when a characters stands on top. |
- | * **Collide non character**: Sets whether the body should collide with non-player bodies or not. | + | * **Collide character**: Sets whether the body should collide with the player or not. |
- | * **Volatile** | + | * **Collide non character**: Sets whether the body should collide with non-player bodies or not. |
- | * **Use surface effects** | + | * **Volatile: ** If a body might disappear or for some reason leave the way open for AI. Used for bodies of mass 0. |
- | * **Has gravity**: Sets whether gravity affects the body or not. | + | * **Use surface effects: ** If the body should use the material settings for effects (described in materials.cfg ) or not. If this is false there will not be sounds or particle effects created by impacts, scraping etc. |
+ | * **Has gravity**: Sets whether gravity affects the body or not. | ||
==== Attachments Tab ==== | ==== Attachments Tab ==== |