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hpl3:tools:maineditors:level_editor:primitives
<h1>Primitives</h1> <div class="level1"> <p> Primitives are basic geometrical objects that can be used to shape up map geometry along with Static Objects </p> </div> <h2>General Parameters</h2> <div class="level2"> <ul> <li class="level1"> <b>Name</b>: Name of the primitive.</li> <li class="level1"> <b>Position</b>: 3D Vector storing the position in world of the <b>primitive pivot</b>.</li> <li class="level1"> <b>Rotation</b>: 3D Vector storing the rotation.</li> <li class="level1"> <b>Scale</b>: 3D Vector storing the scale of the primitive.</li> </ul> </div> <h2>Primitive Specific</h2> <div class="level2"> <ul> <li class="level1"> <b>Material</b>: Material file for the primitive.</li> <li class="level1"> <b>Collides</b>: If enabled, the primitive will keep entities (player included) from getting through it.</li> <li class="level1"> <b>Cast Shadows</b>: If enabled, the primitive will cast shadows when illuminated by a properly set up light.</li> </ul> </div> <h2>Plane Specific</h2> <div class="level2"> <ul> <li class="level1"> <b>Tile amount</b>: amount of repetition of the texture along the axes. The less, the bigger the texture pattern will look.</li> <li class="level1"> <b>Tile offset</b>: offset on the texture coordinates.</li> <li class="level1"> <b>Texture angle</b>: rotation of the texture applied on the plane.</li> <li class="level1"> <b>Align To World Coords</b>: if enabled, texture coordinates will be set according to world coordinates. Useful to get seamless floors/ceilings made out of several planes.</li> </ul> </div>
hpl3/tools/maineditors/level_editor/primitives.txt
· Last modified: 2012/12/07 15:53 by
luis
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