The Driver Syndicate/Level Editor/Heightfields: Difference between revisions

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(Created page with "== Controls == # Space: rotate texture tile # Control + Mouse wheel: Changes radius of tool # Left mouse: sets tile texture and properties (see "What to set" and "Tile flags") # Right mouse: deletes tile texture # Middle mouse drag: draws a line and performs same as left mouse for each tile in line")
 
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== Controls ==
== Controls for viewport ==


# Space: rotate texture tile
# Space: rotate texture tile
Line 6: Line 6:
# Right mouse: deletes tile texture
# Right mouse: deletes tile texture
# Middle mouse drag: draws a line and performs same as left mouse for each tile in line
# Middle mouse drag: draws a line and performs same as left mouse for each tile in line
== Paint modes ==
You can edit heightfields in various modes
# Set Tile - Set or paint your heightmap tiles. Be mindful of power/height settings.
# Texture Transition - Lets you transition between textures. (You must have a transition tile .mat set up)
# Height Add - Adds to the set power/ height. Useful for making smooth hills or mountain ranges quickly.
# Height Set - Sets the height.
# Height Smooth = Smooths the heightmap, good for beaches, hills, bumps, etc.
Pressing 1-5 on keyboard will also change paint mode
== Brush settings ==
# Layer: current layer of heightfield to paint on
# Power/Height: Sets the height of your heightmap.
# Radius: Set the radius.
You can change radius by holding Ctrl and scrolling the mouse wheel.
There is 4 different layers of heightfields that lets you separate geometry and create something like bridges, beaches with sand running under water etc.
Please note that AI Roads are forced to be at LAYER 1 for the time being.
== Tile flags ==
Tile flags define how geometry of heightfield is generated:
# Detached - tiles will not be sloped to surrounding tiles of non-detached
# Add wall - adds a wall to the detached tiles important for sidewalks
# Wall collision - adds wall collision to set tile. (Not needed for sidewalks)
# No collide - this tiles has no collision at all.
# Flip UVs - Flip the texture uv.
Pressing Q-T on keyboard will also toggle the flags
TIP: Use "'''View Heightfield Tile-Helpers'''" in the '''View''' tab to show you what kind of tiles are painted on region. Each color represents a specific flag

Revision as of 19:51, 31 January 2023

Controls for viewport

  1. Space: rotate texture tile
  2. Control + Mouse wheel: Changes radius of tool
  3. Left mouse: sets tile texture and properties (see "What to set" and "Tile flags")
  4. Right mouse: deletes tile texture
  5. Middle mouse drag: draws a line and performs same as left mouse for each tile in line

Paint modes

You can edit heightfields in various modes

  1. Set Tile - Set or paint your heightmap tiles. Be mindful of power/height settings.
  2. Texture Transition - Lets you transition between textures. (You must have a transition tile .mat set up)
  3. Height Add - Adds to the set power/ height. Useful for making smooth hills or mountain ranges quickly.
  4. Height Set - Sets the height.
  5. Height Smooth = Smooths the heightmap, good for beaches, hills, bumps, etc.

Pressing 1-5 on keyboard will also change paint mode

Brush settings

  1. Layer: current layer of heightfield to paint on
  2. Power/Height: Sets the height of your heightmap.
  3. Radius: Set the radius.

You can change radius by holding Ctrl and scrolling the mouse wheel.

There is 4 different layers of heightfields that lets you separate geometry and create something like bridges, beaches with sand running under water etc.

Please note that AI Roads are forced to be at LAYER 1 for the time being.

Tile flags

Tile flags define how geometry of heightfield is generated:

  1. Detached - tiles will not be sloped to surrounding tiles of non-detached
  2. Add wall - adds a wall to the detached tiles important for sidewalks
  3. Wall collision - adds wall collision to set tile. (Not needed for sidewalks)
  4. No collide - this tiles has no collision at all.
  5. Flip UVs - Flip the texture uv.

Pressing Q-T on keyboard will also toggle the flags

TIP: Use "View Heightfield Tile-Helpers" in the View tab to show you what kind of tiles are painted on region. Each color represents a specific flag