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Overview

An Archetype Entity is based on a regular Entity and specifies individual parameter values for that Entity. If the value of an Archetype parameter is changed, all instances of that Archetype in the scene will be updated automatically.

Archetype Entities are organized in libraries which can be created in The DataBase View.

So technical level designers can predefine variations of Entity classes as Archetype Entities that can be used throughout the whole game. For global changes affecting all instances, the Archetype Entity just needs to be changed once in the Database View.

Table of Contents
maxLevel3
minLevel2
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Placing Archetype Entities

Archetype Entities can be accessed by using RollUpBar -> Objects -> Archetype Entity or alternatively, they can be dragged directly from the DataBase View.

The browser window in the RollUpBar shows all the Archetype Entity libraries that are currently loaded for the level.

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Navigate these libraries by clicking once. Drag the individual Archetype Entities to the level to place them.

Filter of Archetype Entity Browser

This filter specifies a search string for the currently loaded Archetype library. All libraries containing Archetype Entities appropriate for the search string will be shown upon pressing the Reload button. Also, the Reload button can be used to update any recently altered archetype library files.

Archetype Entity Object Properties

Once you have placed an Archetype Entity in the level, select it to view its properties.

EntityArchetype Params

EntityArchetype Params are a basic set of parameters shared by all Archetype Entities.

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Parameter

Description

Outdoor Only

When set, the object will not be rendered when inside a visarea.

Cast Shadow

When set, the object will cast a shadow.

LodRatio

Defines how far from the current camera position, the different Level Of Detail models for the object are used.

ViewDistRatio

Defines how far from the current camera position, the the object can be seen.

HiddenInGame

When set, this object is not shown in the pure game mode.

Receive Wind

When set, this object will be influenced by any wind setup in the level.

RenderNearest

 

NoStaticDecals

 

Created Through Pool

 

EntityArchetype Properties2

Below is an example of the EntityArchetype Properties2 dialog box. This dialog box contains a selection of properties from the Entity type, allowing you to edit the Archetype Entities on a case by case basis.

The example below shows the properties2 set for an AI entity:

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Creating Archetype Entity Libraries

Archetype Entity Libraries can be created and configured in the The DataBase View.

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Difference between Archetype settings and script defaults

Every highlighted property in the database view has actually a different value than the script default.

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Revert to Script Defaults

To revert the Archetype setting back to the actual script default value you can right click on a property and choose Revert to Script Default.

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Checking the Script Default value

It is possible to check the default value in the entities script by hovering over the property.

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Toolbar

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Action

Description

Load Library

Allows the loading of an XML library file; the default path is Game\Libs\EntityArchetypes
Please note that some prefabs can contain links to archetype objects; therefore, it is useful to load all the available Archetype libraries into the level.

Save Modified Library

Saves the Archetype library; when the level is saved, the Archetype library will also be automatically saved.

Add Library

Creates a new library.

Remove Library

Removes the currently selected library from the level; you need to manually delete it from the hard drive if you want to permanently remove it.

Library Drop-Down List

Lets you access all the loaded libraries in the level.

Reload Library

Discards all the changes made to the library and reloads the library from the HDD.

Item Toolbar

Action

Description

Add New Item

Creates a new archetype object, based on a selectable entity class script; you need to define a Group (folder) and a Name.

Clone Library Item

Duplicates the selected Archetype entity; uses the same name and adds a number to it.

Remove Item

Deletes the selected archetype object.

Assign Item to Selected Objects

Assigns the selected Archetype entity to the currently selected Archetype entity in the Perspective view.

Reload Item

Resets the scene Archetype entities of this type.

Get Material from Selection

Assigns the material from the currently selected item.

Standard Toolbar

Action

Description

Undo

Undoes the last action - set the number in Tools > Preferences.

Redo

Redoes the last action - set the number in Tools > Preferences.

Copy Item

Copies the XML script of the current item to the clipboard.

Paste Item

Pastes the item from the clipboard.

Library Lister

The library lister organizes all the Archetype entities of the currently selected library, by group; browse through the groups in a similar manner to as is done in the standard Windows Explorer.

Class Properties Window

The Class Properties window displays all the values that are defined in the entity scripts.

These scripts are created by programmers.

Objects Parameters

The window holds general object parameters, which exist in all the Archetype entities. They are independent of the separate entity scripts.

Model Preview

This option shows the selected Archetype entity in a special, perspective, model preview window.

Mouse Control

Function

Click

Rotates the view.

Right-click

Zooms the view.

Excerpt
hiddentrue
Archetype Entities are a powerful way to speed up and control the level design process.
Chinese

原型实体

异形实体以常规实体为基础,为该实体指定独立的参数值。如果更改了异形实体的参数值,则场景中该异形实体的所有实例将自动更新。异形实体被安排在数据库视图中创建的库中。

所以技术关卡设计者可以将实体类别的变体预先定义为能够在整个游戏中使用的异形实体。对于会影响所有实例的全局更改,只需要在“数据库视图”中更改一次异形实体即可。

放置原型实体

通过使用 [ RollUp 栏|The RollUpBar](对象 -> 异形实体)可以访问异形实体,也可以直接从“数据库视图”中拖动。

在 RollUp 栏的浏览器窗口,显示了当前为关卡所加载的所有异形实体库。

 

通过单击可对这些库进行导航,可将独立的异形实体拖至关卡进行放置。

原型实体浏览器的过滤器

此过滤器为当前已加载的异形库指定搜索字符串,一旦按“重新加载”按钮,则将显示出包含符合搜索字符串的所有异形实体库。同样地,还可以使用“重新加载”按钮更新任何一个近期更改的异形库文件。

原型实体对象属性

一旦将异形实体放置在关卡中,则选中它并查看其属性。

异形实体参数

异形实体参数是所有异形实体共享的参数的基本设置。

 

参数属性
仅限于户外设置时将不会渲染 Visarea 内的对象。
投射阴影设置时对象将会投射一个阴影。
运动模糊加乘器增加对象的移动模糊特效
细节层次比例定义在距离当前摄像机位置多远的地方使用对象的不同细节层次模型。
查看距离比例定义在距离当前摄像机位置多远的地方可以看到对象。
隐藏在游戏中设置时该对象将不会显示在纯游戏模式中。
接收风设置时该对象将受到设置在关卡中的风的影响。

实体异形属性 2

下面是关于示例实体异形属性 2 的对话框。此对话框包含来自于实体类型属性的选择,您可以根据实际情况编辑异形实体。示例显示的是对 AI 实体进行的属性 2 的设置。

 

创建异形实体库

可以在“数据库视图”中创建和配置异形实体库。

 

异形设置和脚本默认值的区别

在数据库视图中每个突出显示的属性实际上有不同于脚本默认值的数值。

 

恢复为脚本默认值

若要将异形设置恢复为实际脚本的默认值,您可以右击属性然后选择*恢复为脚本默认值*。

 

检查脚本默认值

可以通过悬停在属性上检查实体的默认值。

 

工具栏

 

操作描述
加载库可以加载 XML 库文件,默认路径是 Game\Libs\EntityArchetypes - 请注意,一些 prefab 包含一些连接接到异形对象的链接,因此,将所有可用的异形库加载到关卡是很实用的。
保存已修改的库保存异形库,在保存关卡时将自动保存异形库。
添加库创建新库
删除库从关卡中删除当前已选的库,如果需要永久删除此库,则需要手动将其从硬盘中删除。
库的下拉列表您可以进入关卡中所有加载的库
重载库放弃对库所做的所有更改并从 HDD 重载库。

道具工具栏

操作描述
添加新道具若要在可选实体类别脚本的基础上创建新的异形对象,则需要定义一个组(文件夹)和一个名称
克隆库道具使用相同的名称复制已选异形实体并添加号码。
删除道具删除已选的异形对象。
将道具分配给已选对象将已选的异形实体分配给透视视图中当前已选的异形实体。
重载道具重置此类型的场景异形实体。
从选择中获取材质从当前已选的道具中分配材质。

标准工具栏

操作描述
撤销撤销上一步操作,在 工具 > 首选项 中设置号码。
恢复恢复上一步操作,在 工具 > 首选项 中设置号码。
复制道具将当前道具的 XML 脚本复制到剪贴板
粘贴道具从剪贴板中粘贴道具

库制表人

库制表人按组将所有当前已选库的异形实体组织起来,以相似的方式通过组浏览,正如在标准 Windows Explorer 中所做的一样。

类别属性窗口

“类别属性”窗口显示了实体脚本中定义的所有值。

这些脚本是程序员创建的。

对象参数

窗口中暂存了一些常规对象参数,这些参数存在于所有异形实体中,它们不依赖于单独的实体脚本。

模块预览

此选项显示了在特殊透视模块预览窗口中选择的异形实体。

鼠标控件l功能
单击旋转视图。
右击缩放视图。