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The cloud entity allows you to place clouds in the level. The cloud definition files (.xml) are built with the cloud tool. Unlike with skyboxes, 3D clouds can be move and players can fly though them.

Property

Description

MTL

Shows the currently assigned material. Consider using a material from the folder Materials/clouds/ as a base and then modifying it.

Minimal Spec

Used for choosing the hardware configurations that should render the entity.

CloudFile

Defines which cloud object should be displayed.

Scale

Specifies how big the cloud should be.

AutoMove

Defines if the cloud should move or not using the speed property (cloud can also be moved with the track view editor).

FadeDistance

The Distance in meters when the cloud should fade in when moving from one side of the Space Loop Box to the other.

SpaceLoopBox

Defines the box in which the cloud moves from one end to the outer (looping).

Speed

Specifies the speed in x and y direction.

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The entity flashes the users screen making it white for a few seconds. Very bright explosions can be simulated with the Flash Entity.

Property

Description

SkyLightAtten

Specifies how the Sky Light Attenuation.

SkyLightColor

Specifies in which color the skybox will be lit by the lightning effect.

SkyHighlightMultiplier

Specifies how bright the skybox will be lit by the lightning effect.

Sound

Specifies a sound to play when triggered.

FadeInTime

Sets up the amount of time (in sec.) how long it takes to fade in the effect.

FadeOutTime

Sets up the amount of time (in sec.) how long it takes to fade out the effect.

FadeDuration

Sets up the amount of time (in sec.) fade in and out takes the effect.

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The Fog entity is used to create a fog effect in specific areas. In indoor areas a subtle fog effect can be added to simulate a dusty area.

Property

Description

AtmosphereHeightModifier

Specifies the height of the fog effect.

FadeTime

Sets up the time in which the fog takes to fade in.

GlobalDenstiyModifier

Specifies the density of the fog

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Translation and Rotation of a fog volume entity is performed via the move and rotate edit mode just like for any other object.
Scaling of a fog volume entity is done via its entity properties. Please do not use the usual scaling edit mode to perform scaling of the fog volume entity. Non-uniform scaling will distort the entity and produce incorrect rendering results. Again, do not use Non-uniform Scaling for a FogVolume.

Property

Description

Active

Select/deselect this box to enable or disable this fog volume entity.

Color

The fog color.

UseGlobalFogColor

During rendering the Color property is ignored. Instead the current global (volumetric) fog color is used. Please refer to the Global Volumetric Fog page for further information.

VolumeType

Specifies the volume type. The following types are currently supported: 0 - Ellipsoid, 1 - Box

FallOffDirLati

This value controls the latitude of the world space fall off direction of the fog. A value of 90° lets the fall off direction point upwards in world space (respectively, -90° points downwards). All values in-between create a direction along the specified longitude.

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Lightning entities simulate Lightning effects

Property

Description

Active

Turns the effect on or off.

Distance

Specifies how far away from point where the effect was placed the lighting effect should happen.

DistanceVariation

Adds a random value to the distance, for example 20 means +-20% if the Distance is set to 100.

RelativeToPlayer

Sets the effect relative to the player so always with the same distance.

LightIntensity

Specifies how bright the light should be.

LightRadius

Within this radius objects will be lit.

ParticleEffect

Specifies the lightning bolt effect.

ParticleScale

Sets up the scale of the lightning bolt effect.

ParticleVariation

Sets up the scale variation of the lightning bolt effect.

SkyLightAtten

Specifies the Sky Light Attenuation.

SkyLightColor

Specifies in which color the skybox will be lit by the lightning effect.

SkyHighlightMultiplier

Specifies how bright the skybox will be lit by the lightning effect.

SkyHighlightVerticalOffset

Specifies how bright the skybox will be at the zenith.

Sound

Sets up a sound effect that should be played when the effect happens.

Delay

Adds a delay to the sound effect.

DelayVariation

Adds a random +- value to the delay value of the sound effect.

LightiningDuration

Sets the time in sec. how long the effect should last.

PrismObject

TODO

ViewDist

The | *ViewDist| * Entity entity limits how far the player can see. Using the | *ViewDistance| * Entity entity can significantly increase the frame rate in specific areas. |

Property

Description

FadeTime

Specifies the amount of time it takes to fade from the current viewdistance settings to the viewdist entities viewdistance settings.

MaxViewDist

Sets up the View Distance in meters.

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Unlike the Cloud Object, the Volume Object renders 3D Volume objects with correct shading (shadows on the darker parts). The benefit of using a Volume Object is that it can be used to place realistic clouds in the level or for building irregular fog areas with varying heights.

Property

Description

VolumeObjectFile

Defines which cloud object should be displayed.

Scale

Specifies how big the cloud should be.

AutoMove

Defines if the cloud should move or not using the speed property (cloud can also be moved with the track view editor).

FadeDistance

The Distance in meter when the cloud should fade in when moving from one side of the Space Loop Box to the other.

SpaceLoopBox

Defines the box in which the cloud moves from one end to the outer (looping).

Speed

Specifies the speed in x and y direction.