Overview

The area objects are used to create three dimensional zones in the level that can be used to trigger events. Access the Area Objects on The RollupBar.

AreaBox

This entity lets you create a box to which you can link triggers and other entities that should be enabled when the player enters or leaves the box.

Params

Descriptions

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

FadeInZone

Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box.
Only when the player is inside the box the effect is rendered at 100%, at the beginning of the FadeInZone its rendered at 0%.

Width

Specifies how wide the box is.

Length

Defines how long the box is.

Height

Specifies how high the shape area should be (0 means infinite height).

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

ObstructRoof

DEPRECATED - This enables if the roof should be obstructed.

ObstructFloor

DEPRECATED - This enables if the floor should be obstructed.

Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

AreaSolid

Please see the AreaSolid documentation for more information.

AreaSphere

To the AreaSphere you can link triggers and other entities that should be enabled when the player enters or leaves the sphere.

Params

Descriptions

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

FadeInZone

Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box. Only when the player is inside the box the effect is rendered at 100%, at the beginning of the fadeinzone its rendered at 0%.

Radius

Specifies how big the sphere should be.

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

FogVolume (Obsolete)

Please use the Render Entities document for information on properly setting up a FogVolume Entity.

Adds a volumetric fog effect to the place where this entity is placed.

Params

Descriptions

Width

Specifies how wide the Fog Volume is.

Length

Defines how long the Fog Volume is.

Height

Lets you choose how high the FogVolume is.

ViewDistance

Sets up at what distance the fog volume effect should be not working anymore.

Shader

Lets you choose which shader is used for the top surface of the fog effect.

Color

Lets you choose which color is used for the fog effect.

LightBox

Please see the Light Boxes and Light Shapes documentation for more information.

LightPropagationVolume

Please see Irradiance Volumes - CE3.6 (deprecated) for more information. Irradiance Volumes were renamed to Light Propagation Volumes.

LightShape

Please see the Light Boxes and Light Shapes documentation for more information.

OccluderArea

An Occluder Area allows you to create an occlusion plane out of a custom shape with multiple edges, unlike an Occluder Plane object which can only be a square shape.

The purpose of this object is to stop the engine from rendering everything that is behind it. It is used for performance optimization in areas where automatic occlusion from brushes and terrain don't work very well.

Params

Descriptions

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

CullDistRatio

Specifies at what distance the culling effect should stop occurring.

UseIndoors

Specifies if the occluder area should be working inside an indoor visarea.

OccluderPlane

An Occluder Plane can be used to occlude objects behind the plane. Like Occluder Area's, this typically isn't required because occlusion is done automatically through the assets, these can be used as a fallback method.

Params

Descriptions

Height

Specifies how high the occluder plane is.

DisplayFilled

Just for visibility in the editor this option defines if the plane should be rendered as filled or not.

CullDistRatio

Specifies at what distance the culling effect should stop occurring.

UseIndoors

Specifies if the occluder plane should work inside a visarea.

DoubleSide

Specifies if the occluder plane should work from both sides.

Portal

Please see the VisArea and Portals tutorial for more information.

Shape

This object lets you create a shape to which you can link triggers and other entities that should be enabled when the player enters or leaves the area shape.

Params

Descriptions

Width

Specifies how wide the entity is.

Height

Specifies how high the shape area should be (0 means infinite height).

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

GroupId

Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Closed

Sets if the area should be closed or if it should be just a line.

ObstructRoof

DEPRECATED - This enables if the roof should be obstructed.

ObstructFloor

DEPRECATED - This enables if the floor should be obstructed.

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

Agent_height

When Render_voxel_grid is enabled this determines the height - along the y axis - of the grid cells rendered.

Agent_width

When Render_voxel_grid is enabled this determines the height - along the x axis - of the grid cells rendered.

Render_voxel_grid

If true, voxel grid will be rendered when helpers are enabled.

voxel_offset_x

Offset voxel grid on the X axis.

voxel_offset_y

Offset voxel grid on the Y axis.

VisArea

Please see the VisArea and Portals tutorial for more information.

WaterVolume

Please see the WaterVolumes article for more information.

 

Area objects are used to create three (or some, two) dimensional zones in the level that can be used to trigger events, create lakes, isolate areas and more.

区域对象

“区域对象”用于在关卡中创建可用于触发事件的三维区域。通过 Rollup 栏访问“区域对象”。

AreaBox

通过该实体您可以创建一个 box,可以将触发器和当玩家进入或离开此 box 时应该启用的其他实体连接至此 box。

 

参数描述
区域编号设置区域编号,以便不同编号区域可重叠。
淡入区域以米为单位指定该 box 周围区域大小,用于淡入此 box 所附加的特效。仅在玩家处于 box 内时,特效才能 100% 被渲染,“淡入区域”开始时只渲染 0%。
宽度指定 box 的宽度。
长度指定 box 的长度。
高度指定该形状区域高度(0 为无限高度)。
组编号设置区域组编号,以便不同组编号区域可重叠。
优先级定义优先级,首先处理高优先级区域。
遮住屋顶需遮住屋顶时启用。
遮住楼层需遮住楼层时启用。
填充此选项在编辑器可见处定义区域是否应填充渲染。

区域范围

您可以将触发器和当玩家进入或离开此范围时应该启用的其他实体连接到此“区域范围”。

 

参数描述
区域编号设置区域编号,以便不同编号区域可重叠。
淡入区域以米为单位指定该 box 周围区域大小,用于淡入此 box 所附加的特效。仅在玩家处于 box 内时,特效才能 100% 被渲染,“淡入区域”开始时只渲染 0%。
半径指定范围的大小。
组编号设置区域的组编号,以便不同组编号区域可重叠。
优先级定义优先级,首先处理高优先级区域。
填充此选项在编辑器可见处定义区域是否应渲染为填充状态。

雾体积

过期。请通过渲染实体文件了解关于正确设置“雾体积实体”的信息。

辐照量

请参阅辐照量的子页了解什么是“辐照量”以及在 CryENGINE 中如何设置和使用的更多信息。

 

遮蔽物区域

此区域的功能相当于一面墙的高度,阻止引擎渲染后面所有的事物。此区域用于对因为 brush 和地形不太有效而产生自动遮蔽的区域进行性能优化。 

 

参数描述
Height选择 visarea 的高度。
DisplayFilled仅用于编辑器中的可见性,此选项定义了是否需要将区域填充着色。
CullDistRatio设置拣出特效不再有效的距离。
UseIndoors指定遮蔽物区域在室内 visarea 是否应该有效。
DoubleSide指定遮蔽物区域是否应该两面都有用。

Portal

请参阅 VisArea 与 Portal 教程了解更多信息。

 

形状

通过该实体可以创建一个形状,可以将触发器和当玩家进入或离开此区域形状时应该启用的其他实体连接至此形状。

 

参数描述
Width指定实体的宽度。
Height指定形状区域高度(0 为无限高度)。
AreaId设置区域编号,以便不同编号区域可重叠。
GroupId设置区域组编号,以便不同组编号区域可重叠。
Priority定义优先级,首先处理高优先级区域。
Closed设置区域是否关闭或是否只是一条直线上。
ObstructRoof需遮住屋顶时启用。
ObstructFloor需遮住楼层时启用。
DisplayFilled为了在编辑器中的可见性,此选项定义是否应将区域渲染为填充状态。

VisArea

请参阅 VisArea 与 Portal 教程了解更多信息。

 

水容量

可以使用水容量创建湖泊。

 

参数描述
Width指定体积的高度。
Length指定体积的长度。
AreaId设置区域编号,以便不同编号区域可重叠。
GroupId设置区域组编号,以便不同组编号区域可重叠。
Priority定义优先级,首先处理高优先级区域。
ObstructRoof需遮住屋顶时启用。
ObstructFloor需遮住楼层时启用。
DisplayFilled为了在编辑器中的可见性,此选项定义是否应将区域渲染为填充状态。
Depth指定湖泊的深度。
Speed指定水流动的速度。
FogDensity指定水下雾的浓度。
FogColor选择水下雾的颜色。
FogColorMultiplayer选择水下雾的颜色的亮度。
UScale指定水面(凹凸)纹理的水平重复拼贴程度。
VScale指定水面(凹凸)纹理的垂直重复拼贴程度。