Overview

Brushes are solid objects that cannot be modified or moved dynamically during gameplay, except if they have a break-point specified in the asset file, for example a breakable wooden shack.

Typically brushes are static objects placed in the world. They are one of the cheapest rendered objects in the world as they don't have any of the entity or physics overhead of other objects.

A large percentage of the visual structures in your worlds will probably be constructed using brushes.

Object Browser and Preview

The Browser pane shows the contents of the <root>\GameSDK\Objects.pak file (or more precisely, the <root>\GameSDK\Objects\*.* folder) and contains objects such as weapons, vehicles, and props.

The total number of files is listed at the bottom of the pane.

Filter

The Filter text box enables you to display objects with a selected keyword in the title. To use it, simply start typing into the filter box and the browser list will filter out any objects that don't match the current search.

The number of files matching the search will be displayed under the Filter text box.

Reload

Click Reload when you add a new object to the library, when you change an object in the DCC package and want the geometry to be updated, or to make the filter take effect.

Object Preview

A preview of the selected object will be displayed in this section.

Brush Params

Once you have placed a Brush in the level, select it to view its properties.

Brush Params are a basic set of parameters shared by all Brushes.

Parameter

Description

Geometry

This option specifies the geometry that needs to be used for the object.

NoCollision

Deprecated, see CollisionFiltering - Turn On/Off physical collision for the brush.

CollisionFiltering Type

See Collision Classes for more information.

CollisionFiltering Ignore

See Collision Classes for more information.

OutdoorOnly

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

CastShadowMaps

When this option is set, the object will cast shadows onto other geometry/terrain/etc.

RainOccluder

Set the brush to occlude rain, this works in conjunction with Rain Entity.
If your level does contain rain, you should set this wisely, as there is a limit of 512 objects that can occlude at any given time.

SupportSecondVisarea

Normally, objects are considered to be in only one visarea.
This option allows them to be added to multiple visareas if their bounding box overlaps them, at the cost of some performance.
Without this option, some large objects may not be displayed when viewed through portals in certain situations.

Hideable

When this option is set, AI will use this object as a hiding spot, using the specified hide point type.

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 object can be seen.

MeshIntegrationType

Deprecated

NotTriangulate

Deprecated, Pre-MNM - When this option is set, this object will not be considered part of the AI triangulation system.

AIRadius

Deprecated, Pre-MNM - This option specifies the radius that will be used for the object by the AI triangulation system.

NoStaticDecals

When this option is set, decals will not project onto the object.

NoAmnbShadowCaster

When this option is set, no ambient shadows will be cast.

RecvWind

When this option is set, the object will be affected by the level wind.

Bending

When RecvWind is checked and wind is setup in the level, this will define how much the brush is affected by wind.

Occluder

Used for the construction of a level occlusion mesh.

DrawLast

This function is exposed to give per-object control over alpha-sorting issues. An example can be seen below.

DrawLast

The DrawLast checkbox gives designers per-object control over alpha-sorting issues such as particle effects in front of glass objects.

In the example seen below, the background glass dome panels use 50% opacity and are incorrectly rendered in front of the particle effect.

By setting DrawLast to true for the background dome object, the engine knows that any alpha based objects rendered between the player and itself should take ordering priority.

DrawLast FalseDrawLast True

 

 

The brush parameters are explained in this topic.

综述

Brush 是一个不能修改的实体对象,除非如果它们在资源文件中有指定断点,例如房屋。通常 Brush 作为静态对象放置在世界中,它们是世界中最便宜的渲染对象之一,因为它们没有其他对象的任何实体或物理开销。世界中占有相当大百分比的可视结构将会使用 brush 来构造。

浏览器和对象预览概述

浏览器窗格显示的是 Game\Objects.pak 文件的内容并包含诸如武器、交通工具和道具等对象。文件的数量列在窗格底部。

 

过滤器

在过滤器文本框中,您可以使用在标题中选择的关键字显示对象,输入*关键字* 然后单击*重载*或按 Enter 键,则在浏览器列表中将只显示与关键字相匹配的条目。将会在“过滤器”文本框下显示包含有输入关键字的文件的数量。

重载

当添加一个新对象到库中时,当在 DCC 包中改变一个对象且需要更新几何体或使过滤器生效时,请单击*重载*。

对象预览

此部分将会显示已选对象的预览。

Brush 参数

一旦在关卡中放置了 Brush,则选择它并查看其属性。

 

Brush 参数是所有 Brush 共享参数的基本设置。

参数描述
几何体此选项指定了用于对象所需的几何体。
无碰撞打开/关闭 brush 的物理碰撞。
仅限于户外设置此选项时,在可视区域范围内将不会渲染对象。
投射阴影贴图设置此选项时,对象将会把阴影投射到其他几何体上。
雨遮挡物设置 brush 以遮挡雨,这在和雨实体联系起来的时候才可用。
支持第二可视区域一般情况下,通常认为对象仅在一个可视区域内。当它们的边界框与它们重叠时该选项允许以牺牲某些性能为代价将它们添加到多个可视区域中。如果没有该选项,一些大的对象可能在特定情况下通过门户端口查看时不能被显示。
可隐藏设置此选项时, AI 将使用指定的隐藏点类型把此对象用作隐藏点。
细节层次比例定义在距离当前摄像机位置多远的地方,将使用不同细节层次模式的对象。
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。
网络集成类型过期
NotTriangulate设置此选项时,将不会将此选项视作 AI 三角测量系统的一部分。
AI 半径此选项指定了 AI 三角测量系统使用的半径。
没有静态贴花设置此选项时,贴花将不会投影到对象上。
NoAmnbShadowCaster设置此选项时,将不会投影环境阴影。
受风设置此选项时,对象将受到关卡风的影响。