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mapping:cawe:intro [2006-04-30 16:33]
Thrawn changed the compiling link to the new tutorial
mapping:cawe:intro [2006-08-13 06:15]
stephen
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 They'​re also treated specially by the engine and have very high performance. They'​re also treated specially by the engine and have very high performance.
 The creation of terrains is detailed at [[mapping:​cawe:​editingtools#​newterrain]]. The creation of terrains is detailed at [[mapping:​cawe:​editingtools#​newterrain]].
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 ===== Entities ===== ===== Entities =====
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   * **Brush-based entities** are related to at least one brush or bezier patch and thus have a volume. Examples for brush based entities include doors and platforms, bodies of water, area triggers, etc.   * **Brush-based entities** are related to at least one brush or bezier patch and thus have a volume. Examples for brush based entities include doors and platforms, bodies of water, area triggers, etc.
  
-The creation of entities is detailed at [[mapping:​cawe:​editingtools#​newentity]].+The creation of entities is detailed at [[mapping:​cawe:​editingtools#​newentity]]. You can see a list of Ca3DE'​s entities at the [[mapping:​cawe:​reference:​entityguide|Entity Guide]].
  
  
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 By combining these simple components, you can create stunningly virtual worlds whose number of variants is virtually unlimited. By combining these simple components, you can create stunningly virtual worlds whose number of variants is virtually unlimited.
 Starting with a rough outline of brushes and possibly terrains, you can fill in architectural detail with other brushes, patches and entities. Starting with a rough outline of brushes and possibly terrains, you can fill in architectural detail with other brushes, patches and entities.
-Eventually you will populate your world with more entities that bring your creating ​to life.+Eventually you will populate your world with more entities that bring your creation ​to life.
  
 The final step in making a world is compiling it so that it can be run with the Ca3D-Engine. The final step in making a world is compiling it so that it can be run with the Ca3D-Engine.
 This is a quite complex process that precomputes visibility, lighting and many other details. This is a quite complex process that precomputes visibility, lighting and many other details.
-Future versions of CaWE will come with a great tool to make compiling much easier, +However, ​CaWE has a great built-in facility ​to make the compilation process as easy as possible for you
-but until then a little typing at the command-line must be done to run the compilers+The article [[mapping:​compiling_new]] ​has more information about how CaWE assists in compiling maps.
-It's still easy to manage, and discussed in detail in the article [[mapping:​compiling_new]]. +
mapping/cawe/intro.txt · Last modified: 2013-01-07 12:07 (external edit)