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mapping:cawe:intro [2006-05-04 17:37]
Carsten Updated text to take new CaWE "Compile" menu into account.
mapping:cawe:intro [2006-08-14 11:59]
Carsten fixed typos, some text enhancements
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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 described in the [[mapping:​cawe:​editingtools:newentity|New Entity tool]] documentation. 
 +A list with a description of all available entity types can be found in the [[mapping:​cawe:​reference:​entityguide|Entity Guide]].
  
  
 ===== Static Detail Models ===== ===== Static Detail Models =====
  
-While //static detail models// are really ​only a specific ​type of entity, they provide another powerful means to +While //static detail models// are really ​nothing more than (point-based) entities of type ''​static_detail_model''​, they provide another powerful means to augment the detail in your world in a way that is not easy or even impossible to achieve with brushes, bezier patches and terrains alone. 
-augment the detail in your world in a way that is not easy or even impossible to achieve with brushes, bezier patches and terrains alone. +Such models can be imported from your favourite 3D modelling program, they can be arbitrarily complex, and they can for example be under the control of a level-of-detail system. 
-Such models can be imported from your favourite 3D modelling program, they can be arbitrarily complex, +Examples include models for furniture, statues, household ​or laboratory ​inventory, vehicles, etc. 
-and they can for example be under the control of a level-of-detail system. +
-Examples include models for furniture, statues, household inventory, vehicles, etc. +
-A description of all available entity types is available at [[mapping:​cawe:​reference:​entityguide]].+
  
 ===== Putting it All Together ===== ===== Putting it All Together =====
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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.
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 However, CaWE has a great built-in facility to make the compilation process as easy as possible for you. However, CaWE has a great built-in facility to make the compilation process as easy as possible for you.
 The article [[mapping:​compiling_new]] has more information about how CaWE assists in compiling maps. The article [[mapping:​compiling_new]] has more information about how CaWE assists in compiling maps.
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mapping/cawe/intro.txt · Last modified: 2013-01-07 12:07 (external edit)