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mapping:cawe:intro [2006-07-30 00:38]
127.0.0.1 (old revision restored)
mapping:cawe:intro [2013-01-07 12:07] (current)
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 Modelling really complex surfaces can be difficult with brushes alone, especially if the surfaces should be curved, organic, or very big. Modelling really complex surfaces can be difficult with brushes alone, especially if the surfaces should be curved, organic, or very big.
-Ca3DE and CaWE therefore provide two additional basic elements that complement brushes:+Cafu and CaWE therefore provide two additional basic elements that complement brushes:
 //Bezier patches// are curved surfaces that you can imagine like bent or stamped metal plates. //Bezier patches// are curved surfaces that you can imagine like bent or stamped metal plates.
 They can be used to model pipes, curves, smooth archs, and many other organic objects. They can be used to model pipes, curves, smooth archs, and many other organic objects.
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 //​Entities//​ define and represent all other interesting things in a world, and they come in two flavours: //​Entities//​ define and represent all other interesting things in a world, and they come in two flavours:
  
-  * **Point-based entities** exist at a specific coordinate in space and be can be thought of as a reference point. Although these entities may refer to objects that actually have a volume, for example a monster, they are only treated as points in CaWE, and the Ca3D-Engine ​provides the volume later in the game. An example is a monster entity: In CaWE, it just represents the point where the monster will be, in Ca3DE, it will acutally be there.+  * **Point-based entities** exist at a specific coordinate in space and can be thought of as a reference point. Although these entities may refer to objects that actually have a volume, for example a monster, they are only treated as points in CaWE, and the Cafu engine ​provides the volume later in the game. An example is a monster entity: In CaWE, it just represents the point where the monster will be, in Cafu, it will acutally be there.
   * **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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 Eventually you will populate your world with more entities that bring your creation 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 Cafu 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.
 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.1154212708.txt.gz · Last modified: 2013-01-07 12:07 (external edit)