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mapping:cawe:intro [2007-10-04 10:12]
Joern typo corrected
mapping:cawe:intro [2013-01-07 12:07] (current)
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 +====== Introduction to Editing ======
  
 +===== Brushes =====
 +
 +Do you know how a Lego model or a real house is built from bricks?
 +Invidividual,​ small bricks are combined to form a complex architectural structure.
 +CaWE works principally in the same way, and thus if you can visualize how individual bricks form a model or a big building,
 +you will find it easy to grasp the concepts behind CaWE.
 +
 +In CaWE, the bricks are called //​brushes//,​ and they come in several shapes: blocks, wedges, cylinders, pyramids etc.
 +Moreover, you can modify the default brushes in many ways. They can be scaled, sheared, mirrored, cut in pieces, carved and so on.
 +You can create an arbitrary big number of these brushes in any shape you like, and use and combine them for building
 +the matter that forms your world: walls, floors, roofs, furniture, rocks, ... .
 +Brushes eventually get //​materials//​ assigned that represent the surface properties of that brush,
 +as for example rock, glass, concrete, sand or water.
 +The creation of brushes is detailed at [[mapping:​cawe:​editingtools#​newbrush]].
 +
 +
 +===== Bezier Patches and Terrains =====
 +
 +Modelling really complex surfaces can be difficult with brushes alone, especially if the surfaces should be curved, organic, or very big.
 +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.
 +They can be used to model pipes, curves, smooth archs, and many other organic objects.
 +The creation of bezier patches is detailed at [[mapping:​cawe:​editingtools#​newbezierpatch]].
 +//​Terrains//​ are similar, but as their name suggests, aim at surfaces that are much bigger and more irregular.
 +They'​re also treated specially by the engine and have very high performance.
 +The creation of terrains is detailed at [[mapping:​cawe:​editingtools#​newterrain]].
 +
 +
 +===== Entities =====
 +
 +//​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 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.
 +
 +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 =====
 +
 +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.
 +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.
 +Examples include models for furniture, statues, household or laboratory inventory, vehicles, etc.
 +
 +
 +===== Putting it All Together =====
 +
 +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.
 +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 Cafu engine.
 +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.
 +The article [[mapping:​compiling_new]] has more information about how CaWE assists in compiling maps.