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mapping:cawe:intro [2006-08-14 11:59] Carsten fixed typos, some text enhancements |
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. | ||
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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. |