Create Objects: Difference between revisions
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=== '''Assets''' === | === '''Assets''' === | ||
Skin | |||
Mesh | |||
'''Mesh Variant:''' Static Prop Mesh Variant, some asset's mesh can be edited. | |||
[[File:Assets1.png|border|473x473px]][[File:Assets2.png|border|474x474px]] | |||
'''Skin''': Static Prop Skin, some asset's skin can be edited. | |||
[[File:Assets3.png|border|486x486px]][[File:Assets4.png|border|463x463px]] | |||
'''Masked Color:''' Change color of masked part of mesh. | |||
[[File:Assets5.png|border|929x929px]] | |||
'''Emission Color''': Custom emission color. | |||
[[File:Assets6.png|border|931x931px]] | |||
'''Emission Scale''': Custom emission scale. | |||
[[File:Assets7.png|border]] | |||
'''Simulate Physics''': Enable Physics Simulation on this Static Mesh. | |||
'''No collision''': No Collision (Not-solid) by default. |
Revision as of 18:35, 19 July 2023
This chapter will introduce various objects used to create scenes in GamingGrid.
Primitives
There are 6 kind of primitives available in GamingGrid(Cone/Cube/Cylinder/Plane/Sphere/Wedge).
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Mesh Pivot: Desired Pivot
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- Set where the Pivot indicator appears: center/corner/bottom
Material: choose a material texture for the primitive.
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World Align Texture: Use World-Aligned Texture Coordinates, Or Not.
U Offset & V Offset: Texcoord Offset(Horizontal & Vertical), but not available for World Align Texture.
UV Rotation: Rotate The Texture.
U Scale & V Scale: Texcoord Scale(Horizontal & Vertical)
Color 0: Multiply the base texture color. For the Neon material, this is the Neon Color.
Color 1: If material supports emission, this is the emission color multiplier(Not used by Neon Material).
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Illusionary: Illusionary(Non-Solid)has no Collisions whatsoever.
Movement Func: Simulate Primitive with movement(Rotating/Platform/Train)
- Rotating:
- Spawnflags:
-
- Start On: Start rotating immediately.
- Rotate Backward: Rotate in the opposite direction by default.
- Rotation: X/Y/Z-Axis: Rotate around the X(Red)/Y(Green)/Z(Blue)Axis(Default).
- Accel/Decel: Accelerate/Decelerate to max speed when Toggled, otherwise change speed immediately.
- Max Rotation Speed: The maximum rotation speed, in degrees per second.
- Rotational Friction: The amount of rotational friction. Value must be between 0 and 100%.
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
- Outputs:
- OnGetSpeed: Fired when the GetSpeed input is called. The current speed is passed with this output.
- OnStarted: Fired when rotation is started.
- OnStopped: Fired when rotation is stopped.
- Platform:
- Platform Height: Height that the platform moves.
- Start At Top: Start with platform up to top height at begin play, instead of starting location.
- Top Yaw Rotation: Final Yaw rotation of the platform at the top. The rotation is relative to the initial rotation,
- e.g. 180 would mean when it reaches the top the platform is rotated 180 degrees from it's starting rotation.
- Manual Input: Platform can only be moved by input'ManualMove'.
- Platform Movement Speed: Speed that the platform moves.
- Auto-Move: Start moving automatically, oscillating between top and bottom.
- Auto-Move Delay: When reaching top/bottom, wait this many seconds before moving again.
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
- Outputs:
- OnStartMove: Fired when Platform starts moving.
- OnStopMove: Fired when Platform stops moving.
- OnReachedTop: Fired when Platform reaches the top.
- OnReachedBottom: Fired when Platform reaches the bottom.
- OnBlocked: Fired when Platform is blocked for movement.
- Train:
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
Fracturable: Can this object be fractured.
- Objects will always break in it's Y-axis direction.
- When an object break, it would remains on other objects it is connected to.
- Max Durability: Damage required until glass cracks/non-glass breaks apart.
- Should Respawn: Should this fracturable respawn.
- Respawn Time: Time before the fracturable will respawn.
- Fracture Flags: Reset to default value.
- Input-Only: Ignores all damage/impact, only breaks via the break input.
- Break on Touch: Break only when a player or npc touches.
- Break on Physics, immediately: Break when any simulated physical object touches, immediately.
- Ignore damage/impact: Ignore damage, use in conjunction with Break on touch/physics flags.
Surface Override: Override the physical surface, instead of using the actual material type.
Logic
Interaction
I/O
Jump Pad
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- Info Target: Can be used as the target position of the Jump Pad.
- Edit the Target Name:
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- Target Name for I/O scripting fire inputs.
- Jump Pad 1: A default Jump Pad asset, player can use any other asset to change it, a chair/desk for example.
- Jump Pad Volume: A trigger to make characters Jump into the air.
- Target Destination: Name of an Info Target to use. Velocity will be calculated automatically to reach it. Will calculate for an ARC.
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- Jump Velocity: If not using a target, use this speed in the upward direction.
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- Jump Sound: Sound to play when launching objects(Silent/Default/Sci-Fi)
Ladder
- Ladder Type: Ladder Material Type(wood/metal).
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- Player can also use some Functional Asset of Ladders.
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- Ladder Height: Edit the Height to match the scenes.
Teleport
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- Teleport Destination: Final position of object finish Teleport.
-
- Target Name: Target Name for I/O scripting to fire inputs.
- Override Exit Velocity: Enable the Exit Velocity.
- Exit Velocity: Exit Speed; When object is teleported, additional velocity will be added towards the direction of the exit point.
- Reset Exit Rotation: When object is teleported, make the object face the direction of the exit point. If false, they will have their original world rotation
- Teleport Volume: A trigger to Teleport an object to another position.
-
- Teleport Destination: Name of the teleport destination.
- Teleporter1: A default Teleporter asset, player can use any other asset to change it.
-
- Player can use these objects to make a teleport.
Lights
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Point Light
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- Start On: If there is no Target Name and this light is OFF, it will not be saved.
- Light Color: Select Color of Lights.
- Light Intensity: Edit the light intensity.
- Source Radius: Light Source Radius.
- Source Length: Light Source Length.
- Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
- Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
- Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
- Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
- Custom Light Style: Custom Style string. It is ignored if preset is selected above.
- Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.
Rect Light
- Start On: If there is no Target Name and this light is OFF, it will not be saved.
- Light Color: Select Color of Lights.
- Light Intensity: Edit the light intensity.
- Barn Door Angle & Barn Door Length
- Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
- Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
- Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
- Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
- Custom Light Style: Custom Style string. It is ignored if preset is selected above.
- Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.
Spot Light
- Start On: If there is no Target Name and this light is OFF, it will not be saved.
- Light Color: Select Color of Lights.
- Light Intensity: Edit the light intensity.
- Source Radius: Light Source Radius.
- Source Length: Light Source Length.
- Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
- Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
- Inner Cone Angle & Outer Cone Angle
- Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
- Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
- Custom Light Style: Custom Style string. It is ignored if preset is selected above.
- Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.
Assets
Mesh Variant: Static Prop Mesh Variant, some asset's mesh can be edited.
Skin: Static Prop Skin, some asset's skin can be edited.
Masked Color: Change color of masked part of mesh.
Emission Color: Custom emission color.
Emission Scale: Custom emission scale.
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Simulate Physics: Enable Physics Simulation on this Static Mesh.
No collision: No Collision (Not-solid) by default.