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Updated Map Edit (markdown)
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Map-Edit.md
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Map-Edit.md
@ -40,32 +40,42 @@ From here you can view the collidable geometry of the zone in grey, the non-coll
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From here you see various options:
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From here you see various options:
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* Render Collidable Mesh: A checkbox that controls whether the grey geometry is drawn.
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* **Render Collidable Mesh** A checkbox that controls whether the grey geometry is drawn.
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* Render Non-Collidable Mesh: A checkbox that controls whether the light blue geometry is drawn.
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* **Render Non-Collidable Mesh** A checkbox that controls whether the light blue geometry is drawn.
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* Render Bounding Box: A checkbox that controls whether the bounding box is drawn.
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* **Render Bounding Box** A checkbox that controls whether the bounding box is drawn.
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* Enable backface culling: A checkbox that controls whether polygons facing away from the camera are drawn. (See example below)
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* **Enable Backface Culling** A checkbox that controls whether polygons facing away from the camera are drawn. (See example below)
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* Bounding Box: Six sliders that let you control the bounding box used by this zone, you can CTRL+Click on the values to be able to manually type in a value.
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* **Bounding Box** Six sliders that let you control the bounding box used by this zone, you can CTRL+Click on the values to be able to manually type in a value.
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* Render Volumes: A checkbox that controls whether eqg volumes(watermaps) are rendered (s3d volumes/watermaps are never rendered).
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* **Render Volumes** A checkbox that controls whether EQG volumes (watermaps) are rendered (s3d volumes/watermaps are never rendered).
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<p align="center">
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<img src="/EQEmu/Server/wiki/images/map-edit/06_backface_culling_off.png?raw=true">
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</p>
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This is a visual example of backface culling enabled which proves useful for being able to see in zone detail for some indoor zones.
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This is a visual example of backface culling enabled which proves useful for being able to see in zone detail for some indoor zones.
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#### Next we need to enable the Navigation module. Navigate to the Modules menu and select Navigation.
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* Next we need to enable the Navigation module. Navigate to the Modules menu and select Navigation.
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<p align="center">
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<img src="/EQEmu/Server/wiki/images/map-edit/07_modules.png?raw=true">
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</p>
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#### Now that navigation is enabled you will see Navigation and NavMesh properties windows.
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* Now that navigation is enabled you will see Navigation and NavMesh properties windows.
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<p align="center">
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<img src="/EQEmu/Server/wiki/images/map-edit/08_navigation_gen.png?raw=true">
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</p>
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The tools let you switch between three different modes of operation: NavMesh Generation, Connections and Testing.
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The tools let you switch between three different modes of operation: NavMesh Generation, Connections and Testing.
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#### Lets generate an initial NavMesh, scroll to the bottom of NavMesh Properties window and click on Build All NavMesh Tiles.
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Lets generate an initial NavMesh, scroll to the bottom of NavMesh Properties window and click on Build All NavMesh Tiles.
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****
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<p align="center">
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<img src="/EQEmu/Server/wiki/images/map-edit/09_navigation_gen.png?raw=true">
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</p>
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****
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<p align="center">
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<img src="/EQEmu/Server/wiki/images/map-edit/10_navigation_gen_after.png?raw=true">
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</p>
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After a time a mesh will be generated and will show as blue overlay on the geometry. This is a small graph of walkable polygons and works quite well in most places.
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After a time a mesh will be generated and will show as blue overlay on the geometry. This is a small graph of walkable polygons and works quite well in most places.
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