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Bisschen official Background:
# The basics of SCape
SCape is the 3D engine that drives the games built using WorldEditor. In order to use WorldEditor and to be able to create your own worlds easily and effectively, it is necessary to get familiar with some of the basic concepts of the engine.
The basic concept of the engine is the one of entities. Everything that exist in a SCape game is an entity. The game itself is therefore creted by creating entities, modeling their appearance and adjusting their properties. Entities are divided into classes, and each entitiy exibits some general properties of its class, while the differences among entities are adjusted with their properties. For example, we can have two entities of the Light class, and they are both emanating light, what is common for that class, but they could perhaps have different intensity, what is just one property of each Light entity.
Regardless of its class, every entity has at least one property. That is its placement in the world space.
Depending on its rendering type, entities are divided into:
• Brushes,
• Models and
• Editor models.
#$Brushes
Brushes are base architectural elements for building worlds. Brushes are edited in WorldEditor using CSG operations, so that each brush entity has unique appearance. Brushes can move and rotate, but cannot be animated as the models can. Brushes provide exact collision data, by the ‘what you see is what you collide with’ principle.
Examples of brushes are: the WorldBase class, which represents the level arhitecture itself, doors, bridges etc.
Each brush is divided into sectors. A sector as a part of space ocupied by brush it can be closed (like a room) or open (like a box). Polygon that is between a sector and solid material is called wall. A polygon that is between two sectors is called portal. For example, if we have a house with two rooms in it, it might be organized in three sectors: the outside of the house (open sector) and the two rooms (two closed sectors). Each door and window in the house would be a portal.
The sectors are created implicitly during editing of the brush with CSG operations.
It is possible to create special effects and to optimize the world performance by splitting or joining sectors and by adjusting portals and walls and their properties.
# Models
Model entities are used for creatures, plants and items. They are more flexibile than brushes and can provide various animation and display effects. Models are lighted an a very simple approximate manner. A model can be much more complex than a brush at the same performance cost, but it does not look as good if it is very large and with little details.
Examples of models are most enemies, plants, vases etc. and the player itself.
The appearance of a model is not edited in WorldEditor, but is fixed. You can only use entity properties to notify class AI about specific variations in its look that are allowed by the class. I.e. if the class enables that, you can choose among different textures, models, sizes etc.
# Editor Models
Editor models are type of entities that cannot be seen in game by themselves, but raher act as holders for some other properties that are important in game.
Examples of editor models are lights, gravity force fields, content type markers, target markers for AI navigation etc.
# Overview of WorldEditor user interface
The user interface used in WorldEditor is based on a few simple paradigms.
Generally, WorldEditor is a multiple-document type of application just like many other popular application that you might have used. (Like text processors, spread sheets and picture editing programs.) In that way it should be simple for anyone who has already used some Windows applications to understand the document management used in WorldEditor. File opening, saving, manipulating with windows, menus, toolbar buttons and every other part of interface should be common to you and will not be explained here.
When viewing a world in WorldEditor, you are using a special viewer-object paradigm to focus on your target of interest, i.e. the part of the world which you want to observe and edit.
For adding new components to a world, like new entities, template brushes or textures, it is easiest to use the intuitive drag-and-drop interface. For example, you can just drag any texture file (in CroTeam texture format, with ‘.tex’ extension) and drop it onto a polygon in the world and the polygon with become textured with that texture. Or if you want to put an enemy on in the room, just drag the class file of the desired class to a place in the room and drop it there. Although it is possible to drag a file from a directory window, from Windows Explorer, or any other application, it is not very convenient. To simplify browsing of the needed files, WorldEditor is empowered with a very flexibile browser window, where you can create you own virtual directory tree.
The two most important features of WorldEditor are:
• brush editing using CSG operations and
• entity property editing.
Each edited document can be in one of four editing modes:
• polygon,
• sector,
• entity and
• CSG.
The current editing mode is indicated in the status bar at the lower right hand side of the screen, together with numerical data of the property that you might be currently editing using the mouse.
The first three modes are cycled with the TAB button, while the fourth is activated by either creating a primitive or dragging a template brush onto the document window. You can exit the CSG mode by either applying or canceling the current CSG operation.
Since each mode uses many commands that are usually combinations of holding some keys on the keyboard, pressing some mouse buttons and moving the mouse, it is convenient to look at the status bar at the lower left hand side of the screen where there is always a hint about current editing comands. Try pressing some of the keys that are written there while above a document window to see different messages.
# CSG operations
CSG stands for Constructive Solid Geometry and is a way of creating solid bodies by applying the so called ‘Boolean operations’ to simple solids which are also known as ‘primitives’.
Primitives supported by the World Editor are regular prysms and pyramids which can be deformed by adjusting their parameters and by dragging their vertices.
It is also possible and quite usefull, to create the so called ‘templates’. Any world saved in world editor can be used as a template. For example, you can create spiral stairways, set their texture and perhaps add some lights or other items to it. Then you save it in a file and add it to the browser window. Now you can use it as a template. You can perhaps create a room and then add the spiral stairways to the room.
Creating a primitive
To create a primitive, press the Create Primitive toolbar button . A simple primitive appears on the world, Info tool-window appears and the editor enters the CSG mode. Note that the primitive has not yet become an integral part of the world. It is still in a separate world called second layer and you can move it around using the CTRL key and combinations of mouse buttons. See moving and rotating.
You can also change the size and shape of the primitive by changing the numbers in the Info window. Primitive can be resized by pressing CTRL+SHIFT and dragging one of its sides with left mouse button, usually in an isometric projection window. To shear the primitive press CTRL+SHIFT and drag the top side of the primitive with the right mouse button.
The primitive can be adjusted manually to exactly fit some shape by dragging its vertices, what is done with only the left mouse button.
To set texture for the primitive, just double click the desired texture in the browser window.
When you are satisfied with the shape and placement of the primitive, you can apply one of the CSG operations to it. The most common operations used are Add which will add the primitive to the world and Remove which will substract it from the world. If you do not wish to apply any CSG, just press the Cancel CSG toolbar button.
Using templates for CSG operations
You just drag the template from the browser window and drop it somewhere in the world you are editing. It will appear in the second layer and you can change its placement just as with a primitive, just that you cannot change its shape and size.
# Viewing in WorldEditor
World Editor uses a specific viewing technique which enables automatic synchronization among different 3D views of same document. A document window (also known as a ‘child frame’) can contain up to four views of the document. Those are usually three isometric views (top-down, front and side view) and one perspective view. All the views in one child frame are always synchronised to show the same target in the world. To acomplish that the frame tracks positions of the current target and the position of the viewer relative to the target. The important thing to notice is that the viewer can only be rotated around the target and zoomed closer/futher of the target. The viewer cannot move itself, but is rather moved by moving the target.
All moving of viewer and target is done by holding down SPACE and some combination of mouse buttons and moving the mouse while above a view:
• both mouse buttons - rotates viewer around
SCape is the 3D engine that drives the games built using WorldEditor. In order to use WorldEditor and to be able to create your own worlds easily and effectively, it is necessary to get familiar with some of the basic concepts of the engine.
The basic concept of the engine is the one of entities. Everything that exist in a SCape game is an entity. The game itself is therefore creted by creating entities, modeling their appearance and adjusting their properties. Entities are divided into classes, and each entitiy exibits some general properties of its class, while the differences among entities are adjusted with their properties. For example, we can have two entities of the Light class, and they are both emanating light, what is common for that class, but they could perhaps have different intensity, what is just one property of each Light entity.
Regardless of its class, every entity has at least one property. That is its placement in the world space.
Depending on its rendering type, entities are divided into:
• Brushes,
• Models and
• Editor models.
#$Brushes
Brushes are base architectural elements for building worlds. Brushes are edited in WorldEditor using CSG operations, so that each brush entity has unique appearance. Brushes can move and rotate, but cannot be animated as the models can. Brushes provide exact collision data, by the ‘what you see is what you collide with’ principle.
Examples of brushes are: the WorldBase class, which represents the level arhitecture itself, doors, bridges etc.
Each brush is divided into sectors. A sector as a part of space ocupied by brush it can be closed (like a room) or open (like a box). Polygon that is between a sector and solid material is called wall. A polygon that is between two sectors is called portal. For example, if we have a house with two rooms in it, it might be organized in three sectors: the outside of the house (open sector) and the two rooms (two closed sectors). Each door and window in the house would be a portal.
The sectors are created implicitly during editing of the brush with CSG operations.
It is possible to create special effects and to optimize the world performance by splitting or joining sectors and by adjusting portals and walls and their properties.
# Models
Model entities are used for creatures, plants and items. They are more flexibile than brushes and can provide various animation and display effects. Models are lighted an a very simple approximate manner. A model can be much more complex than a brush at the same performance cost, but it does not look as good if it is very large and with little details.
Examples of models are most enemies, plants, vases etc. and the player itself.
The appearance of a model is not edited in WorldEditor, but is fixed. You can only use entity properties to notify class AI about specific variations in its look that are allowed by the class. I.e. if the class enables that, you can choose among different textures, models, sizes etc.
# Editor Models
Editor models are type of entities that cannot be seen in game by themselves, but raher act as holders for some other properties that are important in game.
Examples of editor models are lights, gravity force fields, content type markers, target markers for AI navigation etc.
# Overview of WorldEditor user interface
The user interface used in WorldEditor is based on a few simple paradigms.
Generally, WorldEditor is a multiple-document type of application just like many other popular application that you might have used. (Like text processors, spread sheets and picture editing programs.) In that way it should be simple for anyone who has already used some Windows applications to understand the document management used in WorldEditor. File opening, saving, manipulating with windows, menus, toolbar buttons and every other part of interface should be common to you and will not be explained here.
When viewing a world in WorldEditor, you are using a special viewer-object paradigm to focus on your target of interest, i.e. the part of the world which you want to observe and edit.
For adding new components to a world, like new entities, template brushes or textures, it is easiest to use the intuitive drag-and-drop interface. For example, you can just drag any texture file (in CroTeam texture format, with ‘.tex’ extension) and drop it onto a polygon in the world and the polygon with become textured with that texture. Or if you want to put an enemy on in the room, just drag the class file of the desired class to a place in the room and drop it there. Although it is possible to drag a file from a directory window, from Windows Explorer, or any other application, it is not very convenient. To simplify browsing of the needed files, WorldEditor is empowered with a very flexibile browser window, where you can create you own virtual directory tree.
The two most important features of WorldEditor are:
• brush editing using CSG operations and
• entity property editing.
Each edited document can be in one of four editing modes:
• polygon,
• sector,
• entity and
• CSG.
The current editing mode is indicated in the status bar at the lower right hand side of the screen, together with numerical data of the property that you might be currently editing using the mouse.
The first three modes are cycled with the TAB button, while the fourth is activated by either creating a primitive or dragging a template brush onto the document window. You can exit the CSG mode by either applying or canceling the current CSG operation.
Since each mode uses many commands that are usually combinations of holding some keys on the keyboard, pressing some mouse buttons and moving the mouse, it is convenient to look at the status bar at the lower left hand side of the screen where there is always a hint about current editing comands. Try pressing some of the keys that are written there while above a document window to see different messages.
# CSG operations
CSG stands for Constructive Solid Geometry and is a way of creating solid bodies by applying the so called ‘Boolean operations’ to simple solids which are also known as ‘primitives’.
Primitives supported by the World Editor are regular prysms and pyramids which can be deformed by adjusting their parameters and by dragging their vertices.
It is also possible and quite usefull, to create the so called ‘templates’. Any world saved in world editor can be used as a template. For example, you can create spiral stairways, set their texture and perhaps add some lights or other items to it. Then you save it in a file and add it to the browser window. Now you can use it as a template. You can perhaps create a room and then add the spiral stairways to the room.
Creating a primitive
To create a primitive, press the Create Primitive toolbar button . A simple primitive appears on the world, Info tool-window appears and the editor enters the CSG mode. Note that the primitive has not yet become an integral part of the world. It is still in a separate world called second layer and you can move it around using the CTRL key and combinations of mouse buttons. See moving and rotating.
You can also change the size and shape of the primitive by changing the numbers in the Info window. Primitive can be resized by pressing CTRL+SHIFT and dragging one of its sides with left mouse button, usually in an isometric projection window. To shear the primitive press CTRL+SHIFT and drag the top side of the primitive with the right mouse button.
The primitive can be adjusted manually to exactly fit some shape by dragging its vertices, what is done with only the left mouse button.
To set texture for the primitive, just double click the desired texture in the browser window.
When you are satisfied with the shape and placement of the primitive, you can apply one of the CSG operations to it. The most common operations used are Add which will add the primitive to the world and Remove which will substract it from the world. If you do not wish to apply any CSG, just press the Cancel CSG toolbar button.
Using templates for CSG operations
You just drag the template from the browser window and drop it somewhere in the world you are editing. It will appear in the second layer and you can change its placement just as with a primitive, just that you cannot change its shape and size.
# Viewing in WorldEditor
World Editor uses a specific viewing technique which enables automatic synchronization among different 3D views of same document. A document window (also known as a ‘child frame’) can contain up to four views of the document. Those are usually three isometric views (top-down, front and side view) and one perspective view. All the views in one child frame are always synchronised to show the same target in the world. To acomplish that the frame tracks positions of the current target and the position of the viewer relative to the target. The important thing to notice is that the viewer can only be rotated around the target and zoomed closer/futher of the target. The viewer cannot move itself, but is rather moved by moving the target.
All moving of viewer and target is done by holding down SPACE and some combination of mouse buttons and moving the mouse while above a view:
• both mouse buttons - rotates viewer around