ResourcesTable of contentsAIModelsResource Icon : AnimBanks & AnimClipsResource Icon : FontResource Icon : NOTE: the (...) will open the standard font selection dialog box (Windows XP version shown):
HeightMapsResource Icon : ![]() Created from a texture files, in the terrain editor module choose > Tools > Import Heightmaps. You can created heightmaps from tiff 16bits or ASCII XYZ file. Use it with a heightmap layer in the Terrain Editor or at terrain creation. HUDResource Icon :![]() HUD Editor MaterialsResource Icon :![]() Created from the dcc tools in the import model or scene process. Importer will handle ambient, diffuse, specular color, diffuse and ambient texture. Ambient texture will be set in the effect map 1 in modulate mode and will use mesh uv2 (if exist). Material Editor MeshesResource Icon : ![]() Created from the dcc tools in the import model or scene process. Importer will handle vertex position, normal, uv, skin weight and subsets. You can create simple shape in the Data Explorer "Create > Resource > Mesh". You can set a mesh on an object by drag'n'drop of a mesh from the DataExplorer or in the Scene Viewer/Explorer, right clic > Attributes > Shape > Set a mesh Data Explorer MoviesResource Icon :![]() You can import any type of movie, they will be converted in OGG because decoder is embeded in the engine. You can use them in the effect map 0 or 1 in the material editor and as Movie component in the HUD Editor. Data Explorer MusicsResource Icon :![]() You can import any type of audio file, they will be converted in OGG because decoder is embeded in the engine. Music are streamed from hardrive. Data Explorer ParticlesResource Icon :![]() Particle Editor PixelmapsResource Icon : ![]() You can create pixelmap in the DataExplorer > Create > Resource > PixelMap You can use pixelMap in the material editor ( Effect map 0 and 1) and as pixelMap component in the HUD Editor RendermapsResource Icon : ![]() You can create rendermap in the DataExplorer > Create > Resource > RenderMap You can use rendermap in the material editor ( Effect map 0 and 1) and as Rendermap component in the HUD Editor Reflector concept ScriptsResource Icon : ![]() Script file are created by the AIModel editor, each time you create a function, handler or state. Script files ( .lua ) can be edited in an external editor, when script are compiled .lub are created, lub are bytecode files. Script Editor SkeletonsResource Icon : ![]() Skeleton are created during the import process if the mesh have a valid skinning with bones. You can modify skelton binding in the import options. Data Explorer Sounds & SoundBanksResource Icon : ![]() ![]() You can import any type of audio file, they will be converted in OGG because decoder is embeded in the engine. Sound are entirely loaded from hardrive. Data Explorer and Sound concept. TextureClipsResource Icon : A texture clip is a set of texture with a GIF behavor, play speed is per seconde, if you have 5 textures in your texture clip play speed will be 5 pictures per second. You can use texure clip in the material editor (Effect map 0 and 1) Creation : Data Explorer > right clic on a set of texture > Create > Texture Clip TexturesResource Icon :![]() ShiVa will import texture when you import a scene / model. You can import a set of texture, Data Explorer > Import > Texture Texture size must be at least 8*8px Texture size must be power of 2 (8,16,32,64,128,256,512,1024,2048) You can use textures in the Material, HUD, Particle, Trail, Terrain editors... Texture DDZ A DDZ Texture is a zipped DDS Texture. TrailsResource Icon :![]() PolyTrail Editor |