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model_properties [2017/11/27 08:01]
justin
model_properties [2019/09/04 15:06] (current)
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 ^Icon^Property^Description^ ^Icon^Property^Description^
 |{{:​wiki:​tag_blue.png?​nolink|}}|Tags|Allows you to assign one or more keywords that describe the model (e.g. a wooden chair could be given the tags "​furniture"​ and "​wooden"​). These tags can then be selected from the filter dropdown at the top of the resource selection panel.| |{{:​wiki:​tag_blue.png?​nolink|}}|Tags|Allows you to assign one or more keywords that describe the model (e.g. a wooden chair could be given the tags "​furniture"​ and "​wooden"​). These tags can then be selected from the filter dropdown at the top of the resource selection panel.|
-|{{:wiki:eye.png?​nolink|}}|Blocks ​Line of Sight|Determines whether or not this model will block a [[character|character'​s]] line of sight. This is used by the experimental [[fog of war]] feature and will be used in other line of sight calculations in the future. See [Set Entity Blocks Sight]].| +|{{:wiki:eye_hide.png?​nolink|}}|Blocks Sight|Determines whether or not this model will block a [[character|character'​s]] line of sight. This is used by the experimental [[fog of war]] feature and will be used in other line of sight calculations in the future. See [[Set Entity Blocks Sight]].| 
-|{{:wiki:lightbulb.png?​nolink|}}|Light Source|When enabled, the model will act as a light source and emit light outward. A marker icon will be displayed in the 3D view to indicate the light'​s position. See [[Positional Light]] for more details.| +|{{:wiki:light.png?​nolink|}}|Light Source|When enabled, the model will act as a light source and emit light outward. A marker icon will be displayed in the 3D view to indicate the light'​s position. If the "​Animated"​ setting is checked, you can assign different values for the light'​s properties (color, energy, etc.) on a per frame basis. See [[Positional Light]] for more details.| 
-|{{:wiki:film.png?​nolink|}}|Animation|Each animation ​defined for the model will display as a separate item that can be expanded ​in order to view/edit its settings. See [[Animation]] for more details.|+|{{:wiki:anim_frame.png?​nolink|}}|Animations|Any animations ​defined for the model will be listed ​in the dropdown. Selecting an animation from the dropdown will allow you to view/edit its settings. The button with a pencil icon ({{:​wiki:​pencil.png?​nolink|}}) can be used to rename the animation. See [[Animation]] for more details.|
  
 =====Tile Properties===== =====Tile Properties=====
 ^Icon^Property^Description^ ^Icon^Property^Description^
-|{{:wiki:user_go.png?​nolink|}}|Walkable|Determines the default navigation to/from this type of tile when initially placed into a map in the [[Map Editor]]. If enabled, [[navigation_and_interaction|navigation paths]] will be automatically connected from this tile to adjacent tiles at the same grid level.| +|{{:wiki:character_move.png?​nolink|}}|Passable|Determines the default navigation to/from this type of tile when initially placed into a map in the [[Map Editor]]. If enabled, [[navigation_and_interaction|navigation paths]] will be automatically connected from this tile to adjacent tiles at the same grid level.| 
-|{{:​wiki:​arrow_right.png?​nolink|}}|Speed ​Modifier|Determines a character'​s movement speed when walking on this type of tile. The modifier is a percentage and therefore has a default value of 100%. As an example, setting ​this to 50% means that a character will walk at half their normal speed.|+|{{:​wiki:​arrow_right.png?​nolink|}}|Speed ​Multiplier|Determines a character'​s movement speed when walking on this type of tile. The default value of 1 means a character will walk at their normal speed on this tile. Setting the value to 0.5 means that a character will walk at half their normal speed.|
 |{{:​wiki:​tile.png?​nolink|}}|Collision Override|Allows you to specify another tile that will be used for collision calculations (for example, for [[terrain following]]) and mouse click detection in-game (instead of using this tile's model). See [[Collision Override]] for more details.| |{{:​wiki:​tile.png?​nolink|}}|Collision Override|Allows you to specify another tile that will be used for collision calculations (for example, for [[terrain following]]) and mouse click detection in-game (instead of using this tile's model). See [[Collision Override]] for more details.|
  
 =====Object Properties===== =====Object Properties=====
 ^Icon^Property^Description^ ^Icon^Property^Description^
-|{{:wiki:user_go.png?​nolink|}}|Passable|Determines the default navigation to/from tiles on which this object is located when initially placed into a map in the [[Map Editor]]. If disabled, any adjacent [[navigation_and_interaction|navigation paths]] will be automatically removed when this object is placed onto a tile.|+|{{:wiki:character_move.png?​nolink|}}|Passable|Determines the default navigation to/from tiles on which this object is located when initially placed into a map in the [[Map Editor]]. If disabled, any adjacent [[navigation_and_interaction|navigation paths]] will be automatically removed when this object is placed onto a tile.|
  
 =====Character Properties===== =====Character Properties=====
 ^Icon^Property^Description^ ^Icon^Property^Description^
-|{{:wiki:text_dropcaps.png?​nolink|}}|Name|Name to display during dialogue and in other scenarios where the character is referenced.|+|{{:wiki:text.png?​nolink|}}|Name|Name to display during dialogue and in other scenarios where the character is referenced.|
 |{{:​wiki:​color_swatch.png?​nolink|}}|Name Color|Color to use for the character'​s name when displayed during dialogue and other scenarios. Select "​Custom"​ to define a custom color for this character, or "Theme Default"​ to use the current theme'​s "​Speaker Name Color" as defined in the [[Theme Editor]].| |{{:​wiki:​color_swatch.png?​nolink|}}|Name Color|Color to use for the character'​s name when displayed during dialogue and other scenarios. Select "​Custom"​ to define a custom color for this character, or "Theme Default"​ to use the current theme'​s "​Speaker Name Color" as defined in the [[Theme Editor]].|
-|{{:wiki:picture.png?​nolink|}}|Portrait|Portrait image of the character to display during dialogue and other scenarios.|+|{{:wiki:portrait.png?​nolink|}}|Portrait|Portrait image of the character to display during dialogue and other scenarios.|
 |{{:​wiki:​sound.png?​nolink|}}|Speaking Sound|Sound effect that will be used for the character'​s "​voice"​ as they speak during dialogue. If none is specified then the game's default sound effect will be used.| |{{:​wiki:​sound.png?​nolink|}}|Speaking Sound|Sound effect that will be used for the character'​s "​voice"​ as they speak during dialogue. If none is specified then the game's default sound effect will be used.|
-|{{:wiki:arrow_right.png?​nolink|}}|Speed|Movement speed of the character in voxels per second. This determines how fast the character walks from tile to tile.| +|{{:wiki:arrow_out.png?​nolink|}}|Default Behavior|Determines the default behavior of the character when initially placed into a map in the [[Map Editor]]. Custom presets can be set up from the "​Behavior Settings"​ section of the [[Entity Properties]] panel.| 
-|{{:wiki:eye.png?​nolink|}}|Vision Height|Determines the height of the camera (in voxels) relative to the tile on which the player is currently standing. For example, a vision height of 8 would place the camera at a height of 8 voxels above the terrain. This property is only applicable to the [[camera_types|first-person view]].| +|{{:​wiki:​character_move.png?​nolink|}}|Passable|Determines whether or not other characters can pass through this one. This is useful for small wildlife that shouldn'​t block the path of other characters.| 
-|{{:wiki:user_go.png?​nolink|}}|Passable|Determines whether or not other characters can pass through this one. This is useful ​for small wildlife ​that shouldn'​t block the path of other characters.|+|{{:​wiki:​arrow_speed.png?​nolink|}}|Speed|Movement speed of the character in voxels per second. This determines how fast the character walks from tile to tile.| 
 +|{{:wiki:eye_height.png?​nolink|}}|Vision Height|Determines the height of the camera (in voxels) relative to the tile on which the player is currently standing. For example, a vision height of 8 would place the camera at a height of 8 voxels above the terrain. This property is only applicable to the [[camera_types|first-person view]].| 
 +|{{:wiki:2d.png?​nolink|}}|Two-Dimensional|Experimental setting ​for models ​that are meant to behave as 2D sprites. For now, this simply prevents ​characters ​from automatically rotating (thus keeping their orientation) when interacting with another entity or walking around.|
 |{{:​wiki:​heart.png?​nolink|}}|Health|Initial/​maximum amount of health for the character. The character will be killed/​destroyed if their health reaches zero in combat or other scenarios.| |{{:​wiki:​heart.png?​nolink|}}|Health|Initial/​maximum amount of health for the character. The character will be killed/​destroyed if their health reaches zero in combat or other scenarios.|
-|{{:wiki:lightning.png?​nolink|}}|Attack|Initial attack (i.e. strength) value for the character. This value is used in damage calculation when attacking another character.|+|{{:wiki:sword.png?​nolink|}}|Attack|Initial attack (i.e. strength) value for the character. This value is used in damage calculation when attacking another character.|
 |{{:​wiki:​shield.png?​nolink|}}|Defense|Initial defense (i.e. toughness) value for the character. This value is used in damage calculation when being attacked by another character.| |{{:​wiki:​shield.png?​nolink|}}|Defense|Initial defense (i.e. toughness) value for the character. This value is used in damage calculation when being attacked by another character.|
-|{{:wiki:navigation.png?​nolink|}}|Movement|Movement range (in number of tiles) that the character can move per turn during combat. This property is only applicable to the tactical [[combat_systems|combat system]].|+|{{:wiki:arrow_out.png?​nolink|}}|Movement|Movement range (in number of tiles) that the character can move per turn during combat. This property is only applicable to the tactical [[combat_systems|combat system]].|
  
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model_properties.txt · Last modified: 2019/09/04 15:06 (external edit)