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model_properties [2017/07/08 10:20] justinmodel_properties [2017/11/27 08:01] justin
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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:lightbulb.png?nolink|}}|Light Source|When enabled, the model will act as a light source and emit light outward. See [[Positional Light]] for more details.|+|{{: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: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: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: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.|
  
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 ^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: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: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: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=====
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 |{{: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_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: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 [[camera_types|first-person view]].|+|{{: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: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: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: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.| +|{{: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:shield.png?nolink|}}|Defense| | +|{{: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| |+|{{: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]].|
  
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model_properties.txt · Last modified: 2022/12/03 12:33 by justin