delta3d

Building a World With the Delta3D Editor

Assuming you understand the basics of the editor, it’s time to build a world. If you haven’t already done so, create a map and name it “MyCoolMap”. Now that you have a map, you can start placing objects.

Let’s start by setting up a sky box that uses the textures that were imported in the last tutorial. Navigate to the Actor Browser, which should be located on the leftmost side of the editor.

By default, the library dtActors is loaded on the initiation of the editor, so all of the base Delta3D types are available for instantiation. Expand the Actor Types menu tab, and this should show the dtcore category, which contains the base Delta3D types. Expand the dtcore category and you should see Delta3D categories. Expand the Environment category and select Sky Box.

To create the actor, click the Create Actor button located at the bottom of the Actors window.

At this point you’ve probably noticed that our map does not have any visible changes. Since you can’t really “place” a sky box in a level, it registers as a global actor. To view the global actors that are in your level, navigate to the actor browser and select the Global Actors tab.

Now your sky box can be selected and have its properties altered. Upon the selection of the sky box in the Global Actors tab, the Property Editor should populate itself with a list of the sky box’s properties. Properties can include things like translation, rotation, scale, and center of gravity. Navigate to the Property Editor and select the property named SkyBox Textures. We can set the textures of our sky box to imported resources, in order to actually “see” our sky box. Select the texture named “back.jpg” in the Texture Browser and navigate back to the Property Editor. In the property named Back Texture, click the Use Current button.

Now the back of the sky box is textured with “back.jpg”. Repeat this process for each of the textures that were imported, assigning them to their corresponding properties. Now you will see something like this:

Now that we have the beginning of a level, some terrain would be quite nice. The Delta3D class for creating procedural terrain is InfiniteTerrain. In the Actor Browser, select InfiniteTerrain from the list of your dtcore actors. Click the Create Actor button. This time you should see a sprawling, hilly terrain appear in your level. For simplicity’s sake, let’s flatten the infinite terrain out. Navigate to the toolbar and select the button containing the arrow icon to switch to selection mode (or hold down the ctrl key) and click on the infinite terrain. You should now see the infinite terrain selected, with its wire frame representation visible. The Property Editor should also have populated itself with a list of all of the properties of the infinite terrain. Navigate to the Property Editor. Expand the category named Infinite Terrain and select the property named Vertical Scale.

This property should now become editable. Instead of the default value of 25.0, enter 0.1. The infinite terrain in the map should resemble something like this:

Now that we have a sky box and terrain, let’s put another actor in the level. In the Resource Browser, under the Static Mesh tab, is the Static Mesh browser. In the previous tutorial you imported a helicopter mesh, let’s use that now.

In the Actor Browser, select the Static Mesh Object and click the Create Actor button. A billboard should appear in front of the camera.

This billboard represents your static mesh and will maintain a selectable billboard until you assign a mesh to it. Assigning a mesh to a static mesh object can be done almost exactly like assigning a texture to a sky box. In the Static Mesh Browser, select the “uh-1n.ive” menu item. If the billboard for the static mesh object is not selected, you can go to the Actor Search tab and click the Search button. You should now see your mesh in the resulting search list. If you select it in the results table, it will highlight and become selected in the map. Make sure to make a note that this mesh’s name is “StaticMesh0”, as you will need to use that in the next tutorial.

In the property editor, select the category named Mesh. Now click on the Static Mesh property. Click the Use Current button. Your billboard should be replaced by a helicopter.

Now let’s rotate the helicopter so we can see a nice profile shot. Navigate to the toolbar and select the rotation icon, or select the rotation icon from the toolbar. While holding down the right mouse button, move the mouse either forward or backward until a nice profile shot of the helicopter is in view, then release. Please note that you cannot move the camera again until you go back to the toolbar and select the camera icon to go back into camera mode. You should now see something like this:

In the property editor, select the category named Mesh. Now click on the Static Mesh property. Click the Use Current button. Your billboard should be replaced by a helicopter.

Now let’s rotate the helicopter so we can see a nice profile shot. Navigate to the toolbar and select the rotation icon, or select the rotation icon from the toolbar. While holding down the right mouse button, move the mouse either forward or backward until we have a nice profile shot of the helicopter in view, then release. Please note that you cannot move the camera again until you go back to the toolbar and select the camera icon to go back into camera mode. You should now see something like this:

Now that you can create and place objects in your map, it’s time to move on to tutorial 3, which can be found here .

Trackback

Trackback URL for this entry: http://delta3dengine.org/trackback.php?id=20050708135927685

Here's what others have to say about 'Building a World With the Delta3D Editor':

Improve Concentration Techniques from Improve Concentration Techniques
... treatment - By listening to mozart improved the accuracy of your physician yourself. Characterized by an educator or health insurance policy to cover adhd if stimulant or other close relati... Building a World With the Delta3D Editor - delta3d ... [read more]
Tracked on Thursday, August 06 2015 @ 07:49 AM UTC

Fast Diet Detox from Fast Diet Detox
... health - Starting from turning into the second biggest preventable cause of obesity. A personally-tailored medical drug detox program, followed by effective weight fast diet detox. This ... Building a World With the Delta3D Editor - delta3d ... [read more]
Tracked on Monday, September 14 2015 @ 08:12 PM UTC

About delta3d

delta3d is a game and simulation engine appropriate for a wide variety of simulation and entertainment applications. delta3d uses best-of-breed open source technologies to create a fully integrated game engine and with content creation tools.MORE

Twitter

User Functions





Don't have an account yet? Sign up as a New User!

Lost your password?