Download World Builder Manual PDF

TitleWorld Builder Manual
File Size549.3 KB
Total Pages100
Table of Contents
	Key Features
	New and Improved Features
	Getting Started
	Basic Tool Conventions
	Note to Beginning Map Designers
	Note to Advanced Map Designers
	Elements of a Map
		Map Environmental Settings
		Global Lighting
	The Desktop
		A Note about 3D Directions
		Map Settings
			Resizing Your Map
			Map Grid
		Camera Settings
			View Toggles
		Mouse Functions
		Quitting the Program
	Working with Map Files
		Creating a New Map
		Saving Your Work
		Loading a Map
		Undoing Changes
			Deleting Objects
			Deleting Textures
			Deleting Terrain Changes
			Deleting Maps from Your Computer
		Making Maps Available to the Game
			Keyboard Shortcut: Ctrl + O
			Save As…
			Resize Map
			*Print Preview
			Print Setup…
			Dump Map to File
			Recent Files
			Select Duplicate Objects
			Select Objects w/bad teams
			Select Deprecated Objects
			Select Similar
			Select Cloud Texture
			*Select Macro-texture…
			Select Environment Map
			Select Base Object(s)
			Replace Selected…
			Pick Allowance
			Global Light Options…
			Camera Options…
			Edit Shadows…
			Edit Map Settings…
			Edit Skybox Settings…
			Edit Post Effects…
			Edit Camera Animations…
			Edit Teams…
			Edit Player List…
			Edit Multiplayer Positions…
			Item List…
			*Show Grid
			Grid Settings
			Reverse Mouse Scrolling
			*Show Texture
			Show Terrain
			Show Object Icons
			Show Waypoints
			Show Trigger Areas
			Show Shadows
			Show Labels
			Show Objects
			Show Grass
			Show Roads
			Show Garrisoned
			Show Sound Flags
			Tile Feedback
			View Impassable Areas
			Impassable Area Options
			Show 3-Way Blends in White
			Highlight Test Art
			Show Wireframe 3D View
			Show from Top Down View
			Show Letterbox
			Show Map Boundaries
			Show all of 3D Map
			Partial Map Size
			Show Camera Safe in Preview
			Show Safe Frame Overlay
			Safe Frame Overlay Settings
			Show Clouds
			Show Bumped Map Texture
			Show Water
			Show Macro-texture
			Show Reflections
			Show Skybox
			Show EFX
			Change Time of Day
			Show Brush Feedback
			Reload Textures
			Status Bar
			Layers List
			Listen to Map
			Set LOD
			Map Cliff Textures
			Remove Cliff Textures
			Optimize Tiles and Blend Tiles
			Remap Textures…
			Texture Sizing Info…
			*Tile 4 x 4
			*Tile 6 x 6
			*Tile 8 x 8
			Generate Report
			Fix Teams
			Remove MinVolume Customization
			About Worldbuilder…
		File Tools
		Edit Tools
			Select and Move
			Lock Angle
		Terrain Tools
			Terrain Brush Options
			Height Brush
			Smooth Height
			*Mesh Mold Tool
			Lake/Ocean Tool
			River Tool
			Waves Tool
		Texture Tools
			Single Tile
			Large Tile
			Flood Fill
			Auto Edge Out
			Auto Edge In
			Blend Single Edge
			Terrain Copy Tool
		Object Tools
			Place Object
			Add Scorchmarks
			Build List Tool
		Line Tools
			Waypoint Tool
			Polygon Tool
			Border Tool
		Other Tools
	Status Bar
		Object Count
			Waypoint Count
			3-Way Blends Count
			(X-Coordinate, Y-Coordinate, Height)
			RGB Color Values
	Layers List
		Insert New Layer
			Delete Current Layer
			Merge Object Into
			Merge View Selection Into
			Show/Hide Current Layer
	Object Properties
			Event List
			In Base
			XY Pos
			Align to Terrain
			Initial Health %
			Max HP
			Experience Level
			Vision Range Mod
			AI Recruitable
			Is a Base
			Is Selectable Override
			Stopping Distance
			Targeting Distance
			Shroud Clearing Distance
			Available Upgrades
			Attached Sound
			Min Volume
			Min Range
			Max Range
			Gameplay Types Supported
	Basic Design Decisions
		Single-Player or Multiplayer
		Drama vs. Realism
		Think Space
		Geographic Location and Time of Day
		Degree of Difficulty
			Some Difficulty Factors
		Make a Sketch
	Map Design Issues
	Game Balance: The Fun Factor
		Accommodating Varying Styles of Play
	Layout Dos and Don’ts
	Cardinal Rules for Multiplayer Maps
		Eighteen Steps for Multiplayer Maps
			(1) Decide The Map Layout
			(2) Prototype Your Map
			(3) Set Waypoints
			(4) Build The Basic Terrain
			(5) Check The Size
			(6) Build The Terrain In Detail
			(7) Add A Perimeter To Your Map
			(8) Create Waterways
			(9) Paint Textures
			(10) Refine And Blend Textures
			(11) Place Combat And Civilian Objects
			(12) Roads
			(13) Place Resources On Your Map
			(14) Create And Name Waypoints
			(15) What’s The Ambiance?
			(16) Test In The Game
			(17) Optimize Tiles
			(18) Ship It!
	How to Build a Hill
		How to Build a Valley
		How to Build a Ramp
		How to Build an Area for a Base
		How to Paint Textures
		How to Blend Textures
		How to Copy Textures
		How to Paint Passable and Im-passable Terrain
			To Paint:
		How to Place Objects from the Object Library
		How to Rotate an Object
		How to Reposition an Object
		How to Copy and Paste an Object
		How to Add Any Structure on Your Team
		How to Build a Road
		How to Add a Sidewalk
		How to Build a Bridge
		How to Build a Grove of Trees
		How to Build a Lake Using the Default Water Plane
		How to Build a Lake Using Water Polygons
		How to Build a River
		How to Build a Map Perimeter
		How to Change the Time of Day
		How to Make a Map Available to the Game
	Player List
	Building Teams
		Teams Window
		Creating a Team
			Identity Tab
			Rein-forcement Tab
			Behavior Tab
			Generic Tab
			Common Object Properties
		Team Building Tips
	Creating and Editing Scripts
		To Create a New Script
		Map Tools for Scripting
		Mission Intros
		Ramping Difficulty
	Organizing Your Scripts
		Script Folders
		Copying and Deleting Scripts
		Import and Export
	Scripting Variables
			Useful Actions
			Useful Conditions
			Useful Actions
			Useful Conditions
		Trigger Areas
			Teams and Trigger Areas
			Units and Trigger Areas
			Players and Trigger Areas
	Scripting Tutorial
		How to Activate the Script Debugger
		How to Set Win Conditions
			You may choose to take other script actions, such as destroying the remaining faction buildings, before you announce the win.
		How to Set Loss Conditions
		How to Create Sub-routines
		How to Create Sequential Scripts
		How to Set Difficulty Levels
		How to Spawn Objects
			Spawning Unnamed Units
			Spawning Named Units
		How to Spawn Teams
		How to Move a Team to a New Location
			Move Team on a Waypoint Path
			Move Team on a Waypoint Path - Exactly
				[Team – Action] Set to EXACTLY follow a waypoint path: Use this action to tell a team to follow a named waypoint path exactly as it is laid out on the map. This action should be used only if you are creating scripted cinematics and need units to behave in an exact manner. Units following a path exactly pass through buildings and other objects without effect, so it is impractical for game actions.
			Move Team on a Waypoint Path - Wandering
				[Team – Action] Set to follow a waypoint path - wander: Use this action to tell a team of units to follow a named waypoint path in a wandering manner. Each unit of the team uses the waypoints as a general guideline. Teams that wander tend to spread out more, which avoids traffic jams and looks more natural. However, a unit of a wandering team can venture into territory that it should not, so use this action carefully.
			Move Team on a Waypoint Path - Panic
				[Team – Action] Set to follow a waypoint path - panic: For civilian use only. Use this action to tell a group of civilians to move in panic along a named waypoint path. The civilians are displayed in their “panic” animation state.
			Move Team to a Waypoint
				[Team – Action] Set to move to a location: Use this action to move a named team to a defined waypoint. The team takes whatever available route it can find. Sometimes, teams following this script action can end up in unexpected places. However, it can be a useful means of gathering units from diverse sources. In general, rally the team at a waypoint some distance from its current location and leave space around the waypoint for units to cluster.
			Move Team Towards an Object of a Specific Type
				[Team - Action] Move team towards the nearest object of a specific type: This action allows you to direct a named team towards the nearest object of a type. You can use it in combination with other scripts. For example, when a team has finished moving along a set of waypoints, you can direct it to move towards the nearest enemy soldier. When this action finishes executing, the team should be able to attack.
		How to Script Actions for AI Teams
			Initial Actions
			AI Attack Teams
			AI Defensive Teams
				Note: Be sure to create a subroutine to be called when the situation is all clear for a defensive team. This script should tell the units to resume their original behaviors. You select the On All Clear subroutine in the Edit Teams window.
		How to Create Object Lists
			[Scripting] Object Type List – Add Object Type
				Use this action to create new object lists and add objects to existing ones. To create a new object list, enter a name in the drop-down. Then, select an object to add.
			[Scripting] Object Type List – Remove Object Type
				Use this action to remove object types from an object list. This action is useful for re-assigning priorities if an enemy’s capabilities have been destroyed.
		How to Get the AI to Attack
			AI Team Attacks
			AI Unit Attacks
			AI Player Attacks
		How to Configure the Available Technology Tree
			Making Specific Objects Unavailable
				[Map] Gameplay: Adjust the tech tree for a specific object type: Select the object in the drop-down list. Then, select the object availability.   IGNORE_PREREQUISITES means that the object is immediately available at the beginning of the mission, no matter where it is located in the standard technology tree. ONLY BY AI prevents human players from building the object.
			Making Specific Abilities Unavailable
		How to Change the Map Size During a Mission
			Creating Map Boundaries
				When you create a new map, the default map perimeter is displayed as an orange rectangle around the perimeter. You can adjust this perimeter or create up to eight additional ones.
			Changing the Active Map Boundary
		How to Trigger Audio
			Playing Sound
				[Audio] Play a speech file: Use this action to play back a speech file. Select a speech file from the drop-down list. To hear a preview, click PREVIEW SOUND. You can select whether to allow sound overlap. If it is set to FALSE, all other scripted audio gets turned off as it plays. You can use that flag to ensure that mission-critical voice-over is heard by the user.
				Note: Never rely on speech to be the exclusive means by which players hear critical information. Always back up any mission-critical audio with on-screen text messages.
			Setting Audio Volume
			Setting Audio Conditions
	Debugging Objects
		Selecting Duplicate Objects
		Finding Lost Objects
	Fixing Teams
	Repairing Texture Errors
		Hard Texture Edges
		Blends in the Middle of a Texture Field
		Three-Way Blends
		Stretched Cliff Textures
	Script Debugger
		Activating the Script Debugger
		Script Debugger screen
	Elements to Optimize
		Object Counts
		Steep Slopes
		Blended Textures
		Map Size
		Map Perimeter
		Trigger Area Polygons
		Sufficient Space
		Object Placement
		Bodies of Water
		Resource Counts
		Waypoint Paths
		Script Management
		Select Objects
	Improving Performance in Worldbuilder
	Pick Constraint

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