Search results

Jump to navigation Jump to search

Page title matches

  • [[File:Editor_zones.png|right|frame|'''Figure 1.''' The Zones Page.]] The '''Zones Page''' is a tool page in the [[World Editor]]. It can be found under the ' ...
    266 bytes (40 words) - 12:30, 15 July 2023

Page text matches

  • [[File:Editor_zones.png|right|frame|'''Figure 1.''' The Zones Page.]] The '''Zones Page''' is a tool page in the [[World Editor]]. It can be found under the ' ...
    266 bytes (40 words) - 12:30, 15 July 2023
  • ...o span multiple zones so that a single large portal can be used in several zones in cases when a reflective or refractive surface is bigger than a single ro ...
    2 KB (347 words) - 09:56, 15 July 2023
  • == Using a Fog Space in Multiple Zones == A single fog space may be used to apply fog in multiple zones. A fog space automatically applies to the zone containing it in the transfo ...
    5 KB (851 words) - 10:57, 15 July 2023
  • ...rge zone, and all other zones are contained within the root zone. When new zones are added to a world, they need to be connected by portals so that it's pos This world contains two zones, each of which contains a very simple room with a light source in it. The w ...
    8 KB (1,363 words) - 11:05, 15 July 2023
  • ...e. It also contains tools for inserting and removing vertices from polygon zones.}} ...
    6 KB (991 words) - 11:50, 15 July 2023
  • ...into one or more zones, which can overlap and be arranged hierarchically. Zones are represented by the <code>[http://c4engine.com/docs/WorldMgr/Zone.html Z * '''Portals.''' Zones are connected by portals, represented by the <code>[http://c4engine.com/doc ...
    7 KB (1,086 words) - 09:10, 15 July 2023
  • ...The zone containing the fog space node is automatically fogged, and other zones may be linked to the fog space so that one fog space can be used to fog are ...king the fog space the current target (Ctrl-T), then selecting one or more zones, and finally choosing Link to Target (Ctrl-L). The zone actually containing ...
    10 KB (1,664 words) - 09:29, 15 July 2023
  • ...or static volumetric ambient occlusion. Ambient spaces are still placed in zones as they were previously, but now they only encode directional occlusion tha ...me has completely left the zone. This allows large models to span multiple zones and to be correctly identified by the visibility determination system. The ...
    7 KB (1,195 words) - 09:55, 15 July 2023
  • ...s are a component of the primary visibility system in the C4 Engine. See [[Zones and Portals]]. ...s are a component of the primary visibility system in the C4 Engine. See [[Zones and Portals]]. ...
    5 KB (881 words) - 09:11, 15 July 2023
  • ...have the shape of an extruded convex polygon. In the World Editor, polygon zones are drawn in a manner similar to portals, in which new vertices can be inse ...
    3 KB (431 words) - 09:42, 15 July 2023
  • ** All types of nodes are now rendered in the perspective viewport (zones and groups being the only ones that weren't before). ...
    3 KB (439 words) - 09:58, 15 July 2023
  • ...t of the new visibility system is that each node can now exist in multiple zones simultaneously within the DAG that it belongs to. It's now the usual case t ...can be useful for level optimization by providing some control over which zones large objects are visible in. By default, the maximum subzone depth is unli ...
    16 KB (2,544 words) - 10:14, 15 July 2023
  • ...ft when selecting the zones, but just when selecting the connectors in the zones.) A connector can be broken by selecting it and choosing Unconnect Node fro ...
    12 KB (1,978 words) - 09:31, 15 July 2023
  • ...ed, and the root node of every world is an <code>InfiniteZone</code> node. Zones are displayed in the World Editor with a black and yellow cross-hatched bou ...
    16 KB (2,578 words) - 11:49, 15 July 2023
  • ...ift key. This can be useful if, for instance, you want to connect multiple zones to the same [[Fog Spaces | fog space]]. ...
    6 KB (924 words) - 11:51, 15 July 2023
  • ...for lights to solve shadowing problems when lights are rooted in multiple zones that can see each other through portals. ...
    5 KB (772 words) - 10:19, 15 July 2023
  • * The concept of transition zones has been removed from the engine. They have been rendered obsolete by the n ...vely selects everything that is considered by the engine when the selected zones are processed for rendering, trigger activation, and force field applicatio ...
    17 KB (2,895 words) - 10:15, 15 July 2023
  • * For transition zones having exactly two outgoing direct portals, the ambient light color is now ...
    8 KB (1,320 words) - 09:57, 15 July 2023
  • ...ghout worlds. Sounds will now penetrate much more deeply through different zones, traveling down halls and around corners until they naturally become too fa ...
    9 KB (1,429 words) - 09:45, 15 July 2023
  • ...e> subclasses have been created for all primitive geometries, portals, and zones. * Removed the texture map resources used to render portals and zones. They are now stored directly in the code (the textures are very simple). ...
    80 KB (12,178 words) - 09:20, 15 July 2023
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)