Difference between revisions of "Collision Painting"

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(How To Use: Added Image of the Collision Paint window)
m (Added to category: Modding, Overgrowth)
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The Collision Paint tool is used to set an object ('''TODO: Terrain?''') trangle's behaviour upon impact with the player. '''TODO: What about NPCs?'''
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The Collision Paint tool is used to ''"label"'' objects or parts of objects to change how they interact with characters that collide with it. You can not paint collision on a level's terrain object.
  
 
==How To Use==
 
==How To Use==
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The Collision Paint window can be accessed in Edit Mode by navigating in the menu bar to ''Windows'' -> ''Collision Paint''.
 
[[File:Coll_Paint_Window.jpg|thumb|alt=Collision Paint window|Collision Paint window]]
 
[[File:Coll_Paint_Window.jpg|thumb|alt=Collision Paint window|Collision Paint window]]
The Collision Paint window can be accessed in Edit Mode by navigating in the menu bar to ''Windows'' -> ''Collision Paint''.
 
  
 
* View the collision by checking ''View Collision''
 
* View the collision by checking ''View Collision''
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** To only paint the hovered triangle check ''Don't Spread''
 
** To only paint the hovered triangle check ''Don't Spread''
 
** To paint the hovered triangle and adjacent triangles with the same orientation check ''Spread across flat surfaces''
 
** To paint the hovered triangle and adjacent triangles with the same orientation check ''Spread across flat surfaces''
** To spread to Triangles with similar normals check ''Spread across similar normals'' '''TODO: Does this only include triangles of the same object or not?'''
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** To spread to Triangles with similar orientation on the same object check ''Spread across similar normals''
* To load press ''Load''
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*** The ''Range'' decides how similar the normals of each triangle need to be to spread, 1 spreads almost nothing, -1 spreads to everything
* To save press ''Save'' '''TODO: Does this work? Does it save to an extra file?'''
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* The ''Load'' button loads any currently existing collision paint.
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* The ''Save'' button saves the current collision paint.
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The collision painting for a level is saved next to the level's XML file with the file name ''*.col_norm.zip'' where the * is the name of the level's file.
  
==Configuration==
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==Labels==
The parameter checked in the lower box will be applied to the triangles by painting.
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[[File:Collision_paint.jpg|thumb|alt=Collision Paint window|Collision Paint color chart]]
'''TODO: What's up with the semi transparent Triangles? Is it possible to apply a property with a specific "strength"? how?'''
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The label checked in the lower box will be applied to the triangles by painting. The painted surfaces will indicate its parameter with a specific color when ''View Collision'' is checked.
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Each label's color is written between parentheses below.
  
 
===Floor===
 
===Floor===
'''TODO: add and confirm the effects'''
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* '''Walkable:''' (Green) The surface is treated as if it is facing upward, so it's easier and faster to move around on, useful for stairs and for making bumpy areas easier to move around on.
* '''Walkable:'''
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* '''Balance:''' (Light-Green) When painted on very thin surfaces the character's feet will stand better on the object.
* '''Balance:'''
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* '''Slide:''' (Cyan) Makes characters slide off of the surface.
* '''Slide:'''
 
  
 
===Wall===
 
===Wall===
'''TODO: add and confirm the effects'''
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* '''Wallrun:''' (Red) Allows wall running on those triangles if they're steep enough.
* '''Wallrun:'''
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* '''No wallrun:''' (Orange) Won't allow wall running on those triangles.
* '''No wallrun:'''
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* '''Ledge:''' (Pink) Forces the triangles to be treated as a ledge that can be grabbed, some constraints still apply, but this marking makes the system more lenient.
* '''Ledge:'''
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* '''Ragdoll:''' (Blue) Character ragdolls if it touches the surface.
* '''Ragdoll:'''
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* '''Ragdoll-death:''' (Blue) Character dies if it touches the surface.
* '''Ragdoll-death:'''
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===Ceiling===
 
===Ceiling===
'''TODO: add and confirm the effects'''
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* '''Ceiling:''' (Blue) The surface is regarded as if it's facing downwards, so you can't land on it, and you will bounce down if you jump up into it.
* '''Ceiling:'''
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===Unlabled===
 
===Unlabled===
'''TODO: add and confirm the effects'''
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* '''Clear:''' (No color) Resets to the default collision behavior which is based on the triangles normal.
* '''Clear:'''
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* '''No climb:''' (Grey) Has default collision behavior except that the edges can't be grabbed.
* '''No climb:'''
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** You can paint the 'no-climp' label to all unlabled triangles by clicking the ''Apply 'no climb' to all unlabled surfaces'' button
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[[Category: Overgrowth]]
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[[Category: Modding]]

Revision as of 17:46, 8 March 2018

The Collision Paint tool is used to "label" objects or parts of objects to change how they interact with characters that collide with it. You can not paint collision on a level's terrain object.

How To Use

The Collision Paint window can be accessed in Edit Mode by navigating in the menu bar to Windows -> Collision Paint.

Collision Paint window
Collision Paint window
  • View the collision by checking View Collision
  • To paint whatever the cursor hovers over press B
  • To paint the whole object check Per-object
  • To paint per-triangle check per-triangle
    • To only paint the hovered triangle check Don't Spread
    • To paint the hovered triangle and adjacent triangles with the same orientation check Spread across flat surfaces
    • To spread to Triangles with similar orientation on the same object check Spread across similar normals
      • The Range decides how similar the normals of each triangle need to be to spread, 1 spreads almost nothing, -1 spreads to everything
  • The Load button loads any currently existing collision paint.
  • The Save button saves the current collision paint.

The collision painting for a level is saved next to the level's XML file with the file name *.col_norm.zip where the * is the name of the level's file.

Labels

Collision Paint window
Collision Paint color chart

The label checked in the lower box will be applied to the triangles by painting. The painted surfaces will indicate its parameter with a specific color when View Collision is checked. Each label's color is written between parentheses below.

Floor

  • Walkable: (Green) The surface is treated as if it is facing upward, so it's easier and faster to move around on, useful for stairs and for making bumpy areas easier to move around on.
  • Balance: (Light-Green) When painted on very thin surfaces the character's feet will stand better on the object.
  • Slide: (Cyan) Makes characters slide off of the surface.

Wall

  • Wallrun: (Red) Allows wall running on those triangles if they're steep enough.
  • No wallrun: (Orange) Won't allow wall running on those triangles.
  • Ledge: (Pink) Forces the triangles to be treated as a ledge that can be grabbed, some constraints still apply, but this marking makes the system more lenient.
  • Ragdoll: (Blue) Character ragdolls if it touches the surface.
  • Ragdoll-death: (Blue) Character dies if it touches the surface.

Ceiling

  • Ceiling: (Blue) The surface is regarded as if it's facing downwards, so you can't land on it, and you will bounce down if you jump up into it.

Unlabled

  • Clear: (No color) Resets to the default collision behavior which is based on the triangles normal.
  • No climb: (Grey) Has default collision behavior except that the edges can't be grabbed.
    • You can paint the 'no-climp' label to all unlabled triangles by clicking the Apply 'no climb' to all unlabled surfaces button