Area
What are the area objects?
The area objects are used to create 3 dimensional zones in the level that can trigger events.
Shape
This entity lets you create a shape to which you can link triggers and other entities that should be enabled when the player enters or leaves the area shape.
Width
Specifies how wide the entity is
Height
Specifies how high the shape area should be (0 means infinite height)
AreaId
Sets up the ID of the area, so areas with another ID can overlap.
GroupId
Sets up the Group ID of the area, so areas with another group ID can overlap.
Priority
Defines the Priority so areas with a higher priority will be processed first.
Closed
Sets if the area should be closed or if it should be just a line.
ObstructRoof
This enables if the roof should be obstructed.
ObstructFloor
This enables if the floor should be obstructed.
DisplayFilled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
Other Shape Parameters
Click here for the Miscellaneous Parameters reference guide and here for the Shape Parameters guide.
AreaBox
This entity lets you create a box to which you can link triggers and other entities that should be enabled when the player enters or leaves the box.
AreaId
Sets up the ID of the area, so areas with another ID can overlap.
FadeInZone
Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box. Only when the player is inside the box the effect is rendered at 100%, at the beginning of the fadeinzone its rendered at 0%.
Width
Specifies how wide the box is
Length
Defines how long the box is
Height
Specifies how high the shape area should be (0 means infinite height)
GroupId
Sets up the Group ID of the area, so areas with another group ID can overlap.
Priority
Defines the Priority so areas with a higher priority will be processed first.
ObstructRoof
This enables if the roof should be obstructed.
ObstructFloor
This enables if the floor should be obstructed.
Filled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
Other Area Box Parameters
Click here for the Miscellaneous Parameters reference guide, here for the Material Layers guide, here for the Miscellaneous Entity Parameters guide, here for the Entity Links guide,here for the Entity Events guide and finally here for the Attached Entities guide.
AreaSphere
To this Area
Sphere you can link triggers and other entities that should be enabled when the player enters or leaves the sphere.
AreaId
Sets up the ID of the area, so areas with another ID can overlap.
FadeInZone
Specifies in meters how big the zone around the box is that is used to fade in the effect attached to the box. Only when the player is inside the box the effect is rendered at 100%, at the beginning of the fadeinzone its rendered at 0%.
Radius
Specifies how big the sphere should be.
GroupId
Sets up the Group ID of the area, so areas with another group ID can overlap.
Priority
Defines the Priority so areas with a higher priority will be processed first.
Filled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
Other Area Sphere Parameters
Click here for the Miscellaneous Parameters reference guide, here for the Material Layers guide, here for the Miscellaneous Entity Parameters guide, here for the Entity Links guide,here for the Entity Events guide and finally here for the Attached Entities guide.
WaterVolume
The water volume lets you create lakes
Width
Specifies how wide the volume is
Length
Defines how long the volume is
AreaId
Sets up the ID of the area, so areas with another ID can overlap.
GroupId
Sets up the Group ID of the area, so areas with another group ID can overlap.
Priority
Defines the Priority so areas with a higher priority will be processed first.
ObstructRoof
This enables if the roof should be obstructed.
ObstructFloor
This enables if the floor should be obstructed.
DisplayFilled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
Depth
Specifies how deep the lake should be
Speed
Specifies at which speed the water should be moving
FogDensity
Specifies how dense the underwater fog is.
FogColor
Lets you choose the underwater fog color
FogColorMultiplayer
Lets you choose how bright the underwater fog color is
UScale
Specifies how much the water surface (bump) texture is tiled horizontally.
VScale
Specifies how much the water surface (bump) texture is tiled vertically.
Other Water Volume Parameters
Click here for the Miscellaneous Parameters reference guide and here for the Shape Parameters guide.
VisArea
This areas are used to define indoor areas that have there own ambient color, you can also create indoor areas without this entity then however you will not get totally dark lighting conditions as the bright outdoor ambient lighting affects also the indoors.
Height
Lets you choose how high the visarea is.
DisplayFilled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
AmbientColor
Specifies which ambient color should be inside the visarea.
AffectedBySun
Specifies if shadows from the world outside the visarea can travel inside.
IgnoreSkyColor
If this option is turned off the ambient color (sky color in time of day window) is not used indoors.
ViewDistRatio
Specifies how far the visarea is rendered.
SkyOnly
Lets you choose to see only the skybox when you look outside the visarea. If you don’t render terrain and outside brushes the performance can be faster so use this option when it is appropriate.
MergeBrushes
Specifies is the brushes merging function to increase performance should be turned on/off
OceanIsVisible
Specifies if the ocean rendering should be visible inside the visarea.
Other Vis Area Parameters
Click here for the Miscellaneous Parameters reference guide and here for the Shape Parameters guide.
Portal
To view in and out visarea (indoor sections) and between
Height
Lets you choose how high the portal is
DisplayFilled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
AmbientColor
Specifies which ambient color should be inside the visarea.
AffectedBySun
Specifies if shadows from the world outside the visarea can travel inside.
IgnoreSkyColor
If this option is turned off the ambient color (sky color in time of day window) is not used indoors.
ViewDistRatio
Specifies how far the visarea is rendered.
SkyOnly
Lets you choose to see only the skybox when you look outside the visarea. If you don’t render terrain and outside brushes the performance can be faster so use this option when it is appropriate.
MergeBrushes
Specifies is the brushes merging function to increase performance should be turned on/off
OceanIsVisible
Specifies if the ocean rendering should be visible inside the visarea.
UseDepthness
Specifies if the portal should have depth or if it should just be a plane.
DoubleSide
Specifies if the portal should be working from both sides.
Other Portal Parameters
Click here for the Miscellaneous Parameters reference guide and here for the Shape Parameters guide.
OccluderArea
This area is because of the height more like a wall, that will block rendering everything what is behind it. Its used for performance optimization on areas where automatic occlusion from brushes and terrain don’t work so well.
Height
Lets you choose how high the visarea is
DisplayFilled
Just for visibility in the editor this option defines if the area should be rendered as filled or not.
CullDistRatio
Sets up at what distance the culling effect should be not working anymore.
UseIndoors
Specifies if the occluder area should be working in indoor visarea.
DoubleSide
Specifies if the occluderArea should be working from both sides.
Other Occluder Area Parameters
Click here for the Miscellaneous Parameters reference guide and here for the Shape Parameters guide.
FogVolume
Adds and volumetric fog effect to the place where this entity was placed.
Width
Specifies how wide the Fog
Volume is
Length
Defines how long the Fog
Volume is
Height
Lets you choose how high the Fog
Volume is
ViewDistance
Sets up at what distance the fog volume effect should be not working anymore.
Shader
Lets you choose which shader is used for the top surface of the fog effect.
Color
Lets you choose which color is used for the fog effect.
Other Fog Volume Parameters
Click here for the Miscellaneous Parameters reference guide