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Area

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 AreaSphere 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 FogVolume is 

Length

Defines how long the FogVolume is 

Height

Lets you choose how high the FogVolume 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 

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