Brad_Mclain
Member
|
World Editor - Defining Areas
Hey guys, just looking for some advice as to how best to define areas within the world editor.
Intended usage:
1. Climate areas for different types of weather
2. City limits, how to determine if a player is within a certain region or city within the world
3. Areas required for completion of a quest.
My only current idea on how to do it would be to use the Material Type field in the terrain material, however I think this is more for stuff like sounds on the ground. This method would require me to define far more materials then necessary as well, so it is not ideal.
What are your thoughts on this?
|
|
05-09-2011 03:35 AM |
|
menajev
Member
|
RE: World Editor - Defining Areas
The simplest - use some basic figures (square, circle), place them in WE and get their positions and scales.
|
|
05-09-2011 09:49 AM |
|
Esenthel
Administrator
|
RE: World Editor - Defining Areas
You can surround city with waypoint with many points and in code load it and convert it as 2d polygon and do intersection tests
|
|
05-09-2011 11:39 AM |
|
Brad_Mclain
Member
|
RE: World Editor - Defining Areas
Thanks Esenthel will have to give that a try.
|
|
05-10-2011 05:38 AM |
|
Driklyn
Member
|
RE: World Editor - Defining Areas
(05-09-2011 11:39 AM)Esenthel Wrote: You can surround city with waypoint with many points and in code load it and convert it as 2d polygon and do intersection tests
Exactly what I was thinking...
|
|
05-10-2011 08:27 AM |
|