Page 530 - ExtendSim User Guide
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Environment Files & E3D Editors
Environment files
As you saw in “Tutorial II” on page 477, you can add blocks to a 2D model to modify aspects of the E3D window’s animation area – insert scenery or text labels, turn the sun on or off, and so forth. And you can enable environmental aspects such as vehicle trails and shadows by going to the Edit > Options > 3D tab.
The appearance of the animation area can also be modified by using the ExtendSim E3D Edi- tor to alter the model’s environment files, without altering the 2D model.
This chapter discusses environment files and the E3D Editor. It will focus on the E3D win- dow’s animation area and the editors that can be used to add pathways, create or manipulate objects in the E3D window, or modify the terrain.
☞ Additional information about the functioning of the E3D/World Editor can be found by reading the Torque World Editor documentation at GarageGames.com.
Environment files
The environment file defines the appearance of the animation area in an E3D window. It pro- vides environmental information – lighting, terrain, and so forth – as well as the location of paths and 3D objects that are not shown in the model worksheet.
A model’s 3D environment is selected by
choosing an environment file in the Run
> Simulation Setup > 3D Animation tab.
The default is the Extend3D.mis file
that provides the environment you see on opening a default E3D window – a perfectly flat, gridded terrain with sun and clouds.
Each 3D model has two anima- tion files: a .mis (mission) file that contains information about the pathways and any 3D objects that exist by default in the 3D animation area, and a .ter (ter- rain) file that supplies informa- tion about the terrain texture and so forth. The two files will have the same name but a different extension; they are collectively known as the environment file. Thus when you select Extend3D.mis as the environ- ment file in the 3D Animation tab of the Simulation Setup dialog, you are also selecting the associ- ated Extend3D.ter file.
Modifying the environment
Default E3D window’s environment for an empty model worksheet
Default environment file in 3D Animation tab
Defining a custom environment allows you to specify the placement and location of fixed objects (such as desks, workstations, and interior walls) that you want to have appear by default in the E3D window, as well as a custom terrain and any custom paths and waypoints the model might use. This is accomplished by using the E3D Editor, discussed below, to cause changes to the E3D window that do not impact the 2D model. The information about these modifications is stored in the environment file for the model.
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