Footprinted Objects
Footprinting is a system
that provides the engine with cell-based information for static objects, such as buildings
and bridges. To create a footprinted object, the geometry should include a grid
called "SP-0" (shadow plane zero) at the same size as the terrain cells (8m).
This is the primary grid and provides most of the data used in footprinting.
Additionally, each footprint can contain another grid called "SP-1". This grid
is optional, and provides a "terrain overlay" heightfield on which units can
travel (e.g.. for a bridge), and on which shadows are cast.
Building a footprinted model
Build a grid called "SP-0"
the size of model's footprint. The spacing between each vert should match the cell size
(8m).
The grid's verts should never be
moved in the x/z - snap the object geometry to the grid, not the other way around.
Build an optional grid
"SP-1". The model's geometry must match it exactly where
ever units will
move or shadows will be cast.
Both grids must be complete (no
verts can be missing from the grid) and the same size (identical in the x/z).
Both grids should be children of the
model's root object.
After the art is complete,
additional information can be edited in the studio using the footprint editor. By default,
each cell is set to be hidden and zipping. On a per cell (or per vertex) basis, each
of the following attributes can be changed:
- Hide a terrain
cell (turn off its display so it can be replaced by geometry).
- Set a cell to
base terrain type.
- Use second layer
(should a cell use the SP-1 layer for floor finding).
- Zip a vertex to
the SP-0 layer (height of cell is set from the primary grid).
- Use grid color
(the color on the grid is applied to the terrain).
- Path searching
directions (specify that an object can walk up a ramp, but not off the side).