Common rules
Terrain generation spawns randomly drawn StaticMesh
or Actor
along the grid. We are concerned about the appearance of the mesh as it does not take adjacent meshes into account. We would like to hear from you, the artists, so that we can better understand how the StaticMesh
and Actor
will be used in the design process. We would also like to hear from level designers in level design.
This explanation is based on a plug-in asset with a voxel side of 4 meters.
Plug-in Assets
Types of StaticMesh.
- Floors
- Indoor mezzanine floor
- Stairs
- Indoor stairs and ramps
- Walls
- Room roofs
- Passage roofs
- Pillars
Actor Type
- Torches (pillar lighting)
- Doors
StaticMesh specifications
Floor
The Z-axis direction is the upper surface. The center will be the center of the surface and generated on the lower surface of the grid. Some thickness is required to prevent physical objects from falling out.
Mezzanine floor in a room
When generating a ramp in a room, a different mesh can be specified for the mezzanine floor.When adding a handrail, the handrail should be installed on the Y+ side as shown in the image.
Stairs
The Z-axis direction is the front. The angle of the slope is 22.5 degrees, since advancing 2 grids to the back raises it by 1 grid. The center is at the center of the bottom of the first grid. Some thickness is required to prevent physical objects from falling out.
Indoor stairs and ramps
When generating a ramp indoors, a separate mesh is generated from the walkway ramp.Unlike the indoor mezzanine floor, the outside is not constant, so it is necessary to add handrails on both sides.
Wall
The Z-axis direction is the front. The center will be at the center of the bottom surface and generated on the top surface of the voxel.
Roofs of rooms and corridors
The z-axis direction will be the front (north wall at 0 degrees, east at 90 degrees, south at 180 degrees, and west at -90 degrees). The center will be at the center of the bottom surface. The mesh must have some thickness to prevent physical objects from falling through.
Actor specifications
Pillars
Spawns between walls. Z-axis direction is the front. The center is at the center of the base.
Torch (pillar lighting)
Spawns on the wall. Z-axis direction is front. The center is at the center of the bottom surface.
Door
Like the wall, the Z-axis direction becomes the front face. The center will be at the center of the bottom surface and generated on the top surface of the voxel.