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*'''Border Region''' This checkbox will specify that the currently selected region should act as a boundary region that will prevent the player from leaving the confines of the region shape. In this case, the dark red lines of the region shape in the Preview Window are the actual borders used for the boundary lines. Multiple and overlapping border regions are possible. When this occurs, only the outermost borders for all overlapping border regions are taken into account.
*'''Border Region''' This checkbox will specify that the currently selected region should act as a boundary region that will prevent the player from leaving the confines of the region shape. In this case, the dark red lines of the region shape in the Preview Window are the actual borders used for the boundary lines. Multiple and overlapping border regions are possible. When this occurs, only the outermost borders for all overlapping border regions are taken into account.


*'''Edge Fall-off (World Units)''' This is essentially a 'buffer zone' where the user can have the contents for a region taper off as they approach the region's outer limit. This is useful when the contents of one region need to blend into the contents of another overlapping region. Enter in the number of [[Units|units]] desired for region generated objects or textures to fall-off linearly (in quantity/density) as they approach the region boundary from inside the region shape. For example, with a value of 2048, all generated objects for a region will begin to be reduced in number at 2048 units away from/inside the region border. At 1 unit away from the border, there should be ideally no objects generated in that range for the region.
*'''Edge Fall-off (World Units)''' This is essentially a 'buffer zone' where the user can have the contents for a region taper off as they approach the region's outer limit. This is useful when the contents of one region need to blend into the contents of another overlapping region. Enter in the number of [[exterior cells|units]] desired for region generated objects or textures to fall-off linearly (in quantity/density) as they approach the region boundary from inside the region shape. For example, with a value of 2048, all generated objects for a region will begin to be reduced in number at 2048 units away from/inside the region border. At 1 unit away from the border, there should be ideally no objects generated in that range for the region.


*'''Pathgrid Generation''' Press the '''Generate Path Grids for this Region''' button to have the Region Editor dynamically place and link [[Path Grid Generation|pathgrids]] for a selected region. Pathgrids should automatically link with the pathgrids for neighboring/overlapping regions. Press the '''Remove Path Grids for this Region''' button to clear out any region generated pathgrids for that region. This removal pass should ignore any path grids placed by hand and only clear out generated pathgrids.
*'''Pathgrid Generation''' Press the '''Generate Path Grids for this Region''' button to have the Region Editor dynamically place and link [[Path Grid Generation|pathgrids]] for a selected region. Pathgrids should automatically link with the pathgrids for neighboring/overlapping regions. Press the '''Remove Path Grids for this Region''' button to clear out any region generated pathgrids for that region. This removal pass should ignore any path grids placed by hand and only clear out generated pathgrids.
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*'''Max Slope''' Specifies the maximum terrain slope angle, in degrees, which an object can appear upon. The currently selected object will not appear on slope angles above the specified number. Range: 0-90
*'''Max Slope''' Specifies the maximum terrain slope angle, in degrees, which an object can appear upon. The currently selected object will not appear on slope angles above the specified number. Range: 0-90


*'''Min Height''' Specifies the lower cutoff, in [[Units|units]], for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞
*'''Min Height''' Specifies the lower cutoff, in [[exterior cells|units]], for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞


*'''Max Height''' Specifies the upper cutoff, in [[Units|units]], for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞
*'''Max Height''' Specifies the upper cutoff, in [[exterior cells|units]], for which the currently selected item will appear along the Z or 'Up' axis in the game world. Range: -∞ to ∞


*'''Clustering''' Specifies how likely the currently selected object will 'gravitate' or 'shift' towards others of its kind. The higher the value, the more likely that object will shift its final generated XYZ position to be closer to the same object types within a region. For best results, use sparingly. Range: 0-100
*'''Clustering''' Specifies how likely the currently selected object will 'gravitate' or 'shift' towards others of its kind. The higher the value, the more likely that object will shift its final generated XYZ position to be closer to the same object types within a region. For best results, use sparingly. Range: 0-100


*'''Radius''' Specifies the radius, in [[Units|units]], of the currently selected object. The radius can, and will most likely, differ greatly from the physical dimension of the object in question. This radius value factors heavily into determining how likely an object will appear in a region. Since the area of a cell is a finite amount, smaller radius values greatly increase the chance of an object appearing in a cell/region. Range: 0 to ∞
*'''Radius''' Specifies the radius, in [[exterior cells|units]], of the currently selected object. The radius can, and will most likely, differ greatly from the physical dimension of the object in question. This radius value factors heavily into determining how likely an object will appear in a region. Since the area of a cell is a finite amount, smaller radius values greatly increase the chance of an object appearing in a cell/region. Range: 0 to ∞


*'''Radius wrt Parent''' Specifies an additional radius amount 'with regard to' an object's parent. This field is grayed out unless the selected object is a child of a parent object in the Generated Objects list. The number defines the width of the area outside of the parent object's radius ''one level up in the hierarchy'' for which the selected child object(s) can appear. Use this setting to determine how far out mushrooms (children) can appear around and out from the base of a tree (parent) for example. Range: 0 to ∞
*'''Radius wrt Parent''' Specifies an additional radius amount 'with regard to' an object's parent. This field is grayed out unless the selected object is a child of a parent object in the Generated Objects list. The number defines the width of the area outside of the parent object's radius ''one level up in the hierarchy'' for which the selected child object(s) can appear. Use this setting to determine how far out mushrooms (children) can appear around and out from the base of a tree (parent) for example. Range: 0 to ∞
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*'''Angle Variance''' These 3 number fields correspond to the local X, Y and Z axis for the currently selected object. The values are in degrees and specify the range in which the selected object can rotate about that particular axis. Each number field supports positive and negative values. Additionally, the '''+/-''' checkbox can be enabled individually for each field, effectively stating that the angle value can go in either a positive or negative direction when the Region Editor generates the selected object type. Range: -∞ to ∞
*'''Angle Variance''' These 3 number fields correspond to the local X, Y and Z axis for the currently selected object. The values are in degrees and specify the range in which the selected object can rotate about that particular axis. Each number field supports positive and negative values. Additionally, the '''+/-''' checkbox can be enabled individually for each field, effectively stating that the angle value can go in either a positive or negative direction when the Region Editor generates the selected object type. Range: -∞ to ∞


*'''Sink Variance''' Specifies the range, in [[Units|units]], for which to modulate the '''Sink''' value along the game world's Z axis. Range: -∞ to ∞
*'''Sink Variance''' Specifies the range, in [[exterior cells|units]], for which to modulate the '''Sink''' value along the game world's Z axis. Range: -∞ to ∞


*'''Sink''' Specifies the amount, in [[Units|units]], for which an object is 'lowered' or 'sunken' along the game world's Z axis after it is initially placed. This is helpful for placing tree or rock objects where you want to vary how far they clip into the terrain geometry. This value is assumed negative by default. Manually entering a negative value here will in effect cause the object to 'raise'. Range: -∞ to ∞
*'''Sink''' Specifies the amount, in [[exterior cells|units]], for which an object is 'lowered' or 'sunken' along the game world's Z axis after it is initially placed. This is helpful for placing tree or rock objects where you want to vary how far they clip into the terrain geometry. This value is assumed negative by default. Manually entering a negative value here will in effect cause the object to 'raise'. Range: -∞ to ∞


*'''Size Variance''' Specifies the range, in percent, of the final size or scale for the selected object type. The '''+/-''' checkbox effectively states that the scale amount can go in either a positive or negative direction when the Region Editor generates the selected object type. For best results, use sparingly, extreme values will be capped in the engine. Range: -∞ to ∞
*'''Size Variance''' Specifies the range, in percent, of the final size or scale for the selected object type. The '''+/-''' checkbox effectively states that the scale amount can go in either a positive or negative direction when the Region Editor generates the selected object type. For best results, use sparingly, extreme values will be capped in the engine. Range: -∞ to ∞
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*'''Conform to slope''' The checkbox states that the selected object will take into account the average terrain delta directly underneath the XY surface area of the object upon generation. The resulting placement will align the object with the general angle of the terrain and is done prior to any '''Angle Variance''' adjustments. This is useful for generating terrain conforming objects, such as rocks, upon steep or inclining landscape.
*'''Conform to slope''' The checkbox states that the selected object will take into account the average terrain delta directly underneath the XY surface area of the object upon generation. The resulting placement will align the object with the general angle of the terrain and is done prior to any '''Angle Variance''' adjustments. This is useful for generating terrain conforming objects, such as rocks, upon steep or inclining landscape.


*'''Paint Vertices''' This checkbox enables terrain vertex painting for the selected object type. Click the color swatch to use the Windows color picker to select a vertex color, just as you would in the [[:Category:Landscape|landscape editor]]. The '''% of Radius''' slider chooses the amount, in percent of the object radius, to paint terrain vertices directly above or below the selected object type. Each terrain vertex is 128 [[Units|units]] apart. Range: 0-200
*'''Paint Vertices''' This checkbox enables terrain vertex painting for the selected object type. Click the color swatch to use the Windows color picker to select a vertex color, just as you would in the [[:Category:Landscape|landscape editor]]. The '''% of Radius''' slider chooses the amount, in percent of the object radius, to paint terrain vertices directly above or below the selected object type. Each terrain vertex is 128 [[exterior cells|units]] apart. Range: 0-200


=='''Weather Tab'''==
=='''Weather Tab'''==
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=='''Cell/Region Preview Window'''==
=='''Cell/Region Preview Window'''==


The Region Preview Window displays all of the [[:Category:Cells|cells]] currently available for the selected [[:Category:World Spaces|world space]]. Each block pertains to one exterior cell within the game world. Hovering over a cell with the mouse cursor will display that cell's coordinate, the current XY position in [[Units|units]] of the cursor, as well as any name the cell might have. Region shapes, along with their color, are also displayed in the preview window. Any cell that is affected by a region will be tinted the color of that region. If more than one region affects a cell, it will be colored the average of all the associated region colors.
The Region Preview Window displays all of the [[:Category:Cells|cells]] currently available for the selected [[:Category:World Spaces|world space]]. Each block pertains to one exterior cell within the game world. Hovering over a cell with the mouse cursor will display that cell's coordinate, the current XY position in [[exterior cells|units]] of the cursor, as well as any name the cell might have. Region shapes, along with their color, are also displayed in the preview window. Any cell that is affected by a region will be tinted the color of that region. If more than one region affects a cell, it will be colored the average of all the associated region colors.


*'''Window Navigation''' To laterally pan around the preview window, press and hold the middle mouse button while moving the mouse. To zoom in and out of the preview window, simply scroll the mouse wheel up or down to zoom in or out, respectively. Quickly navigate to available region shapes by selecting the region in the list of region names and cycling through the available region shapes with the left and right arrow buttons.
*'''Window Navigation''' To laterally pan around the preview window, press and hold the middle mouse button while moving the mouse. To zoom in and out of the preview window, simply scroll the mouse wheel up or down to zoom in or out, respectively. Quickly navigate to availble region shapes by selecting the region in the list of region names and cycling through the available region shapes with the left and right arrow buttons.


*'''Drawing Region Shapes''' To create a region shape, first choose which region you would like to add to the current world space from the region list. Simply left click anywhere in the preview window to begin drawing a region shape. The first thing you will see is a red X. This X represents one point, or corner, for an open region shape. Continue pressing the left mouse button to add more points. A region may use as many points as desired, but must contain at least 3 points to be a valid, enclosed shape. To finish and close your new region, simply right-click and choose '''Done''' from the pop-up menu. The last point drawn will automatically connect to the first point drawn, and all of the red X marks will convert to dark red region boundary lines. It is important to note that region points cannot be drawn in such a way that the borders within that region overlap or cross over each other, at any point in the shape. Should this occur when drawing a region shape (i.e. drawing a 'figure-8' shape), a warning message will appear saying that the region shape is invalid and will be deleted if closed. It is possible to draw more than one shape for a specific region. More than one shape overlapping will be considered a whole continuous shape by the Region Editor. With the region shape now closed and applied to the world, the cells affected by this shape should now be colored by the region. If not, check to see that the region has a color defined, that any new cells in the world space have been successfully created by the region, and that at least one parameter tab has been enabled.
*'''Drawing Region Shapes''' To create a region shape, first choose which region you would like to add to the current world space from the region list. Simply left click anywhere in the preview window to begin drawing a region shape. The first thing you will see is a red X. This X represents one point, or corner, for an open region shape. Continue pressing the left mouse button to add more points. A region may use as many points as desired, but must contain at least 3 points to be a valid, enclosed shape. To finish and close your new region, simply right-click and choose '''Done''' from the pop-up menu. The last point drawn will automatically connect to the first point drawn, and all of the red X marks will convert to dark red region boundary lines. It is important to note that region points cannot be drawn in such a way that the borders within that region overlap or cross over each other, at any point in the shape. Should this occur when drawing a region shape (i.e. drawing a 'figure-8' shape), a warning message will appear saying that the region shape is invalid and will be deleted if closed. It is possible to draw more than one shape for a specific region. More than one shape overlapping will be considered a whole continuous shape by the Region Editor. With the region shape now closed and applied to the world, the cells affected by this shape should now be colored by the region. If not, check to see that the region has a color defined, that any new cells in the world space have been successfully created by the region, and that at least one parameter tab has been enabled.

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