Beast Manual V1.0 Terrain Editor Layoutfor 3D Objects SetMonster Spawn PropertyType AEONSOFT 1 Run file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image002.jpg A) Set up ① Target location should point to tool\beast.exe. ② The working folder (starting position) should point to your resourcefolder. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image004.jpg 나) Beast Basic Outline(Descriptions) ① Terrain Editor – Tools for modifying theterrain ② Workspace – Object properties,select, delete, etc. (Pretty much where you’ll be working, obv.) ③ Navigator – The map. You can doubleclick an area to move to there/select that area. ④ World – Another map. You canview/modify the world. 2 메뉴 설명 다) File ① NewProject Create a new project. ② OpenProject Beast automatically sets the default extension to prj. You don’t have to change anything. ③ SaveProject New models, terrain, etc are saved. To test out new textures, maps,etc, you’ll need to save theproject. ④ CloseProject Closes the project. Not supported. ⑤ NewWorld Creates a new map. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg Base Texture | Select the default texture. | | Grayscale = default. The lowest height is 0, the highest is 255. | | | | If you don’t specify a desired height in HeightBitmap, it will go to the default. Default = 100. | | Choose the units for world width and height. The default is 5. 1 = 512 meters, which means 5 * 512 = 2560 meters. This unit (5) is also related to the number of number of pieces the world has. 5 * 5 means that the input is divided in 25 landscape folders. A file named *.lnd will be made, divided into 25 files. 512 refers to 512 square meters. | | | Expresses an indoor setting. No local support. |
Step 1 : Files-> New World Step 2 : New World input all of the information (see the menudescription) and then press ok. ⑥ OpenWorld Open the map. Step 1 : Files->Open World Step 2 : Go to the folder Resource\World\WdMadrigal Step 3 : Open the .wld file ⑦ SaveWorld – Save current map ⑧ Save As World – Save as a map file (?) file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image008.jpg Save Dyo(Dynamic) File | Use dynamic objects to store the information. (save dynamic object info) | | Use a region file to store the information. (save region info) | | Save the landscape (save landscape info). | | Save as a .dds file. (saves each landscape?) |
The reason for theworld being divided into several files is that you can select each bit ofinformation that you want to be stored. It is also useful for when you workwith multiple people at once. ⑨ Save As Bitmap – Saves a map as a bmp. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image010.jpg Paint Name | The name. Should be obvious. | | Saves the region area in the output. | | Saves the monster spawn in the output. | | Water and clouds. Obvious. | | The height. (resolution?) |
When you save as a Bitmap, files can only be savedas Windows 32-bit true color resolution. 라) Edit ① Undo Undo. ② Redo Redo. ③ Cut Cut. ④ Copy Copy. ⑤ Paste Paste. ⑥ Gravity Applies to an object’s gravity. The objectshould be close to the terrain (?) ⑦ Pile Up Put an object on another object. Pile boxes, put stuff onbookshelves, etc. ⑧ Lock This lock feature is similar to the one in 3D Max. Locks an object’s conditions. ⑨ Snap to Grid Snaps an item to the grid. Tile, etc. ⑩ Get Grid Size Obvious. ⑪ Set Grid Set the size of the grid. ⑫ Random Scale and Rotation When you add a new object, the object value for angle and scale canbe set as random. Various sizes, angles, etc. are useful for certain objects.(rocks, wood, etc.) ⑬ Spawn Default Setting When a monster is spawned, the values are usually set to default.You can set the default here. This is usually set for most mobs and then somefine-tuning is done after. ⑭ Animate In general, the background animation does not move. Turning on thisoption allows all moving objects in the background to be animated. ⑮ Execute Game Executes the game Set the path to run the game in Start Region. 마) Object ① Put Add the object to the workspace. Select the desired object and addit with this. ② Select If you select an object, a box appears. You can modify specificobjects with this. You can multi-select (if enabled) file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image012.jpg ③ Select Move Click and drag to move the object. Should be obvious. ④ Select Rotation Similar to 3D Max. You can click and drag an object to rotate it.You can also use the ALT key to move, scale, or rotate objects that are inother states. Use the arrow keys to rotate 45 degrees. Should be obvious. ⑤ Select Scale Click and drag to scale. Should be obvious. (Restriced X, Y, Z coordinates can adjusteddepending on the scale.) ⑥ Restrict Y Y axis is fixed. ⑦ Restrict XZ X=Z axis is fixed. ⑧ Other Select a specific state that an object is in, hold the SHIFT keywhile dragging the object. Bars) Terrain(TerrainEditor) ⑨ Height Edit file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image014.jpg Height Edit – Height tool. Enter the properties. Mountain shape | | | | | | | | | | | | | | | Highest point. If you were to set a fixed height on the right side of an object, when that object hits the fixed height, it becomes flat. | | | | | | | | | | | | It’s not possible to move with walking or flying. | | | Region will cause death. Ex) lava. Not currently supported. |
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image016.jpg file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image018.jpg file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image020.jpg Height Flat Smooth ⑩ Texture Edit file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image022.jpg Texture Edit– Apply a texture to a region. You should select a desired texture tothe left of the Workspace before using this. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image024.jpg ⑪ Color Edit file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image026.jpg Shade | Shading. Can be adjusted from -128 to 128. | | Amount of red. Can be adjusted from -128 to 128. | | Amount of green. Can be adjusted from -128 to 128. | | Amount of blue. Can be adjusted from -128 to 128. | | | | |
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image028.jpg ⑫ Water Edit file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image030.jpg None | | | | | | | Texture used. Not currently supported. | | |
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image032.jpg ⑬ Layer Optimize the use of layeringfor textures. Layers can be seen a list in the terrain editor. This allows youto edit one aspect of the textures without having an effect on another aspect. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image034.jpg Remove | | | You can check the layer on or off. If you change whether the layer is checked or not, hit update. Ex) Turn off a layer and hit update, it will look as if that texture has disappeared. | | This checks all of the boxes. This is useful if you have many layers and you would like them all to appear. This will not bring back deleted layers! |
- w, v9 N$ C! |) Q) O( M0 ]5 V
Checking Layer In the picturebelow, you can see yellow lines. These are zone classifications. Yellow zonesmeans that the landscape that your mouse is over appears on the layering list.Areas outside of the yellow should be avoided, as anything in these areas willnot appear. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image036.jpg A) World ⑭ Light file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image038.jpg Direct Light | You can use the Ambient and Diffuse tools to get direct lighting conditions. | | Time time ingame that the light appears (?) (0~23) |
⑮ Revival To file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image040.jpg If a characterdies within a map, it is sent to a certain revival point. World Id | Sends the character to a certain map ID. All maps have a map ID. The example above shows Madrigal as the map ID. | | A specific location within the World ID (Madrigal) where the character should spawn on revival is set in the Revival Key. Flaris is used as an example. Flaris = Region Object. |
4) View Item | | | | Shows the entire wireframe. | | | Terrain LOD (level of detail). When working with detailed terrains, it is suggested that this is off. | | | Object LOD (level of detail). Necessary objects are not visible when when this is on. When it is off, they are. (Should be off when you can be slow.) | | | | | | Character, NPC, etc. names are printed at this top of this object. | | | Smallest unit grid (?). 4 meters per division. | | | Patch grid units (?). 32 meters per division. | | | Landscape grid units. 512 meters per division. | | | Whether the sky is output. | | | Whether the terrain is output. | | | Whether all objects are output. | | | Whether water/clouds are output. | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Bar) Window ⑯ Workspace Object, Terrain – Select and modify ⑰ Terrain Editor Terrain Editor ⑱ Navigator file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image042.jpg Grid number on Navigator is the same as the total number oflandscapes. Dark blue sections mean that it is currently loaded (the camera ispositioned there). Double clicking an area moves the camera to that area. ⑲ Tool Bar Various tools & features 3 Unit Descriptions 1 Unit | | | | | 32 meter (Maximum LOD Unit) | | |
4 Basic camera and object manipulations Move Camera | Middle Button Press and Drag | | Middle Button Press and Alt and Drag | | Select Object and Left Button Press and Up Down Drag | | Select Object and Left Button Press and Drag | | Select Object and Left Button Press and Up Down Drag |
Basic camera and object manipulations are based on 3DMax Studio. 5 Map file extensions *.wld | Script: header. Contains basic information about the map. | | Contains information about the terrain. Landscape will increase depending on the number of units. 5 * 5 (2560 square meters) will generate 25 lnd files. | | Region and spawn information is contained here. | | Dynamic object. Primarily contains information on NPCs. |
6 Add Resources A) Adding objects (Same conceptas Visual C++) Click on the desired itemand the following will pop up. Add Model | Adds 3d models (.o3d). You must select the desired .obj and .o3d from the resource\model folder. | | Folder management. Should be obvious. | | Delete a model or folder. | | |
A) Add a terrain Click on the desired itemand the following will pop up. Add Texture | Adds terrain textures. Select the desired texture from the resource\world\texture folder. | | Folder management. Should be obvious. | | Delete a model or folder. | | |
7 Place objects A) input objects ① step1 : Select the desired object in the Workspace. ② step2 : Click in the World Window where you would like to add theobject. B) select objects ③ Click on the desired object ④ Ctrl + Left Click : you can use this to select multiple objects ⑤ Left Button + Drag : you can drag a single object or multipleobjects 8 Object structure A) the scripts ① mdlObj.inc – model Object, dealswith objects. Obj is limited to a static background. Beast automaticallygenerates mdlObj.inc. ② mdlDyna.inc – model Dynamic, dealswith dynamic objects. mdlDyna.inc should be scripted by hand. ③ For more related convention names, refer to ParsWork.doc. B) architecture description Prefix | | | | Used for a static background. | | | Default for dynamic objects. Not currently supported. | | | Used for special effects. The special effects can be found as .sfx files. | | | | | | Character, NPC, monsters, etc. All characters. Deals with the animation setting. | | | Regions. Deals with resurrection, triggers, etc. Can enter properties (?) | | | | |
나) Mover – Set of properties. ① Mover file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image044.jpg Name | | | | | | | Character animation (sprite?). Script name is set automatically. | | | | | | | | | Sets whether the mob is invincible or not | | | Whether the mob has super powers or not. | |
② Spawn file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image046.jpg Sum | | | | Interval between respawn (seconds) | | | | | | Whether respawn is enabled or not | |
C) Region – Description of each object ③ Trigger – Mainly used for events.Rarely used now due to the attribute and function settings. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image048.jpg ④ Attribute – Terrain properties.Mainly used to enter a caption (?). Triggers can do the same thing, butattributes are used instead. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image050.jpg file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image052.jpg Select aproperty. A description of the property should be on the side of the property. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image054.jpg Function | Select the script to function as a trigger. Not currently supported. | | Select the sound that comes from a specific region in an area. Not currently supported. | | Select the background music that plays in a specific region in an area. Play button is does not work. | | If this option is checked, the music is played repeatedly. | | Teleports you to specified coordinates if you enter a certain region. |
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image056.jpg Caption that displayswhen somebody enters a region. ⑤ Begin Point – The starting point ofthe game. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image058.jpg ⑥ Revival Point – Resurrection point. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image060.jpg file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image062.jpg When a characterdies, the closest revival point is found. There are, however, distinctions inSaint Morning. If you die in Saint Morning, you may be closer to a spawn pointin a different area, which will cause you to be warped there even though you’re in Saint Morning.. To avoid issueslike this, use the Target Key feature. The target key causes a check for theKey Target, then the closest revival point. If Target Key is on, the distanceshould be disregarded and only Key target should be held accountable. You willbe spawned at Key target (Saint Morning). See the picture below for a betterexplanation. file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image063.gif You’ll notice that the closest spawn point to the character is inFlaris, but since the character is in Saint Morning and Target Key is on, thecharacter is sent to the spawn point in Saint Morning. ⑦ There are several Regions that are currently not in use. 다) Region Attribute ID | | | | | | | | | | | | | | | | Safe territory. Protected from PKing. | | | | | | These territories allow dueling. | | | | | | | | | Specific territories cause damage. | | | | | | Not affected by light. Constant daylight (?) | | | PKing territory. PK is possible anywhere in this area | | | | | | Dangerous territory. If this is selected, the battle music will change. | | | An area where you cannot talk. | | | You cannot attack in this area. | | | It is not possible to be damaged/to do damage in this area. | | | It is not possible to use skills in this area. | | | No items are available in this area. | | | You cannot teleport in/out of this area. | |
<Notes> l World coordinates can be displayed on the toolbar. The default forthis setting can be set to on or off. l When selecting an object in the Workspace, you must navigate to thatobject. $ Z/ x$ q' a, z) t. z: w
|