Index
A
- accessors
- used for retrieving, components of variable / Retrieving components of a variable using accessors, How to do it..., How it works..., There's more...
- accumTime, constant / How it works..., How it works...
- ActionMap class / How it works...
- Add Decal tool / How to do it...
- addMarker() method / How it works...
- administrative powers
- gaining, by players / Getting ready, How to do it..., How it works...
- administrators
- types / Different types of administrators
- password / Administrator password is server wide
- adminPassword parameter / How it works...
- air control
- about / Enabling and disabling air control
- working / How it works...
- airControl property / How to do it..., How it works...
- AITurretShape class / How it works...
- allow parameter / Disabling sprint, Disabling jump jetting
- alphaTestValue, constant / How it works...
- alpha threshold effect
- on glow mask / Effect of alpha threshold on glow
- alwaysHandleMouseButtons property / How it works...
- ambient, constant / How it works...
- ambientColor, constant / How it works...
- angularForce property / Smooth camera rotation
- animate() method / Manually modifying the time of day
- animation sequence
- playing, on TSStatic class / Playing an animation sequence on a TSStatic class, How to do it..., How it works..., There's more...
- playing, on ShapeBase class / Playing an animation sequence on a ShapeBase class, How to do it..., How it works...
- stopping, from playing / How it works...
- stopThread() method / How it works...
- pausing / Pausing an animation sequence playback
- in timeline, location jumping to / Jumping to a location in timeline of an animation sequence
- playback direction, changing / Changing playback direction and speed of a sequence
- sequence speed, changing / Changing playback direction and speed of a sequence
- arbitrary parameters
- passing, from client to server / Passing arbitrary parameters from the client to the server, How to do it..., How it works...
- args parameter / How it works...
- arguments
- with variable function calling, call() used / Using call() to call a variable function with arguments, How to do it..., How it works...
- ArrayObject class
- ArrayObject instance / How it works...
- AudioAmbienceMoodMusic datablock instance / How to do it…
B
- $backBuffer, PostEffect target / How it works...
- $backBuffer, sampler data sources / How it works...
- $backbuffer, sampler source / How it works...
- background sound
- for level, steps for / Getting ready, How it works...
- balance energy drain
- versus recharge rate / Balance energy drain versus recharge rate
- basicShadow metric / A list of all standard metrics
- bitmask parameter / How it works...
- boxHeight property / How it works...
- boxWidth property / How to do it...
- bumpAtlasParams, constant / How it works...
- bumpAtlasTileParams, constant / How it works...
- Buttons rollout / How to do it..., How to do it…
C
- $Con**redefineBehavior global variable / Creating a new SimObject instance with a globally unique name
- $cubemap, sampler source / How it works...
- %client parameter / How it works...
- .cs extension / Introduction
- call()
- used for calling variable method, on Simobject instance with arguments / Using call() to call a variable method on a SimObject instance with arguments, Getting ready, How it works...
- used for calling variable function, with arguments / Using call() to call a variable function with arguments, How to do it..., How it works...
- call() function / How it works...
- call() method / How it works..., Using call() to call a variable function with arguments
- callback parameter / How it works...
- callbacks
- about / Success callbacks
- failure / Failure callbacks
- callOnChildren() method / How it works...
- callOnChildrenNoRecurse() method / There's more...
- camera
- control mode, changing / Changing the camera's view and control mode, How to do it..., How it works...
- view, changing / Changing the camera's view and control mode, How to do it..., How it works...
- movement / Giving the camera smooth movement, How to do it...
- speed, boosting / Camera speed boost and brakes using triggers
- rotating, smoothly / Smooth camera rotation
- path, following / How to do it..., How it works...
- camForward, constant / How it works...
- Canvas.getContent().add() / Dialog boxes and the drag-and-drop operation
- Canvas.popDialog() method / How it works...
- center parameter / How it works...
- centerPrintAll() function / How it works..., Individual client version of center print
- class property
- used, for creating SimObject instance / Extending a SimObject instance using the class property, How to do it..., How it works...
- Class property / Extending a SimObject instance using the class property
- limitations / Limitations of the class property
- clearCenterPrintAll() function / Manually clearing the center print message
- ClickOnObject TorqueScript function / How it works...
- client
- 3D sound, playing / Playing a quick 2D or 3D sound on all clients, How to do it..., How it works...
- 2D sound, playing / Playing a quick 2D or 3D sound on all clients, How to do it..., How it works...
- to server, arbitrary parameters passing from / Passing arbitrary parameters from the client to the server, How to do it..., How it works...
- server connection, accessing from / Accessing the server connection from the client, How to do it...
- message, broadcasting to / Broadcasting a message to all clients and having it displayed in the center of the screen
- to server, network event sending from / Sending a network event from the client to the server, How to do it..., How it works...
- client-side
- object in scene, clicking on / Clicking on an object in the scene (client-side), How to do it..., How it works...
- clientCmdSetDamageDirection() function / How to do it…, How it works...
- client connection
- from server, accessing / How to access all client connections from the server, How it works...
- ClientGroup collection / How to do it...
- clientID parameter / How it works...
- clientMessage() function / How it works...
- client parameter / How it works...
- clientSide parameter / How it works..., Obtaining the distance to a found object
- CloudLayer instance / Making the main menu level more interesting
- Collision group / TSStatic shapes and decalType property
- collisionType property / TSStatic shapes and decalType property, Collision mesh required, Collision mesh required
- Color Picker dialog box / How to do it...
- color property / How it works...
- command parameter / How it works...
- commandToClient() call / How it works...
- commandToClient() function / How it works..., There's more...
- commandToServer() call / How it works...
- commandToServer() function / How it works...
- commandToServer() parameter / Packed empty strings
- commandToServer() TorqueScript function / How it works...
- components
- of variable retrieving, accessors used / Retrieving components of a variable using accessors, How to do it..., How it works..., There's more...
- connect() function / How to do it..., How it works...
- containerRayCast() function / Collision mesh required, Client-side-only limitations, Type masks, How it works..., Collision mesh required, Performing a ray cast search of the scene graph
- containerSearchCurrDist() function / Obtaining the distance to a found object
- containerSearchNext() function / How it works..., Obtaining the distance to a found object
- Containers rollout / How to do it...
- controlMode property / How it works...
- control parameter / Difference between pushDialog() and setContent()
- convex shape
- using, as zone / Using a convex shape as a zone, How to do it..., How it works...
- copy source / Creating a new SimObject instance based on another SimObject instance
- createAndConnectToLocalServer() function / How to do it..., How it works...
- Create button / How to do it...
- Create New button / How to do it...
- Create new GUI dialog box / How to do it…
- cubeEyePos, constant / How it works...
- cubemap property / How it works...
- cubeTrans, constant / How it works...
- custom material
- building / Building a custom material, How to do it...
- working / How it works...
- building, advanced lighting used / Building a custom material using advanced lighting, How to do it...
- CustomMaterial class / Building a custom material, How it works..., How it works...
D
- $dynamicCubemap, sampler source / How it works...
- $dynamiclight, sampler source / How it works...
- $dynamiclightmask, sampler source / How it works...
- -dedicated command-line parameter / How it works...
- 2D sound
- playing, on client / Playing a quick 2D or 3D sound on all clients, How to do it..., How it works...
- 3D sound
- playing, on client / Playing a quick 2D or 3D sound on all clients, How to do it..., How it works...
- Datablock / How it works..., How to do it...
- datablock class / How it works...
- Datablock class / How it works...
- Datablock Editor / Introduction
- Datablock entry / Working with decal instances
- Datablock instance / How it works..., How to do it...
- Datablock object
- about / Creating a new Datablock object
- working / How it works...
- creating, other Datablock object based / Creating a new Datablock object based on another Datablock object
- number, limiting / Limited total number of Datablocks
- keyword / The datablock keyword should only be used on the server
- properties / Datablock properties should be considered static
- Datablock objects / How it works...
- data parameter / Sending data to a server
- DayCycle object / Manually modifying the time of day
- daytime protocol / How it works...
- Deathball Desert level / Getting ready
- Decal Editor / Introduction
- Decal Editor window / How to do it..., Working with decal instances
- decal instance
- deleting / Working with decal instances
- decal metric / A list of all standard metrics
- decals
- adding to level, to cover seams between objects / How to cover seams and texture changes using decals placed in the World Editor, How to do it..., How it works...
- decalType property
- dedicated server
- starting, steps for / How to do it...
- working / How it works...
- -game parameter / The -game parameter
- -level parameter / The -level parameter
- shutting down / Shutting down a dedicated server
- DefaultPlayerData Datablock instance / Modifying other sprint limitations
- DefaultStorm Datablock instance / How it works...
- delimited fields
- accessing, with string / Accessing delimited fields within a string, How to do it..., How it works...
- spaces, skipping / Skipping spaces (only tab and new line delimiters)
- spaces and tabs, skipping / Skipping spaces and tabs (only new line delimiters)
- deltaTime, constant / How it works...
- DeployableTurretImage Datablock instance / Disabling sprint
- description property / How it works...
- detailBumpStrength, constant / How it works...
- detailScale, constant / How it works...
- dialog box
- creating / How to do it...
- displaying, to user / How to do it...
- .gui file, executing / Executing the .gui file of the dialog box
- callbacks / Standard dialog box callbacks
- non-modal dialog box, creating / Making a non-modal dialog box
- different root control, using / Using a different root control for the dialog box
- dictionaries
- script arrays, using as / Using script arrays as dictionaries, How it works...
- diffuseAtlasParams, constant / How it works...
- diffuseAtlasTileParams, constant / How it works...
- diffuseMaterialColor, constant / How it works...
- direction parameter / Changing playback direction and speed of a sequence
- doSomething() method / Using the special -> operator
- drag-and-drop operation
- between, two windows / Dragging and dropping between two windows, How to do it…
- and dialog box / Dialog boxes and the drag-and-drop operation
- DragControl**onControlDropped() method / How it works...
- DragControl**onMouseDragged() method / How it works...
- DragonAlarm sound / How to do it...
- DragonAlarm sound emitter / How to do it...
- dropAnimateMS property / Sprite sheet for drops and splashes
- drops and splashes
- sprite sheet for / Sprite sheet for drops and splashes
- dropSize property / How it works...
- dynamic property / Creating a new SimObject instance with defined properties
E
- EchoService**onLine() method / Handling more than one connection
- elevation parameter / Manually modifying the time of day
- Empty Terrain level / Including children SimSet and SimGroup collections in the search, Getting ready, Getting ready, Getting ready, Getting ready
- enterCommand property / How to do it...
- event, trigerring
- on sound playback / How to do it..., How it works...
- eventID parameter / How it works...
- EventManager.remove() / Removing a listener from all event messages
- EventManager instance / Peeking into an EventManager instance
- event messages
- listener, removing / Removing a listener from all event messages
- event parameter / How it works...
- event parameter / How it works...
- events
- generating, TimeOfDay object used / Using the TimeOfDay object to generate events, How to do it..., How it works...
- ScatterSky class for night, setting up / Setting up the ScatterSky class for night
- time of day, modifying / Manually modifying the time of day
- exclude parameter / How it works...
- Explosion class / How it works...
- expression parameter / How it works...
- eyeMat, constant / How it works...
- eyePos, constant / How it works...
- eyePosWorld, constant / How it works..., How it works...
F
- F10 key / Introduction
- fadeColor property / How it works...
- filePath parameter / Dynamically changing a postFX's texture
- File Select button / How to do it…
- findObjectByInternalName() / Using the special -> operator
- fire spread, weapon
- adjusting / Adjusting the fire spread of a weapon, How it works...
- fog
- about / Setting up fogging of the level
- adding, to level / How to do it..., How it works...
- and ScatterSky class / Fog and the ScatterSky class
- fogAtmosphereHeight property / How to do it..., How it works...
- fogColor, constant / How it works..., How it works...
- fogColor property / How it works...
- fogData, constant / How it works..., How it works...
- fogDensityOffset property / How to do it..., How it works...
- fogDensity property / How to do it..., How it works...
- followCam property / Precipitation at a fixed location
- foreach$() function / How it works..., There's more..., How it works...
- foreach$() method / There's more...
- foreach() function / How it works..., How it works...
- foreach() method / There's more...
- foreach() operator / How to do it...
- Forest Editor / Introduction
- forest metric / A list of all standard metrics
- found object
- distance, obtaining to / Obtaining the distance to a found object
- to closet point, distance obtaining to / Obtaining the distance to the closest point to a found object
- fps / Displaying metrics (such as FPS) from the console
- FPS (Frame Per Second) camera control / Locking and hiding the mouse while the right mouse button is down
- fps gfx string / How it works...
- fps metric / A list of all standard metrics
- FPS Tutorial game / Getting ready, How to do it...
- FPS Tutorial template / Getting ready
- Full template / How to do it...
- functionName parameter / There's more..., How it works...
- function parameter / How it works...
- functions
- scheduling / Scheduling functions, How to do it..., How it works...
G
- -game parameter / The -game parameter
- game-specific metrics
- creating / Creating game-specific metrics
- GameConnection**initialControlSet() method / How to do it..., How it works..., How to do it…
- GameConnection**onConnect() method / How it works...
- GameConnection object / Different types of administrators
- GameCore**onMissionLoaded() method / How to do it..., How it works...
- game objects
- list, displaying / How to do it..., How it works...
- gameplay
- about / Introduction
- GameTSCtrl class / How to do it..., How it works...
- get() method / How it works...
- getBlogsFeed() method / How it works...
- getBlogTitles() method / How it works...
- getInternalName() method / How it works...
- getLevelInfo() function / How to do it...
- getName() method / How it works..., Understanding the namespace hierarchy, Client-side-only limitations, Single-player games
- getPackageList() function / There's more...
- getPosition() method / Accessing delimited fields within a string
- getRandom() method / How it works...
- getSource() method / Markers on an SFXEmitter class
- getTaggedString() function / How it works...
- getWeaponDamage() function / How it works...
- getWord() function / How it works..., There's more...
- getWordCount() function / How it works..., There's more...
- getWords() function / How it works...
- gfx metric / A list of all standard metrics
- GFXStateBlockData class / Working with a custom GFXStateBlockData class, How it works...
- GlobalActionMap class / How it works...
- globally unique name
- SimObject instance, creating with / Creating a new SimObject instance with a globally unique name
- glow mask
- setting up, Material Editor window used / Setting up a glow mask using the Material Editor window, How to do it..., How it works..., There's more...
- alpha threshold effect / Effect of alpha threshold on glow
- multiple material, using / Using more than one material
- Go! button / How to do it...
- graphical user interface (GUI) system / Introduction
- graphics pipeline
- about / Introduction
- GrenadeExplosionSound sound profile / How it works...
- GroundCover instance / Making the main menu level more interesting
- groundCover metric / A list of all standard metrics
- GuiBitmapButtonCtrl control / How to do it…
- GuiButtonCtrl control / How to do it...
- GuiControl class / Including children SimSet and SimGroup collections in the search, How it works...
- GuiDefaultProfile profile / There's more...
- GuiDragAndDropControl class / How it works...
- GuiDragAndDropControl object / How it works..., Dialog boxes and the drag-and-drop operation
- GUI Editor Overview / Introduction
- GuiTextEditCtrl class / There's more...
- GuiWindowCtrl control / How it works...
H
- head-up display (HUD) / Introduction
- HTTP client
- connecting as / Connecting as an HTTP client, How to do it..., How it works...
- header and body, separating / Separating the HTTP header and body
- XML response, processing / Processing an XML response
- HTTP message structure
- HTTPObject class / How it works...
- Huffman Coding
- URL / Packed network strings
I
- imposter metric / A list of all standard metrics
- index parameter / How it works...
- initClient() function / Executing the .gui file of the dialog box, How to do it...
- initContainerRadiusSearch() function / How it works...
- inLightColor[0] - inLightColor[3], constant / How it works...
- inLightInvRadiusSq, constant / How it works...
- inLightPos[0] - inLightPos[2], constant / How it works...
- inLightSpotAngle, constant / How it works...
- inLightSpotDir[0] - inLightSpotDir[2], constant / How it works...
- inLightSpotFalloff, constant / How it works...
- Instances tab / Working with decal instances
- internal name
- used, for finding object in SimSet collection / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- used, for finding object in SimGroup collection / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- internal name only SimObject instance
- creating / How to do it..., There's more...
- internalName property / How it works..., Including children SimSet and SimGroup collections in the search, How it works..., There's more...
- inTex, sampler data sources / How it works...
- invCameraMat, constant / How it works...
- Inventory windows
- using, in game / How to use the inventory and paper doll windows in a game
- invNearFar, constant / How it works...
- IPCheck object / How to do it...
- isActive() method / SFXState activations are reference counted
- isFunction() method / There's more...
- isMethod() method / There's more...
- isSuperAdmin properties / Different types of administrators
- isSuperAdmin property / Different types of administrators
- item
- in scene picking, with locked mouse / Picking up an item in the scene while the mouse is locked and hidden, How to do it..., How it works..., There's more...
- in scene picking, with hidden mouse / Picking up an item in the scene while the mouse is locked and hidden, How to do it..., How it works..., There's more...
J
- jetJumpEnergyDrain property / How it works...
- jetMaxJumpSpeed property / More control over the jump jet
- jetMinJumpSpeed property / More control over the jump jet
- join() method / How to do it...
- Join Server! button / How to do it...
- JoinServerDlg**join() method / How to do it..., How it works...
- Join Server window / How it works...
- jump jet
- about / How to jump jet
- steps / How to do it...
- working / How it works...
- animation sequence / Jump jet animation sequence
- disabling / Disabling jump jetting
- controlling / More control over the jump jet
L
- $lightmap, sampler source / How it works...
- -level parameter / The -level parameter
- level
- fog, adding / How to do it..., How it works...
- decals, adding to cover seams between objects / How to cover seams and texture changes using decals placed in the World Editor, How to do it..., How it works...
- zoning / Quickly zoning a level
- displaying, at main menu / Displaying a level at the main menu, How to do it...
- main menu level, improving / Making the main menu level more interesting
- loading and music playing / Playing music while a level is loading
- rain, adding / Getting ready
- precipitation object, adding / How to do it..., How it works...
- LevelInfo class / How to do it...
- LevelInfo object / How it works...
- Library tab / How to do it...
- lightDirection, constant / How it works...
- lightInfoBuffer parameter / Using named render targets as sampler data sources
- lightinfoUncondition() function / How it works...
- light metric / A list of all standard metrics
- Lightning class / How it works...
- lightning object
- used, for creating thunderstorm / Using the Lightning object to automatically create a thunderstorm, How to do it..., How it works...
- vehicle, striking / Striking a player or vehicle
- player, striking / Striking a player or vehicle
- lightning strikes, manual / Manual lightning strikes
- listen() method / How it works...
- loadMainMenu() function / The -level parameter
- Local Area Network (LAN)
- playing over / Playing over a LAN
- LocalClientConnection object / Single-player games
- looped sounds
- issues / Problem with looped sounds
- Loudness Equalization sound effect / Sounds not fading with distance
M
- $miscbuff, sampler source / How it works...
- <mission path> parameter / How it works...
- MainMenuLevelGame**onClientEnterGame() method / How it works...
- mapTo property / How it works..., How it works...
- master server
- about / Master server considerations
- material
- not with base_, modifying / Modifying materials that do not start with base_
- multiple materials, skinning at once / Skinning multiple materials at once
- Material Editor / Introduction
- Material Editor window
- used, for setting up glow mask / Setting up a glow mask using the Material Editor window, How to do it..., How it works..., There's more...
- Material property / Effect of alpha threshold on glow
- matPrevScreenToWorld, constant / How it works...
- matScreenToWorld, constant / How it works...
- matWorldToScreen, constant / How it works...
- maxDistance property / Limitations of ServerPlay3D
- maxEnergy property / How it works...
- maxTurbulence property / Modifying precipitation over time
- Mesh Road Editor / Introduction
- message
- broadcasting, to clients / Broadcasting a message to all clients and having it displayed in the center of the screen, How it works...
- displaying, in screen center / Broadcasting a message to all clients and having it displayed in the center of the screen, How it works...
- center print message, manual clearance / Manually clearing the center print message
- center print, indiviual client version / Individual client version of center print
- message consumer system
- message parameter / How it works...
- message producer system
- about / Using the message producer/consumer system, How to do it..., How it works...
- listener, removing from event messages / Removing a listener from all event messages
- EventManager instance / Peeking into an EventManager instance
- method
- executing, on SimSet collection / Executing a method on a SimSet or SimGroup collection, How to do it..., There's more...
- executing, on SimGroup collection / Executing a method on a SimSet or SimGroup collection, How to do it..., There's more...
- metrics
- displaying, from console / Displaying metrics (such as FPS) from the console, How it works...
- basicShadow metric / A list of all standard metrics
- decal metric / A list of all standard metrics
- forest metric / A list of all standard metrics
- fps metric / A list of all standard metrics
- gfx metric / A list of all standard metrics
- groundCover metric / A list of all standard metrics
- imposter metric / A list of all standard metrics
- light metric / A list of all standard metrics
- net metric / A list of all standard metrics
- particle metric / A list of all standard metrics
- reflect metric / A list of all standard metrics
- render metric / A list of all standard metrics
- sfx metric / A list of all standard metrics
- SFXSources metric / A list of all standard metrics
- SFXState metric / A list of all standard metrics
- shadow metric / A list of all standard metrics
- terrain metric / A list of all standard metrics
- time metric / A list of all standard metrics
- game-specific metrics, creating / Creating game-specific metrics
- metrics() function / How it works...
- milliseconds per frame (mspf) counter / Displaying metrics (such as FPS) from the console
- minnaertConstant, constant / How it works...
- Mission Area Editor / Introduction
- MissionCleanup object / How it works...
- MissionGroup object / How it works...
- MissionStartPhase1 client command / How it works...
- modelview, constant / How it works...
- modifyStorm() method / Modifying precipitation over time, How it works...
- mono sound source
- using / Using a mono sound source
- moonScale property / Setting up the ScatterSky class for night
- mouse
- hiding / Locking and hiding the mouse while the right mouse button is down, Getting ready
- locking / Locking and hiding the mouse while the right mouse button is down, Getting ready
- right mouse button, holding / How to do it...
- Move Decal tool (or press 2) / How to do it...
- multiplayer server
- about / What ports are needed to be open or forwarded for a multiplayer server
- ports, requisites / What ports are needed to be open or forwarded for a multiplayer server
- ports, using as per server needs / How it works..., Changing the port used by the game server
- master server considerations / Master server considerations
- LAN, playing over / Playing over a LAN
- music
- playing, while loading level / Playing music while a level is loading, How to do it..., How it works...
- musicTrack dynamic field / How to do it...
- MyExtensionClass2 namespace / Understanding the namespace hierarchy
N
- %name parameter / How it works...
- named render targets
- using, as sampler data sources / Using named render targets as sampler data sources
- name parameter / How it works...
- namespace hierarchy
- nearFar, constant / How it works...
- NetConnection client object / How it works...
- net metric / A list of all standard metrics
- networked sound effects
- creating, SFXEmitter used / Using SFXEmitter to create networked sound effects, How to do it..., How it works...
- network event
- sending, from client to server / Sending a network event from the client to the server, How to do it..., How it works...
- packed network, settings / Packed network strings
- packed empty strings / Packed empty strings
- packed network integers / Packed network integers
- floating point numbers, handling / Handling floating point numbers
- sending, from server to client / Sending a network event from the server to the client, How to do it..., How it works...
- New Gui option / Getting ready
- newtonMode property / How it works...
- Newton Rotation / Smooth camera rotation
- NoAmmo state / How it works...
- noCursor property / How it works..., How it works...
- numDrops property / How it works...
O
- $outTex, PostEffect target / How it works...
- %obj variable / How it works...
- object
- iterating on, in SimGroup collection / Iterating on objects in a SimSet or SimGroup collection, How it works..., There's more...
- iterating on, in SimSet collection / Iterating on objects in a SimSet or SimGroup collection, How it works..., There's more...
- finding in SimSet collection, internal name used / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- finding in SimGroup collection, internal name used / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- position, copying / Copying only position (or rotation, or scale) of an object
- rotation, copying / Copying only position (or rotation, or scale) of an object
- scale, copying / Copying only position (or rotation, or scale) of an object
- selected object, nudging / Nudging the selected object
- rotating, degrees used / Rotating an object using degrees
- multiple object, manipulating / Manipulating more than one object
- material in World Editor, changing / How to change the material of an object in the World Editor, Getting ready, How it works..., There's more...
- in scene (client-side), clicking on / Clicking on an object in the scene (client-side), How to do it...
- in scene (server-side), clicking on / Clicking on an object in the scene (server-side), How to do it..., How it works...
- finding, in range / Finding objects in range, How to do it...
- distance, obtaining to found object / Obtaining the distance to a found object
- distance, obtaining to closet point to found object / Obtaining the distance to the closest point to a found object
- of particular type, searching for / Searching for all objects of a particular type
- search, test / A very quick search test
- ray cast search, of scene graph / Performing a ray cast search of the scene graph
- Object Editor / Introduction
- objTrans, constant / How it works...
- oldRedefineBehavior value / Creating a new SimObject instance with a globally unique name
- onAnimateStart() callback / Manually modifying the time of day
- onConnect() method / How it works...
- onConnected() callback / How it works...
- onControlDropped() method / How to pass along game play information with the dragged controls
- onDialogPop() / Standard dialog box callbacks
- onDialogPush() / Standard dialog box callbacks
- oneOverFarplane, constant / How it works...
- oneOverTargetSize, constant / How it works..., How it works...
- onMarkerPassed() method / How it works...
- onMissionDownloadPhase1() function / How it works...
- onMouseDown() method / How it works...
- onNode() method / Node callback
- onRemove() method / How it works...
- onStart() function / How to do it...
- onUnsetContent() / Difference between pushDialog() and setContent()
- OurSoundEmitter object / Dynamically creating the sound source
P
- $player**jumpJetTrigger variable / How it works...
- $Pref**Master global variable / Master server considerations
- $Pref**Net**Port global variable / Playing over a LAN
- $pref**Player**Name global variable / How it works...
- $pref**precipitationDensity / Global control of Precipitation drop density
- package
- activating / Activating and deactivating a package, How to do it...
- working / How it works...
- Paper Doll windows
- using, in game / How to use the inventory and paper doll windows in a game
- parallaxInfo, constant / How it works...
- parameters parameter / How it works...
- params parameter / How it works...
- parse() method / Processing an XML response
- Particle Editor / Introduction
- particle metric / A list of all standard metrics
- passwordMask property / There's more...
- password property / How it works...
- password text edit box
- setting up, steps for / How to do it...
- PathCamera class / Maximum size of node list
- PathCamera object / How it works..., Manually stopping and changing direction, Node callback
- percentage parameter / Modifying precipitation over time
- PFXAfterBin, renderTime value / How it works...
- PFXAfterDiffuse, renderTime value / How it works...
- PFXBeforeBin, renderTime value / How it works...
- PFXEndOfFrame, renderTime value / How it works...
- PFXTexGenOnDemand, renderTime value / How it works...
- pixVersion property / How it works...
- play() method / How it works...
- playAmbient property / How to do it..., How it works..., There's more...
- playAudio() method / How it works...
- playback direction
- Play button / How to do it...
- player
- striking / Striking a player or vehicle
- administrative powers, gaining / Getting ready
- connecting, as administrator / How to do it...
- banning, from server / Kicking and banning people from the server, How to do it..., How it works...
- kicking, from server / Kicking and banning people from the server, How to do it..., How it works...
- banning, by name / Kicking or banning a player by name
- kicking, by name / Kicking or banning a player by name
- banning, remotely / Remotely kicking or banning a player
- kicking, remotely / Remotely kicking or banning a player
- last player exit, server restart restricting / Getting ready, How to do it...
- energy, used by sprint / How to do it...
- PlayerData Datablock instance / How to do it..., More control over the jump jet
- PlayerData property / How it works...
- PlayerData property / Modifying other sprint limitations
- PlayerTrigger object / How to do it...
- PlayGui$$onMouseDown() method / How it works..., How it works...
- PlayGui$$onRightMouseDown() method / How it works...
- PlayGui$$onRightMouseUp() method / How it works...
- PlayGui control / How it works..., How it works...
- playOnAdd property / How it works..., How to do it..., How it works...
- play property / Manually modifying the time of day
- playThread() method / How it works..., Pausing an animation sequence playback, Jumping to a location in timeline of an animation sequence
- PNG frames
- recording to / Record to individual PNG frames
- popDialog()
- popDialog() method / How it works...
- Portal object / Game engine performance considerations
- portInit() function / How it works...
- port parameter / How it works...
- position parameter / How it works...
- PostEffect class / Building a postFX, How it works..., Chaining multiple postFX together
- PostEffect instance / How it works...
- postfixNew value / Creating a new SimObject instance with a globally unique name
- postFX
- building / Building a postFX
- building, steps for / How to do it...
- working / How it works...
- PFXBeforeBin, renderTime value / How it works...
- PFXAfterBin, renderTime value / How it works...
- PFXAfterDiffuse, renderTime value / How it works...
- PFXEndOfFrame, renderTime value / How it works...
- PFXTexGenOnDemand, renderTime value / How it works...
- $backBuffer, PostEffect target / How it works...
- $outTex, PostEffect target / How it works...
- accumTime, constants / How it works...
- ambientColor, constant / How it works...
- camForward, constant / How it works...
- deltaTime, constant / How it works...
- eyePosWorld, constant / How it works...
- fogColor, constant / How it works...
- fogData, constant / How it works...
- invCameraMat, constant / How it works...
- invNearFar, constant / How it works...
- lightDirection, constant / How it works...
- matPrevScreenToWorld, constant / How it works...
- matScreenToWorld, constant / How it works...
- matWorldToScreen, constant / How it works...
- nearFar, constant / How it works...
- oneOverTargetSize, constant / How it works...
- rtParams0 - rtParams5, constant / How it works...
- screenSunPos, constant / How it works...
- targetSize, constant / How it works...
- texSize0 - texSize5, constant / How it works...
- waterColor, constant / How it works...
- waterDepthGradMax, constant / How it works...
- waterFogData, constant / How it works...
- waterFogPlane, constant / How it works...
- worldToScreenScale, constant / How it works...
- texture, changing dynamically / Dynamically changing a postFX's texture
- PrecipitationData Datablock instance / How it works...
- PrecipitationData Datablock object / Using a shader for drops and splashes
- precipitation object
- adding, to level / How to make it rain using a Precipitation object, How to do it..., How it works...
- drops and splashes, sprite sheet for / Sprite sheet for drops and splashes
- drops and splashes, shader for / Using a shader for drops and splashes
- at fixed location / Precipitation at a fixed location
- moving, over time / Modifying precipitation over time
- precipitation drop density, global control / Global control of Precipitation drop density
- prePassBuffer parameter / Using named render targets as sampler data sources
- preProcess() callback / Dynamically changing a postFX's texture
- printStuff1() function / How it works...
- projectileNum property / How it works...
- projectile spread / Adjusting the fire spread of a weapon
- projectileSpread dynamic property / How to do it...
- projectileSpread property / How it works..., How it works...
- pushBack() method / Maximum size of node list
- pushDialog()
- pushDialog() method / Difference between pushDialog() and setContent()
Q
- quit() function / Shutting down a dedicated server
R
- $reflectBuffer, sampler source / How it works...
- rain
- adding, to level / Getting ready
- random object
- getting, from SimGroup collection / Getting a random object from a SimSet or SimGroup collection, How to do it..., How it works...
- getting, from SimSet collection / Getting a random object from a SimSet or SimGroup collection, How to do it..., How it works...
- ray cast search
- of scene graph, performing / Performing a ray cast search of the scene graph
- rayEnd parameter / How it works...
- rayStart parameter / How it works...
- recharge rate
- versus balance energy drain / Balance energy drain versus recharge rate
- rechargeRate property / Balance energy drain versus recharge rate
- recordMovie() function / How it works..., Record to individual PNG frames
- reflect metric / A list of all standard metrics
- registerEvent() method / How it works...
- removeWord() function / How it works...
- renameNew value / Creating a new SimObject instance with a globally unique name
- render metric / A list of all standard metrics
- renderTime value / How it works...
- replaceExisting string value / Creating a new SimObject instance with a globally unique name
- replacement parameter / How it works...
- River Editor / Introduction
- Road and Path Editor / Introduction
- RockyCliffDecal template / How to do it...
- Rotate Decal tool (or press 3) / How to do it...
- RSS
- about / Using an RSS feed for game news, message of the day, or other client messages
- communications, handling / How to do it...
- working / How it works...
- rtParams0 - rtParams5, constant / How it works...
- rtParams0 - rtParams15, constant / How it works...
S
- SAD() function / How it works...
- sampler data sources
- $backbuffer / How it works...
- $cubemap / How it works...
- $dynamicCubemap / How it works...
- $dynamiclight / How it works...
- $dynamiclightmask / How it works...
- $lightmap / How it works...
- $miscbuff / How it works...
- $reflectBuffer / How it works...
- $backBuffer / How it works...
- $inTex / How it works...
- Scale Decal tool (or press 4) / How to do it...
- ScatterSky class
- and fog / Fog and the ScatterSky class
- setting up, for night / Setting up the ScatterSky class for night
- scene
- item picking, with hidden mouse / Picking up an item in the scene while the mouse is locked and hidden, How to do it..., How it works..., There's more...
- item picking, with locked mouse / Picking up an item in the scene while the mouse is locked and hidden, How to do it..., How it works..., There's more...
- SceneObject class / How it works...
- schedule() function / How it works...
- schedule() method / How it works...
- scheduleCelebration() method / How it works...
- screenSunPos, constant / How it works...
- script
- used, for changing ShapeBase object material / Changing the material of a ShapeBase object using script, There's more...
- script arrays
- using, as dictionaries / Using script arrays as dictionaries, How it works...
- Scripted tab / How to do it...
- ScriptObject class / How it works...
- ScriptObject instance / How it works..., How it works...
- ScriptObject object / How it works...
- searchChildren parameter / How it works..., Including children SimSet and SimGroup collections in the search, Using the special --> operator
- seconds parameter / Modifying precipitation over time
- Select button / How to do it...
- send() method / Sending data to a server
- server
- player, kicking from / Kicking and banning people from the server, How to do it..., How it works...
- player, banning from / Kicking and banning people from the server, How to do it..., How it works...
- restart stopping, when last player leaves / Stopping a server from restarting when the last player leaves, How it works...
- client connection, accessing from / How to access all client connections from the server, How it works...
- to client, network event sending from / Sending a network event from the server to the client, How to do it..., How it works...
- server-side
- object in scene, clicking / Clicking on an object in the scene (server-side), How to do it..., How it works...
- serverCmdSAD() function / Different types of administrators
- serverCmdSuicide() function / How it works...
- server connection
- from client, accessing / Accessing the server connection from the client, How to do it...
- ServerPlay2D() function
- limitations / Limitations of ServerPlay2D
- ServerPlay3D() function
- limitations / Limitations of ServerPlay3D
- serverToClientObject() function / Single-player games
- setClassNamespace() method / Working with a class namespace after object creation
- setConnectArgs() method / How it works...
- setPlay() method / Manually modifying the time of day
- setPosition() method / Manually stopping and changing direction
- setSkinName() call / Multiplayer considerations
- setSkinName() method / How it works..., The setSkinName() method needs to be called on the server, Player class considerations
- setState() method / Manually stopping and changing direction
- setSuperClassNamespace() method / Extending even further with the superClass property
- setTarget() method / Manually stopping and changing direction
- setThreadPosition() method / Jumping to a location in timeline of an animation sequence
- setWord() function / How it works...
- SFXDescription instance / How it works...
- SFXEmitter
- using, to create networked sound effects / Using SFXEmitter to create networked sound effects, How to do it..., How it works...
- SFXEmitter class / How it works..., How it works..., Markers on an SFXEmitter class
- SFXEmitter object / How to do it..., How it works..., There's more..., Dynamically creating the sound source
- SFXEmitter scene object / How it works...
- sfx metric / A list of all standard metrics
- sfxPlayOnce() function / Local client sound playing equivalent
- SFXProfile datablock instance / How it works...
- SFXProfile parameter / How it works...
- SFXSources metric / A list of all standard metrics
- SFXState datablock class / How it works...
- SFXState datablock instance / SFXState activations are reference counted
- SFXState metric / A list of all standard metrics
- SFXState object / Having more than one active SFXState instance
- SFXTrack instance / How it works...
- shader compiler
- defines passing, ShaderData used / Passing defines to the shader compiler using ShaderData
- shader constants
- accumTime, constant / How it works...
- alphaTestValue, constant / How it works...
- ambient, constant / How it works...
- bumpAtlasParams, constant / How it works...
- bumpAtlasTileParams, constant / How it works...
- cubeEyePos, constant / How it works...
- cubeTrans, constant / How it works...
- detailBumpStrength, constant / How it works...
- detailScale, constant / How it works...
- diffuseAtlasParams, constant / How it works...
- diffuseAtlasTileParams, constant / How it works...
- diffuseMaterialColor, constant / How it works...
- eyeMat, constant / How it works...
- eyePos, constant / How it works...
- eyePosWorld, constant / How it works...
- fogColor, constant / How it works...
- fogData, constant / How it works...
- inLightColor[0] - inLightColor[3], constant / How it works...
- inLightInvRadiusSq, constant / How it works...
- inLightPos[0] - inLightPos[2], constant / How it works...
- inLightSpotAngle, constant / How it works...
- inLightSpotDir[0] - inLightSpotDir[2], constant / How it works...
- inLightSpotFalloff, constant / How it works...
- minnaertConstant, constant / How it works...
- modelview, constant / How it works...
- objTrans, constant / How it works...
- oneOverFarplane, constant / How it works...
- oneOverTargetSize, constant / How it works...
- parallaxInfo, constant / How it works...
- rtParams0 - rtParams15, constant / How it works...
- specularColor, constant / How it works...
- specularPower, constant / How it works...
- subSurfaceParams, constant / How it works...
- targetSize, constant / How it works...
- texMat, constant / How it works...
- vEye, constant / How it works...
- viewProj, constant / How it works...
- viewToObj, constant / How it works...
- visibility, constant / How it works...
- worldToCamera, constant / How it works...
- worldToObj, constant / How it works...
- worldViewOnly, constant / How it works...
- ShaderData
- used, for passing defines to shader compiler / Passing defines to the shader compiler using ShaderData
- ShaderData class / How it works..., Passing defines to the shader compiler using ShaderData, How it works...
- ShaderData instance / How it works...
- shader macros
- about / Defining shader macros
- shadow metric / A list of all standard metrics
- ShapeBase class
- animation sequence, playing / Playing an animation sequence on a ShapeBase class, How to do it..., How it works...
- ShapeBase derived objects / Collision mesh required
- ShapeBaseImageData Datablock instance / How to do it..., How it works...
- ShapeBaseImageData Datablock instance / Disabling sprint
- ShapeBaseImageData property / How it works...
- ShapeBaseImageData weapon / How it works..., How it works...
- ShapeBase object / How it works..., How to do it..., How it works..., How it works...
- material changing, script used / Changing the material of a ShapeBase object using script, There's more...
- setSkinName() method, calling on server / The setSkinName() method needs to be called on the server
- multiplayer, considerations / Multiplayer considerations
- player class, considerations / Player class considerations
- sound, playing / Playing a sound on a ShapeBase object, How to do it..., How it works...
- ShapeBase setSkinName() method / How to do it...
- ShapeBase type object / How it works...
- Shape Editor / Introduction
- SimGroup collection
- random object, getting / Getting a random object from a SimSet or SimGroup collection, How to do it..., How it works...
- object finding, internal name used / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- method, executing / Executing a method on a SimSet or SimGroup collection, How to do it..., There's more...
- simgroup parameter / How it works...
- SimObject-based class / How to do it...
- SimObject call() method / Using call() to call a variable method on a SimObject instance with arguments, How it works...
- SimObject class / Including children SimSet and SimGroup collections in the search, Creating a new SimObject instance
- SimObject collection
- SimObject ID / How it works...
- SimObjectID parameter / How it works...
- SimObject instance
- about / Finding an object in a SimSet or SimGroup collection using its internal name, How it works..., Including children SimSet and SimGroup collections in the search, Creating a new SimObject instance based on another SimObject instance
- creating / Creating a new SimObject instance, How to do it...
- creating, with globally unique name / Creating a new SimObject instance with a globally unique name
- with defined properties, creating with / Creating a new SimObject instance with defined properties
- creating, another SimObject instance based / Creating a new SimObject instance based on another SimObject instance
- extending, class property used / Extending a SimObject instance using the class property, How to do it..., How it works...
- SimObject instance, with arguments
- variable method calling, call() used / Using call() to call a variable method on a SimObject instance with arguments, Getting ready, How it works...
- SimObject instance methods
- accessing, variable used / Using a variable to access methods or properties of a SimObject instance, How to do it..., How it works...
- SimObject instance properties
- accessing, variable used / Using a variable to access methods or properties of a SimObject instance, How to do it..., How it works...
- SimObject method / How to do it...
- SimObject methods
- scheduling / Scheduling SimObject methods, How it works...
- SimObject object ID / How it works...
- SimObject schedule() method / How it works..., How it works...
- SimSet callOnChildren() method / How it works...
- SimSet collection
- about / Iterating on objects in a SimSet or SimGroup collection, How to do it..., How it works..., There's more...
- random object, getting / Getting a random object from a SimSet or SimGroup collection, How to do it..., How it works...
- object finding, internal name used / Finding an object in a SimSet or SimGroup collection using its internal name, How it works...
- method, executing / Executing a method on a SimSet or SimGroup collection, How to do it..., There's more...
- SimSet instances / How it works...
- SimView window / How to do it...
- SimXMLDocument class / Processing an XML response, How it works...
- singleton
- about / Creating a new singleton
- creating / How to do it...
- working / How it works...
- singleton keyword / How it works..., How it works...
- Sketch Tool / Introduction
- skinning / How to change the material of an object in the World Editor
- skin property / Modifying materials that do not start with base_
- slot parameter / How it works...
- sorting function
- about / How it works...
- sound
- playing, on ShapeBase object / Playing a sound on a ShapeBase object, How to do it..., How it works...
- playing, mood based / How to have music change according to the mood, How to do it…
- soundAmbience property / How to do it…
- sound playback
- event, trigerring / Triggering an event during sound playback
- sound source
- creating / Dynamically creating the sound source
- spawnObject() function / How it works...
- special --> operator / Using the special --> operator
- special -> operator / Using the special -> operator
- specularColor, constant / How it works...
- specularPower, constant / How it works...
- splashMS property / Sprite sheet for drops and splashes
- splashSize property / How it works...
- sprint
- player energy, using / How to do it..., How it works...
- limitations, modifying / Modifying other sprint limitations
- disabling / Disabling sprint
- sprintEnergyDrain property / How it works..., Balance energy drain versus recharge rate
- sprintStrafeScale property / Modifying other sprint limitations
- squad / Creating a new SimObject instance with defined properties
- stand pose / Jump jet animation sequence
- startActionMusic() function / How it works...
- startEchoListener() function / How it works...
- stateBlock property / Working with a custom GFXStateBlockData class
- stateEnergyDrain[] property / How it works...
- stopMovie() function / How it works...
- stopThread() method / How it works...
- strikeRadius property / Striking a player or vehicle
- strikesPerMinute property / How it works..., Manual lightning strikes
- strikeTextures array property / How it works...
- strikeWidth property / How to do it..., How it works...
- string list
- words, iterating on / Iterating on words in a string list, How to do it..., How it works..., There's more...
- stringList parameter / How it works...
- string parameter / How it works...
- subscribe() method / How it works...
- subSurfaceParams, constant / How it works...
- superClass property / Extending even further with the superClass property
T
- targetScale property / How it works...
- targetSize, constant / How it works..., How it works...
- TCP client
- connecting as / Connecting as a TCP client, How to do it..., How it works...
- data, sending to server / Sending data to a server
- callbacks / Success callbacks
- callbacks, failure / Failure callbacks
- TCPObject**onConnected() callback / Success callbacks
- TCPObject**onConnectFailed() callback / Failure callbacks
- TCPObject**onDisConnect() callback / Success callbacks
- TCPObject**onDNSFailed() callback / Failure callbacks
- TCPObject**onDNSResolved() callback / Success callbacks
- TCPObject.disconnect() method / Dropping a connection
- TCPObject class / How it works..., How it works...
- TCPObject instance / Dropping a connection
- TCP server
- setting up / Setting up a TCP server, How to do it..., How it works...
- multiple connection, handling / Handling more than one connection
- connection, dropping / Dropping a connection
- teleporter object / How it works...
- Telnet console
- activating / How to do it...
- working / How it works...
- remote console access, disabling once enabled / Disabling remote console access once it has been enabled
- security / Telnet is not secure
- telnetSetParameters() function / How it works..., Disabling remote console access once it has been enabled
- telnetSetParameters() TorqueScript function / How it works...
- Terrain Editor / Introduction
- terrain metric / A list of all standard metrics
- Terrain Painter / Introduction
- texMat, constant / How it works...
- texSize0 - texSize5, constant / How it works...
- Text Input section / How to do it...
- text property / How to do it...
- Text rollout section / How to do it...
- theLevelInfo class / How it works...
- theLevelInfo class object / How to do it...
- theLevelInfo object / How to do it…
- Theora OGV file format
- this parameter / Manually modifying the time of day, How it works...
- thread / How it works...
- ThunderCrash4Sound sound profile / How it works...
- thunderSounds array property / How it works...
- thunderstorm
- creating, lightning object used / Using the Lightning object to automatically create a thunderstorm, How to do it..., How it works...
- time metric / A list of all standard metrics
- TimeOfDay class / Making the main menu level more interesting
- TimeOfDay object
- using, to generate events / Using the TimeOfDay object to generate events, How to do it..., How it works...
- time parameter / How it works..., Manually modifying the time of day
- TogglePathCamera function / How it works...
- Torque 3D
- editors / Introduction
- fog / Setting up fogging of the level, Getting ready
- convex shape, using as zone / Using a convex shape as a zone, How to do it...
- about / Introduction
- video recording (built-in) / Using the built-in video recording, Getting ready, How to do it...
- sound / Introduction
- dedicated server / How to do it...
- ports / What ports are needed to be open or forwarded for a multiplayer server, How it works...
- ports, using as per server needs / Changing the port used by the game server
- Torque Art Primer
- URL / Introduction
- Torque Project Manager / Getting ready
- TorqueScript
- about / Introduction
- delimited fields within string, accessing / Accessing delimited fields within a string, How to do it..., How it works...
- Torque SimView window / How to do it..., How it works...
- transform
- copying, from one scene object to another / How to do it..., How it works...
- Transform Selection dialog / Copying only position (or rotation, or scale) of an object, Nudging the selected object, Rotating an object using degrees
- TSStatic class
- animation sequence, playing / Playing an animation sequence on a TSStatic class, How to do it..., How it works..., There's more...
- TSStatic class objects / TSStatic shapes and decalType property
- TSStatic object / There's more...
- TSStatic object-based object / Collision mesh required, Collision mesh required
- type masks
- list / Type masks
- types parameter / How it works...
U
- unitTest1() function / How it works...
- unnamedNew value / Creating a new SimObject instance with a globally unique name
- userDevicePixVersion property / How it works...
- uvScene parameter / Using named render targets as sampler data sources
V
- variable
- components retrieving, accessors used / Retrieving components of a variable using accessors, How to do it..., How it works..., There's more...
- using, to access SimObject instance methods / Using a variable to access methods or properties of a SimObject instance, How to do it..., How it works...
- using, to access SimObject instance properties / Using a variable to access methods or properties of a SimObject instance, How to do it..., How it works...
- variable function
- with arguments, call() used / Using call() to call a variable function with arguments, How to do it..., How it works...
- variable method
- calling on SimObject instance with arguments, call() used / Using call() to call a variable method on a SimObject instance with arguments, Getting ready, How it works...
- vehicle
- striking / Striking a player or vehicle
- vEye, constant / How it works...
- video recording (built-in)
- about / Using the built-in video recording
- starting, key combination used / How to do it...
- stopping, key combination used / How to do it...
- working / How it works...
- recording, to PNG frames / Record to individual PNG frames
- viewProj, constant / How it works...
- viewToObj, constant / How it works...
- visibility, constant / How it works...
W
- waterColor, constant / How it works...
- waterDepthGradMax, constant / How it works...
- waterFogData, constant / How it works...
- waterFogPlane, constant / How it works...
- weapon
- fire spread, adjusting / Adjusting the fire spread of a weapon
- shots fired, changing / Changing the number of shots fired from a weapon
- ShapeBaseImageData weapon / How it works...
- WeaponImage**onFire() method / How it works...
- projectileNum property / How it works...
- energy using, instead of ammo / Making a weapon use energy rather than ammo, How to do it..., How it works...
- WeaponImage**onFire() method / How it works..., How it works..., How to do it..., How it works...
- windows
- drag and drop, between windows / How to do it…
- World Editor
- Object Editor / Introduction
- Terrain Editor / Introduction
- Terrain Painter / Introduction
- Material Editor / Introduction
- Sketch Tool / Introduction
- Datablock Editor / Introduction
- Decal Editor / Introduction
- Forest Editor / Introduction
- Mesh Road Editor / Introduction
- Mission Area Editor / Introduction
- Particle Editor / Introduction
- River Editor / Introduction
- Road and Path Editor / Introduction
- Shape Editor / Introduction
- decals adding to level, to cover seams between objects / How to cover seams and texture changes using decals placed in the World Editor, How to do it..., How it works...
- object material, changing / How to change the material of an object in the World Editor, Getting ready, How it works..., There's more...
- World Editor window
- about / Introduction
- object transform, copying to another / Copying the transform of an object to another in the World Editor window
- worldToCamera, constant / How it works...
- worldToLightProj, constant / How it works...
- worldToObj, constant / How it works...
- worldToScreenScale, constant / How it works...
- worldViewOnly, constant / How it works...
X
- XML
- about / Processing an XML response
- xxxUncondition() function / Using named render targets as sampler data sources
Z
- zone
- convex shape, using as / Using a convex shape as a zone, How to do it..., How it works...
- level, zoning / Quickly zoning a level
- specific ambient lighting, setting / Setting zone-specific ambient lighting, How it works...
- adjacent zones, grouping together / Grouping adjacent zones together, How to do it...
- zoneGroup property / How it works...
- zoneGroup text edit field / How to do it...