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  • *Note that the Area Properties dialog remains open, because the default value for Layout Name contains inv *Closing the Area Properties dialog causes the toolset to crash.
    598 B (82 words) - 12:45, 6 February 2011
  • Properties are 32-bit floating point values associated with every combat capable creat There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,137 words) - 13:22, 23 October 2011
  • Also, I think an explanation of how itemprps.xls, effects.xls and properties.xls link together is warranted here.
    701 B (110 words) - 18:46, 14 December 2009
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • The [[Properties 2da]] defines core properties for the game. ...'. It can be extended by m2da fragments which have names starting with '''properties'''. It has not been assigned a [[TABLE_*]] constant.
    4 KB (528 words) - 18:22, 3 April 2016
  • Properties are 32-bit floating point values associated with every combat capable crea There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,138 words) - 13:29, 23 October 2011

Page text matches

  • ...Items require a Model. It must not be exact at all Angles, and many other Properties go along with it. See below for a closeup description. ...pe of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.
    13 KB (1,980 words) - 07:33, 3 November 2013
  • ...nt editor in the toolset, as requirements for editing are different. The properties of each is explained at the particular resource type. ...be presented with a window where you can enter some of the basic resource properties. The only thing that must be filled out is Resource Name, the name by which
    8 KB (1,308 words) - 15:38, 26 October 2014
  • ...lable on this menu may allow you to skip this step and edit the resource's properties directly, however: ...ion is redundant since as soon as the object is selected from the list its properties will be displayed.
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...lable on this menu may allow you to skip this step and edit the resource's properties directly, however: ...ion is redundant since as soon as the object is selected from the list its properties will be displayed.
    14 KB (2,315 words) - 00:14, 28 December 2011
  • ...globe called “VFXRoot” and in the Object Inspector you should see the properties of VFXRoot. === VFX root properties ===
    29 KB (5,337 words) - 03:21, 22 May 2012
  • # item properties (with corresponding item property power) # on hit properties (with corresponding on hit power)
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...tton for editing the properties of existing modules. You can only edit the properties of the module that's currently open. #Click on "New" and the module properties window will open.
    5 KB (818 words) - 07:34, 29 November 2013
  • ...for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the ...ermine the general quality of the item (magical effects are added in other properties)
    5 KB (830 words) - 17:18, 1 February 2022
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • [[Image:Cutscene tutorial viewport properties.png]] ...e list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.
    19 KB (3,281 words) - 10:04, 24 March 2011
  • ...into FMOD. They need to be manually conformed to naming standards and what properties they will contain. ...e and roll-off type, 3d cone, 3D pan level, 2D speaker levels and any user properties that may be applicable.
    39 KB (6,747 words) - 16:42, 11 November 2009
  • ==Stage properties== ...placing the stage in the area editor, copy these position and orientation properties to make the stage line up exactly the same as it does in the stage editor.}
    14 KB (2,285 words) - 14:37, 23 July 2014
  • [[Image:Cutscene tutorial viewport properties.png]] ...e list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.
    21 KB (2,985 words) - 09:24, 17 October 2011
  • == VFXRoot properties == == Emitter properties ==
    16 KB (2,408 words) - 22:41, 8 February 2010
  • '''VFXRoot Properties:''' '''Окно свойств (Properties Window):'''
    33 KB (4,559 words) - 20:18, 9 March 2011
  • ...can audition them singly or all together and even edit their mix and other properties. ...side of the area editor. It is here that you can select them to edit their properties and parameters in the object inspector.
    13 KB (2,257 words) - 20:30, 4 September 2011
  • ...: Animated lights are those that don’t move about, but do have animation properties on their light intensity. These lights are baked into the shadow map. ...properties in the [[Level editor]] by clicking on the [[Exportable Area]] Properties button in the toolbar (next to the [[File:IconAddExportableArea.png]]).
    11 KB (1,833 words) - 12:14, 26 June 2016
  • Use the Room Properties icon to specify which rooms are connected etc. For this to work, the area properties must name a valid start point, and it needs to be bounded by walls or other
    15 KB (2,618 words) - 17:19, 1 February 2022
  • ==== Set Properties ==== ...ed from the '''PropX''' entry. These directly correspond to the [[Creature Properties]]. Here are a few examples:
    4 KB (661 words) - 23:09, 8 February 2010
  • == Material Properties == == Tint properties ==
    6 KB (909 words) - 18:48, 14 January 2010

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