Decoration and carpets
In
order to create decoration and carpets you need DecoMaker. This tool can be
found in the moove "Shop" --> "Developer". Start
DecoMaker by double clicking file "DecoMaker.exe" which should be
placed in your moove Roomancer installation folder (usually c:\moove or
c:\rose in case of long time users)..
At first please pick what you
want to create: decoration or carpets. Click on "Mode" and then
select"Carpet" or "Decoration".
Notes on creating decoration gadgets
English Name
defines
the english name of the decoration how it will appear in the english
version of moove Roomancer. This field can’t be omitted.
German
Name
defines
the german name of the decoration how it will appear in the german version
of moove Roomancer. This field is optional. Use a translation service such
as Altavista’s if
you want to include a german name as well or ask your german buddies.
Download
URL
enables
the automatic download from a web server. Here you can enter the URL where
the MPZ file will be available for automatic download. If for instance a
guest of yours doesn't have this particular decoration, it will be
downloaded automatically.
Surface
defines
the 3D object (SRF/3DS/X - file) you want to use.
Orig. Vertices / Cur. Vertices
The
surfaces are composed of three-dimensional room points - called Vertex. A
high number of vertices signifies a detailed view, but a slower
transmission and view. Hence DecoMaker allows to simplify a surface by
reducing the number of vertices. Under "Cur. Vertices" please
enter the wished number and click on "Do!". In the preview window
you'll see the surface with the new number of vertices. "Orig.
Vertices" reverts changes back to original values
Texture
defines
the texture (JPG/BMP/TGA/DDS - file) you want to use for the object.
Stackable
defines,
if the decoration is stackable and thus can be laid on another gadget. If
this option is deactivated, these gadgets will “behave” like carpets,
meaning they always stay on the floor.
Cast
Shadow
defines
if the decoration should cast a shadow.
Climbable
defines
if the actor can climb on the decoration
Ground Height
defines
the distance to the ground. Utilizing this option you can produce gadgets,
which appear to be attached to the walls (e.g. the "torch").
either:
Software + Hardware Renderer (The texture must be preshaded)
sets the decoration to be used with the
software- as well as the hardware-renderer, but in fact it's optimized for
the software renderer. This basically means that the shading must be
"painted" in the textures. The best results can be achieved using
"hand shaded" textures. Alternatively you can use the automatic
shading (vide "Automatic Diffuse Shading Calculation").
Automatic
Diffuse Shading Calculation
shades
the texture automatically.
Tessellate
for Shading Calculation
tries
to better the quality of the shading.
or (recommended):
Optimized
for Hardware Rendering
optimizes
the decoration for usage with the hardware-renderer. No need to manually
put shades in the textures. Additionally you can select different
"Shader", which affects the property of the material.
Shader
select
special effects which will be applied to the textures. Not all shaders are
currently supported and with some you might notice
incorrect previews. Just test and play a bit with it :P
Width
(X)
defines
the width of the decoration.
Height
(X)
defines
the height of the decoration.
Depth
(X)
defines
the depth of the decoration.
Notes on creating carpets
English Name
defines
the english name of the carpet how it will appear in the english version of
moove Roomancer. This field can’t be omitted.
German
Name
defines
the german name of the carpet how it will appear in the german version of
moove Roomancer. This field is optional. Use a translation service such as
Babelfish if you
want to include a german name as well or simply ask your german buddies for
help with a german name.
Download
URL
enables
the automatic download from a web server. Here you can enter the URL where
the MPZ file will be available for automatic download. If for instance a
guest of yours doesn't have this particular decoration, it will be
downloaded automatically.
Surface
pick
a surface from a list of predefined ones.
Orig. Vertices / Cur. Vertices
The
surfaces are composed of three-dimensional room points - called Vertex. A
high number of vertices signifies a detailed view, but a slower
transmission and view. Hence DecoMaker allows to simplify a surface by
reducing the number of vertices. Under "Cur. Vertices" please
enter the wished number and click on "Do!". In the preview window
you'll see the surface with the new number of vertices. "Orig.
Vertices" reverts changes back to original values
Texture
defines
the texture (JPG/BMP/TGA/DDS - file) you want to use.
either:
Software
+ Hardware Renderer (The texture must be preshaded)
sets
the carpet to be used with the software- as well as the hardware-renderer,
but in fact it's optimized for the software renderer. This basically means
that the shading must be "painted" in the textures. The best
results can be achieved using "hand shaded" textures.
Alternatively you can use the automatic shading (vide "Automatic
Diffuse Shading Calculation").
or
(recommended):
Optimized
for Hardware Rendering
optimizes
the carpet for usage with the hardware-renderer. No need to manually put
shades in the textures. Additionally you can select different
"Shader", which affects the property of the material.
Shader
select
special effects which will be applied to the textures. Not all shaders are
currently supported and with some you might notice incorrect previews. Just
test and play a bit with it :P.
Width
(X)
defines
the width of the carpet.
Height
(X)
defines
the height of the carpet.
Depth
(X)
defines
the depth of the carpet.
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