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modding:ingametools [2021/06/14 10:31]
yoshi [Main]
modding:ingametools [2022/05/13 12:45]
yoshi [Dump]
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 | <span key>AltGr</span> + <span key>D</span> | Open Debug Tool Window (see below) | | <span key>AltGr</span> + <span key>D</span> | Open Debug Tool Window (see below) |
 | <span key>AltGr</span> + <span key>E</span> | Show chunk refresh | | <span key>AltGr</span> + <span key>E</span> | Show chunk refresh |
-| <span key>AltGr</span> + <span key>F</span> | Freeze render | 
 | <span key>AltGr</span> + <span key>G</span> | Hide user interface | | <span key>AltGr</span> + <span key>G</span> | Hide user interface |
 | <span key>AltGr</span> + <span key>I</span> | Show GPU workload statistics and simulation diagrams | | <span key>AltGr</span> + <span key>I</span> | Show GPU workload statistics and simulation diagrams |
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   * **Grass Prepass** is a rendering technique used to fasten the grass rendering. It is enabled by default.    * **Grass Prepass** is a rendering technique used to fasten the grass rendering. It is enabled by default. 
   * **Terrain Prepass** is a rendering technique used to fasten the terrain rendering. It is enabled by default.   * **Terrain Prepass** is a rendering technique used to fasten the terrain rendering. It is enabled by default.
-  * **Terran Disable Filter** disables the dithering between different textures. The dominationg materials are displayed alone in a grid of 1×1 m².+  * **Terrain Disable Filter** disables the dithering between different textures. The dominationg materials are displayed alone in a grid of 1×1 m².
   * **LOD Scale** is a slider to simulate different LOD distances.   * **LOD Scale** is a slider to simulate different LOD distances.
-  * **Terrain Memory Usage** is a slider to simulate different LOD distances.+  * **Terrain Memory Usage** is a slider to adjust the ratio between performance and memory consumption of terrain data.
   * **Terrain LOD error multiplier** is a parameter for the terrain LOD generation tolerance.   * **Terrain LOD error multiplier** is a parameter for the terrain LOD generation tolerance.
   * **Terrain LOD radius multiplier** is a parameter for the terrain LOD generation radius. The average in this radius is used for the simpler LOD geometry.   * **Terrain LOD radius multiplier** is a parameter for the terrain LOD generation radius. The average in this radius is used for the simpler LOD geometry.
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   * **Fb depth** with depth information. As the depth information is stored exponential, zoom in to see some differences.   * **Fb depth** with depth information. As the depth information is stored exponential, zoom in to see some differences.
   * **Hdr lum** with light emission and reflecion information.   * **Hdr lum** with light emission and reflecion information.
-  * **Hdr blur final** with light blurring information.+  * **Hdr blur final** and **Hdr small** with light blurring information.
   * **Shadow map** is some depth information but from the origin of the sunlight.   * **Shadow map** is some depth information but from the origin of the sunlight.
   * **Ssao** with ssao information.   * **Ssao** with ssao information.
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   * **%** is the percentage of the total workload.   * **%** is the percentage of the total workload.
  
 +==== Animals ====
 +There is a dropdown where the [[modding:animals#suitable_areas|score maps]] for animals can be selected. They are visualized with red and blue colors. The current animal movements and distribution can be shown with the two buttons at **Debug rendering** below. 
 ==== Environment ==== ==== Environment ====
 The settings of [[:modding:environments|environments]] can be tested live in the <span btn>ENVIRONMENT</span> tab. It provides several input fields to test the different properties. See the documentation of environments for more information on their meaning. The settings of [[:modding:environments|environments]] can be tested live in the <span btn>ENVIRONMENT</span> tab. It provides several input fields to test the different properties. See the documentation of environments for more information on their meaning.
  
 At the bottom is a <span btn>Load From Camera Tool</span> and a <span btn>Save to Camera Tool</span> button. These can be used to temporarily store an environment setting for the use in the camera tool. At the bottom is a <span btn>Load From Camera Tool</span> and a <span btn>Save to Camera Tool</span> button. These can be used to temporarily store an environment setting for the use in the camera tool.
 +==== Dump ====
 +A list of component types of an entity can be gathered from the **Entity information dump**. By entering an entity id, confirming it with <span btn>REFRESH</span> and pressing <span btn>GOTO</span>, it is possible to jump to the entity on the map.
 +
 ==== Crash ==== ==== Crash ====
 The last tab <span btn>CRASH</span> provides several buttons that can be used to force a crash of the game. Usually this is not needed for modders, but if you like you can test various ways of forced crashes there. The last tab <span btn>CRASH</span> provides several buttons that can be used to force a crash of the game. Usually this is not needed for modders, but if you like you can test various ways of forced crashes there.
modding/ingametools.txt · Last modified: 2022/05/13 12:45 by yoshi