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modding:ingametools [2020/07/10 12:50]
yoshi [Main]
modding:ingametools [2022/05/13 12:45] (current)
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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 ==== Main ==== ==== Main ====
-The <span btn>MAIN</span> tab has several options regarding rendering and internal data layers for animals.+The <span btn>MAIN</span> tab has several options regarding rendering and miscellaneous other tools.
  
 In the **General** section, the current cursor position is shown with all three coordinates. In the **General** section, the current cursor position is shown with all three coordinates.
- 
-Below in the **Grid collision view** 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.  
  
 The **Rendering options** cover several modes that are available as Hotkeys as well as some others: The **Rendering options** cover several modes that are available as Hotkeys as well as some others:
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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 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.
  
 The **Simulation options** provide buttons to increase the simulation speed up to 32 compared to the regular maximum of 4. The **Simulation options** provide buttons to increase the simulation speed up to 32 compared to the regular maximum of 4.
- 
-A list of component types of an entity can be gathered from the **Entity information dump**. By entering an entity id and pressing <span btn>GOTO</span>, it is possible to jump to the entity on the map. 
  
 Finally the **UI Debug tools** have two tools: Finally the **UI Debug tools** have two tools:
   * With **Show UI Element (Console)** it is possible to get the type and identifier of the current ui element the cursor is pointing on. The output can be read in the console.   * With **Show UI Element (Console)** it is possible to get the type and identifier of the current ui element the cursor is pointing on. The output can be read in the console.
   * **Toggle Ruler** enables or disables a small ruler tool that can be used to measure distances on the map.   * **Toggle Ruler** enables or disables a small ruler tool that can be used to measure distances on the map.
- 
 ==== Framebuffers ==== ==== Framebuffers ====
 <div right 350px> <div right 350px>
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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.1594378247.txt.gz · Last modified: 2020/07/10 12:50 by yoshi