***************************************************************************** Keyboard shortcuts and mouse usage for the Hora.exe app ***************************************************************************** Navigation in the Perspective (3D) View: - Left Mouse Drag: Rotate camera around its' vertical axis - Left Mouse + Shift Drag: Translate camera about its' x and z coordinates - Left Mouse + Ctrl Drag: Translate Camera about its' y coordinate - Left Camera + Shift + Ctrl Drag: Zoom Keyboard (these commands work both in the Orthographic View and the 3D View): - Toggle Key c: camera animation mode - Toggle Key w: wireframe mode - Toggle Key r: show water (flattens mesh for anything below y=0) - Toggle Key t: tile terrain (up to 3 tiling passes) - Toggle Key v: show Orthographic View (toggle once: as sub-window, toggle twice: as the entire window, toggle three times: hide). - Toggle Key f: full screen mode - Key q: Quit Application In the Orthographic View Window Click the right mouse button inside the ortho window to get the following menu: - Camera Positioning Mode: first mouse click positions the camera on the map, second mouse click places the camera "look at" point. This can be used to jump from one point of the landscape to another without having to scroll on the Perspective view. Changes in the camera position are seen in real time in the 3D view. - Camera Animation Path Editing Mode: allows the user to position "waypoints" on the ortho screen to create a spline for the camera to follow when it's animated. The 'd' key deletes the last waypoint while the 'n' key allows to user to start over. Waypoints appear as red dots. The camera path will always attempt to remain at the same altitude as the one the camera is placed on at the moment where the path is being built. The user can play with positioning the camera at various altitudes before creating an animation path. Low starting altitudes will make for a better animation as the camera will often hug the contours of the terrain. Make sure that the waypoints are placed exactly on the peaks or valleys to avoid going "through" the mesh. For example, if a peak is between two consecutive waypoints placed inside valleys, the camera will certainly go through the mesh. Placing one of the waypoints on the peak will avoid this result (The spline height is calculated when the waypoints are placed). - Tree Positioning Mode: the user can position trees around the map. A user can drag the mouse to select multiple trees at once and use the 'd' button to delete them. The last tree added is always considered as selected. Trees that are not selected appear as yellow dots. Selected trees appear as purple dots. ***************************************************************************** GLUI Interface ***************************************************************************** *********************************** *** Landscape Settings Rollout: *** *********************************** Seed - Sets the original height value for the four edges of the landscape rectangle. Roughness - values over 1 make the landscape smoother. Values under 1 make it rougher. Erosion - can be applied to a rough terrain to simulate erosion. A value of 1 means completely flat. Iterations - how many times the terrain mesh is subdivided. Larger iteration give more detailed landscape but performance drops dramatically for real time interaction. Rebuild Terrain - once one or more of the above values is set, the user needs o press this button to recreate a new random terrain based on these parameters. Wireframe Checkbox - toggles the wireframe mode on/off (same as 'w' key) Show Water - toggles the water on/off (same as 'r' key) Enable Textures - Turns the terrain and water textures on/off. Tile Terrain - the terrain mesh is repeated. When the camera is low on the ground, the scene appears more realistic with more tiles (farther horizon). Performance is affected though. Grass Resolution - users can pick between four levels of grass textures for the terrain: 512, 256, 128 and 64 square pixels. (The one without a number is the 512 pixel one) Suggested use is to lower the texture resolution for free roaming and camera animation and make it higher for stills and close ups. Water Resolution - Same use as the Texture Resolution. ******************** *** Views Panel: *** ******************** Allows users to switch between the Orthographic and Perspective View windows (Same as 'v' key). ****************************** *** Tree Settings Rollout: *** ****************************** Create Tree Type - users can type in a new tree type name and add it to the "Current Tree Type" list box using the "Create" button. Current Tree Type - users select which tree type to edit. Any changes to a tree type will affect all trees in the scene that are based on that type. Tree Type Settings - Spread is the branch angle, balance is how much a tree's branches grow towards one side of the tree versus another, Branch Thickness makes the tree "fatter" and Twist is the vertical angle at which branches grow away from their parent branch. Bark Texture - sets the branch textures Leaf Texture - sets the leaf textures Seed File - allows selecting which seed configuration the current type is based on. Seed files can make the difference between a tree looking like a Cherry tree or a Pine tree. Update - any changes to the above settings are applied through this button. The currently selected Tree Type will be the one affected. Delete - deletes the currently selected Tree Type. ********************************** *** Edit Selected Trees Panel: *** ********************************** Any trees selected in the Orthographic view can be translated on the fly using the X and Z position text boxes. The Update button applies the translations specified in the text boxes and resets them to zero. The Delete button deletes the currently selected trees (same as 'd' key). ************************** *** Save Scene Button: *** ************************** Saves the current scene including: - Terrain and all current terrain settings - Current camera position (next time the scene is loaded the camera will be placed there) - Camera animation path if any - All trees and their settings (excluding bark and leaf textures)