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    <title>EasyRoads3D v3 Manual</title>
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        <td valign="top" class="style7" style="background:url(../images/topMiddle.jpg);padding-top:16px;padding-left:25px">EasyRoads3D V3 Manual</td>
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    	    <td colspan="2" class="style1"><p>&nbsp;</p>
    	      <p class="header1" style="color:#000">General Settings<hr>
    	      <p class="style8"><span class="header2">INTRODUCTION</span><span class="style21"><a name="introduction" id="introduction"></a></span></p>
    	      <p>The General Settings tab <img src="../images/generalSettings_tab.jpg" alt="" width="53" height="29" style="vertical-align:middle"> includes a set of options to improve the scene workflow, control the terrain object(s) and also allows you to auto generate road networks by importing OSM or KML road data.</p>
    	      <p><img src="../images/general_settings.jpg" width="417" height="377"> </p>
    	      <p>&nbsp;</p>
    	      <p><span class="header2"><strong>SCENE</strong> SETTINGS</span><span class="style21"><a name="sceneSettings" id="introduction2"></a></span></p>
    	      <p><img src="../images/scene_settings.jpg" width="493" height="975"></p>
    	      <ul>
    	        <li><a name="defaultIndent" id="defaultIndent"></a><span class="propertyStyle">Default Indent:</span> This gives control over the terrain deformation. The default values are  based on the terrains heightmapscale to ensure accurate terrain flattening according the road and crossings shapes. Optionally these values can be increased these here. The Indent value represents the distance from the edge of the roads outwards to the terrain point that should be leveled at the same height of the road at that point to guarantee most optimal terrain deformation results. This value can be tweaked per marker but can never be lower then the Scene Min Indent value. Different default indent values can also be set per road type.</li>
    	        <li><a name="defaultSurrounding" id="defaultSurrounding"></a><span class="propertyStyle">Default Surrounding:</span> The default surrounding value represents the distance over which the height of the terrain at the  Indent position will be leveled with the current terrain height.</li>
    	        <li><span class="propertyStyle">Max Indent/Surrounding:</span> This  value will be used as the max for the indent / surrounding slider controls for the selected marker.</li>
    	        <li><span class="propertyStyle">EasyRoads3D Layer:</span> by default EasyRoads3D uses layer 31 for background operations, optionally this can be changed here.</li>
    	        <li><span class="propertyStyle">Build Side Objects in Edit Mode:</span> You can switch this off if you prefer to build the actual side object game objects only in <a href="terrain_control.html" class="link">Build Mode</a>.</li>
    	        <li><span class="propertyStyle">Use Light Probs:</span> This will toggle on Use Light Pobes in the Mesh Renderer of the generated road.</li>
    	        <li><span class="propertyStyle">Enable Back to Edit Mode without Terrain Restore.</span> This is added upon request, when switching back to Edit Mode the terrain will not be restored to its original state before switching to Build mode. Please be careful with this!<br>
    	          <br>
    	        </li>
    	        <li><span class="propertyStyle">Highlight Selected Road:</span> This will highlight the selected road. This can be useful to visualize the road in hilly areas in Edit Mode when part of the road is covered by terrain.</li>
    	        <li><span class="propertyStyle">Highlight Indent Area:</span> This will highlight the Indent area, the terrain area that will be leveled at the same height as the road.</li>
    	        <li><span class="propertyStyle">Highlight Surround Area:</span>  This will highlight the terrain area over which the heights will be leveled gradually from the road height to the original terrain height.</li>
    	        <li>	          <span class="propertyStyle">Hide White Surfaces:</span> This will hide the white surfaces surrounding the road and connection objects. Depending on the road shader these white surfaces may render through the road. This can be adjusted by reducing the Offset values towards 0 on the material in /Assets/EasyRoads3D/Resources/Materials/surfaceMaterial</li>
    	        <li><span class="propertyStyle">Enable Side Object Handles:</span> This will display handles in scene view to control for example the Start and End offsets for side objects. The H key can be used for this as well.</li>
    	        <li><strong class="propertyStyle">Display Critical Areas: </strong>The unity terrain object stores Terrain height data in decimals between 0 and 1. Therefore it is not possible to apply negative height values. Parts that are nearby or below the 0 value will be displayed with red handles. This can be used to quickly double check these critical areas and to make sure the terrain does not break through the roads.</li>
    	        <li><span class="propertyStyle">Only Display Markers Selected Road:</span> only the blue markers of the selected road will be displayed when a road objectis selected.</li>
    	        <li><span class="propertyStyle">Marker Handle Size:</span> This controls the size of the blue marker handles in Scene View.</li>
    	        <li><span class="propertyStyle">Marker Display Distance:</span> This controls the max distance for which handles will be displayed.</li>
    	        <li><span class="propertyStyle">Exclude Locked Objects:</span> When toggled on, no marker handles will be displayed for <a href="scene.html#lockedObject" class="link">objects that are locked</a>. </li>
    	        <li><span class="propertyStyle">Mesh Terrain: </span>Alternatively you can use a Mesh terrain instead of the Unity terrain object. Mesh terrains will not be deformed 
                according the road shape.</li>
    	        <li><span class="propertyStyle">Global Grid <span class="style21">[Pro]</span>:</span> This is currently being implemented upon request. When active road markers and connection prefabs will snap to the global grid (and in the future also additonal local grids). This can be useful for city environments.
                  <ul><li><span class="propertyStyle">
    	          Grid Size:</span> The cell size</li>
      <li><span class="propertyStyle">Grid Rotation:</span> The global rotation</li>
      <li><span class="propertyStyle">Grid Color:</span> The color of the outlines<br>
      </li>
    </ul>
    	          <br>
    	        </li>
    	        <li><span class="propertyStyle">Scene Objects Control:</span> to keep the road network selected when adding markers or selecting road or crossing objects, click events on the terrain are intercepted. Other large objects like water surfaces extending to below the terrain can be added herefor the same purpose. Just like with the terrain object, double click will select the specific object.</li>
    	        <li><span class="propertyStyle">Refresh Road Network:</span> This will rebuild and clean up the road network. <br>
                </li>
              </ul>
    	      <p><strong class="header2">ROAD TYPES <span class="style21">[Pro]</span></strong><span class="style21"><a name="roadtypes" id="addmarkers4"></a></span></p>
    	      <p><img src="../images/roadTypes.jpg" width="426" height="1219"></p>