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7 September 2025

  • 11:5911:59, 7 September 2025 Node Editor (hist | edit) [1,799 bytes] JasX (talk | contribs) (Created page with "The node editor offers a better overview over how an asset is connected. Currently this is used for Roleplay. Controls: {| class="wikitable" |+ !Input !Description |- |Click & Drag On Background |Pans the node view. |- |Click & Drag On Block Header |Moves a node. |- |Click & Drag On Block Node |Draws a new node connection. Nodes can be connected right and left side of a block, and must match by color. |- |Ctrl + Click & Drag |Drags a selection box,...") Tag: Visual edit

21 August 2025

  • 15:5215:52, 21 August 2025 Dungeon Flow Node (Asset) (hist | edit) [3,430 bytes] JasX (talk | contribs) (Created page with "A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply. {| class="wikitable" |+ !Field !Type !Default !Description |- |Name |Stri...") Tag: Visual edit

11 June 2025

  • 23:0723:07, 11 June 2025 MeshPrimitive (Asset) (hist | edit) [1,502 bytes] JasX (talk | contribs) (Created page with "MeshPrimitives are items attached to a mesh, such as particles, lights, or even other meshes. Note that only 10 levels of recursion is allowed. {| class="wikitable" |+ !Field !Type !Default !Description |- |Type |string |Box |Type of prim to attach. |- |Text/Mesh ID/Text Display/Light color/Particle label |string | |Text: Text to display. Mesh: ID of mesh to attach. Light: Color, such as "#FFFFFF" Particles: Particle asset label. |- |Material |string/array | |Replace ma...") Tag: Visual edit
  • 23:0023:00, 11 June 2025 Mesh (Asset) (hist | edit) [2,728 bytes] JasX (talk | contribs) (Created page with "Meshes are 3d models placed in world. {| class="wikitable" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID |- |Url |string | |A URL to your mesh file. Must be a GLB file. |- |Debug |boolean |false |Not used. |- |Is room |boolean |false |Use this to mark the asset as a room. Such as an outdoor ground area, or an indoor with walls etc. |- |Receive shadow |boolean |true | |- |Cast shadow |boolean |true | |- |Name |string | |A name for your mesh. A...") Tag: Visual edit
  • 22:4522:45, 11 June 2025 Particles (Asset) (hist | edit) [2,328 bytes] JasX (talk | contribs) (Created page with "Creates a particle system that you can attach to a mesh or use as a spell visual. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |string | |A unique label for your particle system. Do not change after creating or you may cause broken links! |- |opacity start |float |1 |Particle start opacity. |- |opacity end |float |1 |Particle end opacity. |- |opacity ease |string |easeLinear |Ease type. easeFull type will fade both in and out from start to end and...") Tag: Visual edit
  • 22:3222:32, 11 June 2025 Material (Asset) (hist | edit) [2,670 bytes] JasX (talk | contribs) (Created page with "Materials are texture materials placed on meshes. {| class="wikitable" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID. Always auto generated for materials. |- |type |string |MeshStandardMaterial |The THREE.js material type. |- |name |string | |Name of the material. |- |category |string | |Category of the material. Note that materials are unique by name and category. For subcategories, separate with a . |- |alpha map |string | |URL to a texture...") Tag: Visual edit