Jump to: navigation, search

Tutorial Terraforming

Building a better world

Cubiverse (hopefully) provides a fairly decent world editor, but it's important to know how to navigate your way around both the world (whilst editing) and the editors tool-bar.


Modes and Operational Buttons

Editing in Cubiverse is caused by you equipping the world editor, if you do not have the world editor then you cannot edit the world (i.e. you don't own it!)

Along the top of the tool-bar are the play and abort buttons, these are used to restart the world after you've made changes or abort the changes. You have the option to play with full respawn, this causes all players to be respawned at any "Player Spawn Entities" (and therefore trigger the events there). If you choose the second button (Player with no respawn) then you will not respawn and simply exist where you currently are (and no events will fire on the "Player Spawn Entities").

The tool-bar also contains larger buttons on the left side that present the modes of operation.

worldEditor_Main.png

Land generation - Handles complete terraforming and generation of the world

Voxel Editing - Operations that change the visual look and feel of cubes, along with scripts.

Entity Editing - Add entities, including spawn points and generic script's.

Trigger Zones Editing - Add trigger zones to know player movements, etc.


Landscape Generation Mode

Currently disabled


Voxel Editing

The main activity of any world builder is to change the look and feel of the world. You control the editing through a selection cube which changes colour based on the type of mode in use..


Voxel edit toolbar

worldEditor_Voxels.png

Please Note : You can press 1, 2, 3, etc.. on the keyboard to select the mode - each button has a small letter showing the key to press


Mode Selection colors

When you change the voxel edit mode, the selection cube will change color:

selectCubeColors.png


Adding cubes

When in the "add cubes" mode, clicking the mouse will cause the voxel to be added or painted onto the world. The current voxel type is shown at the bottom left corner:

voxelType.png

Use the mouse wheel to cycle through the various voxel types, in the future I hope to add grid selection along with uploading your own textures.

stickFreeCubes.png

Edit mode also provides two ways of placing cubes, either a "sticky" mode; where cubes can only be added by sticking them to other cubes or a "free mode" where you can place cubes anyway infront of the camera. In "free mode" you can use the mouse wheel to increase or decrease the depth at which the cube's are placed.


Deleting Cubes

Deleting cubes is fairly simple, just select the deletion mode and click on any cubes you wish to delete..

   Warning : If you delete a cube that has a script attached you WILL NOT delete the script, just the physical representation of it. 
   You must manually go into the script and erase it contents to make it go away. 
   The main reason for this is to allow you to change voxel types of cubes with scripts attached

If you delete a voxel that has an attached script you will see an errored voxel when you relaunch the world:

EmptyVoxelScript.png


Changing Voxel Types

Changing the type of voxel is easy, just select the "Change Voxel Type" tool and select which voxel you wish to change using the green selection cube.

You can use the mouse wheel to change the voxel type, but just click the mouse to apply the changes.


Editing Scripts

We have a whole section of how to write scripts, but from a world editor point of view you simply select the "Edit Script" mode, and move the white selection cube over the cube you wish to apply a script to.


Making BIG or small changes

You can increase or decrease the size of most voxel operations (except editing scripts). The following icons allow you to alter the size of the selection cube:

sizeChange.png

After increasing the selection cube a few times, you should have a large selection cube such as:

enlargedSelector.png

This works the same for deleting (handy for getting rid of large blocks of land), or modifying (changing all types of voxels in an area to the same).


Sticky or Free Cubes?

First thing you will notice when adding scripts (or other things) is that any new cubes are added stick to other cubes. This makes it easier to add cubes to existing structures, because they snap into place.

Using the "stick cube" or "free cube" buttons:

stickyCubes.png

For "free" cubes, you can use the mouse wheel to change the distance of where the cube is placed..

stickyFreeCubesExample.png