Properties Panel

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The properties on a Model asset instance. Properties on instances of other types of assets will differ, from type to type.

The Properties Panel contains information about the field data in an instance of an asset. The properties displayed in the panel will change, depending which type of asset is currently selected. The example at right, shows what the Properties Panel would look like if a Model asset was selected.

Contents

Opening the Panel

To access the Properties Panel, go to the Panel menu and ensure that "Properties" is checked. If it is already checked and the panel is still not visible, it may be docked.

If the panel cannot be located easily, try toggling the checkmark on and off while closely watching the HeroBlade window, to see where it might be docked. If you have multiple monitors, be sure to check if the panel might be located to a different monitor when you try toggling it on and off.

In the rare situations that it still cannot be located with the above method, check Common problems for further suggestions on how to access it.

Asset properties explained

The following is an explanation of most properties, though new ones may be added from time to time.

_MaterialInstances

This field will contain the serialized overrides of any material instances applied to the selected asset. Highlighting the value column for this field will display an ellipsis button. Click on this button to open the Material Instance Properties Dialogue.

Collision

MouseTargetable
Not usually changed. Determines whether the HSL external function GetNodeUnderMouse() function can see the object.
IgnoreForCameraCollision
Toggles the player's camera collision with the object. Useful on assets that are tall and thin (like signposts) where the camera should glide through the object rather than "bump" against it.
IgnoreForPlayerCollision
Toggles the player's collision with the object.
IgnoreForNPCCollision
Toggles an NPC's collision with the object.

Color

DiffuseColor
The color of an object when it has a light on it
AmbientColor
The color of an unlit object, or object when it is in shadow

Both settings affect the object's overall color and opacity. See the Color Picker GUI for more information.

See also: Lighting

Misc

Room
The room the object is associated with. This field cannot be altered here. To move an object to another room, use the Asset panel's "Move to Room" command.
Selectable 
Toggles whether the object is selectable with the mouse pointer. The object can still be selected via the Asset panel.
ParentInstance 
The GUID of the object's Parent (if any).

Overrides

OverrideMaterialClass 
Material Class is set by the artists when they export an object for HeroBlade. Changing this will override that setting.

Pathing

PathingMode 
Used by the Path Planning System. Most commonly used options are IGNORE and BLOCKONLY. Other options such as AVOID and PREFER are reserved for future implementation.

Physics

See also: Physics panel
PhysicsInstance
Reference to the GUID of the Physics node that this instance is associated with, if any
PhysicsDensity
The "heaviness" of an object. The lighter the density, the more it is lightly to "float" or be pushable.
PhysicsType
STATIC, DYNAMIC, KINETIC, NO_PHYSICS: See PhysicsType.
PhysicsShape
See Physics Shape Editor
PhysicsLinearVelocity
Used by the Physics simulation
PhysicsAngularVelocity
Used by the Physics simulation
PhysicsWakeUpCounter
Used by the Physics simulation
PhysicsLinearDamping
Used by the Physics simulation
PhysicsAngularDamping
Used by the Physics simulation
PhysicsMaxAngularVelocity
Used by the Physics simulation

Rendering

Reflections 
Toggles whether the object is reflected by Mirror Assets set to PLAIN_RIPPLE.
Tesselation 
Affects the shape of the polygons on a heightmap
Inverted 
Turns a heightmap upside down, such as for creating the roof of a cave.
LODFactor 
Also known as "LOD 1.0", this is a multiplier that determines at what point the object automatically changes LOD level and "fades" out. As a general rule, smaller objects fade out faster than large ones. A lower number in this field will make the object fade out very quickly, whereas a high number may keep the object from fading out at all.
LODSettings 
Specifies the settings for LOD 2.0. This disables the LODFactor, and allows the user to specify the distances at which the LOD level, fade, and shadow rendering change or stop

Safety

Locked 
Used on Heightmaps. When set to TRUE, prevents all modifications to a heightmap.

Size

Width 
The width of a heightmap
Depth 
The length of a heightmap
Resolution 
The frequency of dots on a heightmap. This defines how large the polygons are on a particular heightmap. Possible values are: STANDARD, HALF, and QUARTER.

Shadows

DirectionalShadowCastingStyle 
For use with the dynamic shadows system
OmniShadowCastingStyle 
For use with the dynamic shadows system

Transform

Movable 
Not used.
Position 
For quickly moving objects around by copying one object's position and pasting it on the other object's Properties panel. Note that the Position of a Child object is relative to its Parent, which means that a Child at 0,0,0 will be at the origin point of its Parent, not the Area.
Rotation 
Object's XYZ rotation.
Scale 
XYZ Scale multiplier. To resize an object by 50%, you would change this to .5,.5,.5
AutoGroundSnap 
Forces the object to follow the ground.

Type

Note: The top four Type Properties are set solely by the system, and are visible for informational reasons only.
Spec 
Location of the object on the server.
Version 
Not used.
GUID 
The object's unique ID number.
Type 
Object type. Types include Model, Mirror, SpeedTree, and more. Object type determines the types of properties an object may have.
AmbientType
Used on Audio assets. Possible values are OMNI and DIRECTIONAL.
LightType
Used on Light assets. Possible values are OMNI and SPOT.

Visuals

Hidden 
Lets you quickly turn off an asset for testing purposes (assuming you don't want to use Filters to turn off that asset type).
InheritParentVisibility 
Toggles the Parent Visibility.
Viewability 
  • WORLD_AND_MAP : Says that an instance is viewable in both the world and on the minimap
  • WORLD_ONLY  : Says that an instance is viewable in the world only
  • MAP_ONLY : Says that an instance is visible only on the minimap, and not in the world.
  • DYNAMIC_DETAIL_ONLY : When set on a heightmap, it means that only the dynamic details will be visible in the main view
  • OCCLUDER_ONLY : When used, means that the instance should be used as an occlusion asset, but should not be rendered.

Light-specific Visual properties

Color 
Intensity 
Range 
IlluminationMap 
Falloff 
CastsShadows 

Flare-specific Visual properties

Placement 
MaxDistanceFromCamera 
Mode1 
DiffuseColor1 
Scale1 
Mode2 
DiffuseColor2 
Scale2 
OcclusionTestSize 

Lightning-specific properties

Texture

TextureName 
TextureRepeat :
DiffuseColor :
ColorAlongLength :

Visual

Deformation_X
Deformation_Y
Deformation_XScale 
Deformation_YScale 
Divisions
LightningWidth 
AdditiveBlending 
AlphaBlending 
Jitter
SkipEndpoint 
HelixMode 
HelixSpin 
UVScroll 

Visuals-Target

Target 
TargetInstance :
BoneName :
(please define)

Behavior

Action Marks

Main page: Action Marks
ActionType
Width
Depth
Deadzone
CueDepth
ActionTag

Audio

Used with Audio assets.

CleanUpOnEnd

Audio-specific properties

Main page: Audio assets

Audio

Stopped
Paused
Volume
StartOffset
FadeInLength
FadeOutLength

Directional Only

VolumeOutsideCones
InnerAngle
OuterAngle

Limits

MinDistance
MaxDistance
Light-specific properties
RestrictToRoom
Reflect 
DoBump
DoSpecular 
DoHeightmaps
DoGranny
DoCharacters 


Omni Only

Is3D 
whether the audio asset is a 3D Sound or not.

Billboard-specific properties

Main page: Billboards


Appearance

UseLighting 
Whether the billboard should or should not be rendered with normal lighting
UseFog
OrientationAxis
DiffuseColor
NearLOD
FarLOD
CentroidLocation

Texture

TextureName 
The path to the texture file in the Repository which should be used on the billboard
ULow 
VLow 
UHigh 
VHigh 
(please expand)

BoneTracker-specific properties

Target

TargetInstance 
The GUID of the instance to which the BoneTracker is associated
PositionOnly 
BoneName 

Mirror-specific properties

Color

DiffuseColor 
Opacity 

Size

Width 
Depth 
Height 

Type

WaterType 
PLAIN_RIPPLE, RIVER, OCEAN
Shape 
SQUARE, CIRCLE, RIBBON

Visuals

WaterSurface 
GridDepth 
GridWidth 
WaveAmplitude 
WaveSpeed 
WaveZoomWidth 
WaveZoomDepth 
WaveStyle 
DepthBias 
DoubleSided 
CubeMap 
EnviroScheme 

PathFinding-specific properties

Path Planning System

Behavior

Active 
Set to TRUE or FALSE
Width 
Depth 
Height 
PathFindingType 
Currently available as GROUND

PathFollower-specific properties

Main page: Waypoint Paths

Behavior

Path
StartingWaypoint
Speed
WaypointTolerance
End_Behavior
DeltaRotation3D
Pause
TurnRate
SlowdownWhenTurning
AutoRoll
StrictMovement
Spiro

Spline

BSpline 
When TRUE, it sets a B-spline curve to follow, as opposed to following the exact path.

Physics Node-specific properties

Main page: Physics

Behavior

Active 
PhysicsBeginAwake 

Misc

JointList 
ActorList 

Type

Name 
Visualize 

Physics Joint-specific properties

Main page: Physics Joints

Region node-specific properties

Main page: Region nodes
Color 
Can be used to modify the color of a Region Node
Height 
The height of the defined region
BoundedArea 
Read-only property indicating the enclosed area of the node

Trigger node-specific properties

Main page: Trigger nodes


Vortex-specific properties

Main page: Vortex


Modifying Properties

Properties may be modified either through the Properties Panel, HeroScript via the Properties Interface or specialized external functions. Some properties allow for complex values including timelines, guassians and colors utilizing a Parameter syntax to represent the value of the complex control as a string.

From HeroScript, the Properties Interface allows you to set any property in a consistent fashion by specifying PropertyName as a string literal to index into node's structure and setting the property value as a string. Any value you can represent using the Properties Panel's complex controls you can set using the string equivalent representation (Parameter syntax).

theHBNode as noderef of class HBNode = <someNode>
theHBNode["PropertyName"] = "value"

Some commonly accessed properties have specialized setter/getter external functions that are strongly typed to a particular data type, this is typically done for reasons of performance as the strongly typed setter/getter is significantly faster than going through the Properties Interface which requires string manipulation.

Examples:

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