(Redirected from ROOM)
Jump to: navigation, search

A Room in HeroEngine is not so much a discrete location, as a way of grouping assets to indicate what can and can't be seen from any particular location. It is a subset of an area, and is used to segregate the graphical elements of the Area. The purpose of the segregation is two-fold:

  1. Rooms can be "turned off" so that the graphical elements are not displayed. Each room, therefore, knows which other rooms can be seen from it (this is established by the team designing the area). The idea is to have as little turned on (i.e. being rendered) as possible at one time. This vastly improves frame rate. Care must be taken to divide areas into rooms such that they maximize this advantage without showing any artifacts (such as "popping" geometry). For more information on optimizing frame rate, please see the section at the bottom of this page on Visibility.
  2. Each room can have a different Environmental Scheme. This lets different areas have unique ambient, diffuse, and fog lighting settings. This is very useful for indoor vs. outdoor parts of an Area.

Although called a "Room", this grouping of 3D assets has nothing to do with being indoors. A Room is just an arbitrary collection of visuals that can be individually turned on or off (according to which room is currently active) and have unique lighting settings.

When placing graphical elements in Rooms, it is good form to keep the elements of each Room geographically separate from elements in other Rooms, so that when multiple Rooms are visible, their respective elements do not overlap with each other. Connecting with other Rooms is excellent, but elements should not overlap in the same space.


Creating rooms

The way to do this, is by clicking on "Add" on the Area Panel

Room names

When a new area is created, it will have two rooms:

When naming new rooms:

Creating rooms with the Area Panel

The top part of the Area Panel's Room Tab in HeroBlade
  1. Open your Area Panel
    If you don't see it, check to make sure it's selected in the Editors Menu
  2. Click the "Add" button
  3. Enter the room name
  4. Your room should appear in the list on the Area Panel. Select it to work in it by clicking on the name
  5. You are now ready to start populating the room with Assets.

Deleting rooms

Note that a room cannot be deleted if there are still asset instances in it. If you try to remove the room, a warning popup will appear:

The popup that appears if you try to remove a room that is not yet empty

If this occurs, the instances in that room must either be deleted first, or moved to a different room. The easiest way to do this is:

For other ways to identify which instances are in a particular room on a more individual basis, see the documentation on the Assets panel.

Adjusting room visibility

Main page: Room visibility

The way to adjust which rooms can "see" other rooms is via the Room Visibility tab in the Area panel. This provides a simple list, where rooms can be checked or unchecked.

Once rooms that are visible from the current room have been selected, clicking the "Back Connect All" link will make the current room visible from all of the selected rooms, as well.

Managing rooms


The Area panel allows you to view a list of all rooms, and quickly scan through to see which rooms are visible from other rooms.

See also

Personal tools