Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
World Panel

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The World Panel contains all the options for your Zone’s atmosphere and lighting. Here you are able to set up all the properties for Room Placements such as Skyboxes, Cloud Layers, Suns, Fog and Weather.

The Room System
To give your world a feeling of it being more alive, the room system is the most powerful tool at your disposal. It allows you to dynamically change the lighting and atmospheric conditions based on the location of the camera. After a Room has been created you can place it in multiple locations throughout your zone which are visually demonstrated as spheres. Whenever the camera enters a room all of that room’s properties are applied allowing for change to occur. An example for this would be when entering a swamp, you would place a room covering the area of the swamp and then when the camera enters, the new settings would take place which would change the lighting to be a bit darker and greener, increase the density of the fog and change the ambient sounds. You have complete control over which settings are adjusted and which are left alone. The Default Room is the room that the camera is in when it’s not in any placed room. This cannot be removed from the project.

Game Clock
Day Length The length of one day in real time. For example a value of 60 means that one day in the Zone is 60 seconds long in reality.

Rooms
Room List This is a complete list of all the rooms in the current loaded zone. You can simple click to select the room you want to edit or place.

The room called Default cannot be removed and is the room of which the camera is always in whenever it’s not in any of the placed rooms. You can still edit all the same settings as a place-able room however.
Add Room Create a new Room in the currently loaded Zone.
Rename Room Rename the selected Room.
Remove Room Permanently delete the selected Room from the Zone.
Sphere Place the currently selected Room in the Zone using the Sphere Method.
Cuboid Place the currently selected Room in the Zone using the Cuboid Method. (temporarily disabled)
Remove Placement Remove the currently selected room placement from the zone.
Position Set the position of the room In the zone
Radius Set the radius of the room placement when using the Sphere Method.
Transition Sets the radius of the transition area of the placed room. This is the distance over which the values of the current room will be blended with the room the camera Is entering.

Skybox
Skybox List This is a complete list of all the skyboxes in the selected Room. You can select which skybox you want to edit.
Add Skybox Add a new skybox to the selected room
Rename Skybox Rename the selected skybox
Remove Skybox Remove the selected skybox from the selected room
Environment Set the Environment Cubemap for the selected skybox. (Cubemaps are set up In the cubemap manager)
Irradiance Sets the Irradiance cubemap for the selected skybox. (Irradiance affects object lighting and is the cubemap that is used to correctly light up the scene accurate to the skybox)
Pre-Filter Sets the Pre-Filter cubemap for the selected skybox. (Pre-Filter is the cubemap used for calculating specular reflections. The cubemap manager is able to generate multiple Pre-Filters at different quality levels, the higher the quality the clearer the more accurate the reflection, at the cost of performance)
In Time This is the time in which the skybox becomes active. Value must lie between 0 and 1.0 as it uses game time metric not seconds. You can find ideal values from the Game Clock settings in the Zone Bar by experimenting with the slider and seeing what values represent which time of day.
Out Time This is the time in which the skybox is de-activated. A small trick which produces nice results is to set the In Time of the next skybox to be slightly less than the out time of the current skybox. This will create a nice smooth blending between the two instead of it just jumping to the next skybox.
Cloud Color Modifier This is the color modifier for any cloud layers in the room so they are correctly lit at dawn, day, dusk and night.
Cloud Opacity Modifier This is the opacity modifier for any cloud layers in the room.

Cloud Layers
Cloud Layer List This is a complete list of the all the cloud layers in the selected Room. You can select which cloud layer you want to edit.
Add Cloud Layer Add a new cloud layer to the selected Room
Rename Cloud Layer Rename the selected cloud layer
Remove Cloud Layer Remove the selected cloud layer from the selected room
Diffuse Set the diffuse texture to use for the cloud layer.
Normal / Height Set the Normal map texture to use for the cloud layer. Remember you can store the Height map for parallax occlusion in the alpha channel of the normal map.
UV Scale Set the UV scale of the selected cloud layer
Normal Strength Set the strength of the normal map of the selected cloud layer
Height Strength Set the strength of the parallax occlusion of the selected cloud layer
Layer Size Set the size of the selected cloud layer
Layer Height Set the Y position of the selected cloud layer
Direction Set the angular direction of the selected cloud layer
Speed Set the velocity of the selected cloud layer.
Opacity Set the opacity of the selected cloud layer.

Sun
Sun List This is a complete list of all the suns in the selected Room. You can select which sun you want to edit
Add Sun Add a new sun to the selected Room
Rename Sun Rename the selected Sun
Remove Sun Remove the selected Sun from the selected Room
Texture Set the texture of the sun
Animated Texture Check if the texture Is animated
Frames Across Number of frames along the x axis in the animated texture
Frames Up Number of frames along the y axis in the animated texture
Scale Factor Set the size of the selected sun
Direction Start Set the Angle which the selected sun spawns in from.
Direction End Sets the angle which the selected sun disappears at.
Light Color Sets the light color of the selected sun
Light Strength Set the strength of the directional light from the selected sun
Emission Sets the strength of the emission from the selected sun
Shadows Check if the sun Casts Shadows
Shadow Range Set the range at which the directional shadows are cast across. A larger value means directional shadows are visible further away from the camera at the cost of quality
Shadow Mod Increases the strength of the shadows based on the modifier value. Be aware that increasing the modifier value to greater than 0 means that you are no-longer using physically accurate shadows.
Shadow Bias The shadow bias is a method to reduce artefacts from shadows. This value should always be above zero for best results, however if the value is set too high, it can start clipping the shadows giving poor results. This is a trial an error value to see what works for your project. Unlike dynamic lights, directional light travels a much greater distance and so the bias value needs to be adjusted to a smaller value. Default value is 0.005
Shadow Edge Fade The shadow edge fade range allows for shadows to slowly fade out instead of clipping after a certain distance. The value is the distance over which the fade out occurs.
Shadows Start This defines how far away the shadows are captured for the scene, a larger value allows for more objects to be included in the directional shadow pass as more objects become in range, however the less accurate the shadow placements become. If the value is too great shadow Peter Panning occurs where shadows are completely out of line giving bad results. However a value which is too small can cause shadow clipping. This value is entirely dependent on the scene and is something that you will have to discover what works best for each zone.
Shadow Min Plane This defines the distance of the closer clipping plane of the projection matrix when drawing the directional shadow map.
Shadow Max Plane This defines the distance of the farther clipping plane of the projection matrix when drawing the directional shadow map. The greater the range between Min and Max the less accurate the shadow placements become, however the narrower the range the more likely clipping will occur. Use the Min and Max Plane settings in combination with the Shadow Start value to get the best possible results through trial and error. Be aware that the Shadow Max Plane value must be greater than Shadow Start value.
Cascade Threshold Distance 1 Sets the maximum distance at which the first cascade level of the shadow map will be applied.
Cascade Threshold Distance 2 Sets the maximum distance at which the second cascade level of the shadow map will be applied
Cascade Threshold Distance 3 Sets the maximum distance at which the third cascade level of the shadow map will be applied. Any distance beyond this threshold will automatically apply the fourth cascade level of the shadow map.
Debug Thresholds Visually displays the cascade threshold distances within the viewport for easier visualization when setting up shadows
Fade Time The game time it takes for the sun to fade in and fade out of existence. Gives more realistic results than suns just popping into existence. This fading factor will also fade out shadows and the sun light to give a more realistic transition.
In Time This is the time in which the sun becomes active. Value must lie between 0 and 1.0 as it uses game time metric not seconds.
Out Time This is the time in which the sun is de-activated.

Fog
Fog List This is a complete list of the fog layers in the selected Room. You can select which fog layer you want to edit.
Add Fog Add a new fog layer to the selected room
Rename Fog Rename the selected fog layer
Remove Fog Remove the selected fog layer from the selected Room.
Fog Color Sets the RGB fog color of the selected fog layer
Fog Equations Sets the equation the selected fog layer uses
Fog Density Sets the density of the selected fog layer. (Only for the Exponential Fog Equations)
Fog Gradient Sets the gradient of the falloff of the Exponential Method
Fog Start Sets the distance at which fog begins for the selected fog layer.
Fog End Sets the distance across the fog blends to a solid color for the selected fog layer. (Only Linear Fog Equation)
In Time This is the time in which the fog layer becomes active. Value must lie between 0 and 1.0 as it uses game time metric not seconds.
Out Time This is the time in which the fog layer is de-activated.

Weather
Weather List This is a complete list of the weather layers in the Selected Room. You can selected which weather layer you want to edit
Add Weather Add a new Weather Layer to the selected Room.
Rename Weather Rename the selected Weather Layer.
Remove Weather Remove the selected weather layer from the selected Room
Probability Set the probability of this weather layer being triggered each frame. A value of 0 will mean the weather will never be triggered. 100 means the weather will constantly be triggered
Min Duration The minimum amount of time which the selected weather layer is active for in seconds
Max Duration The maximum amount of time which the selected weather layer is active for in seconds. Bright Engine will pick a random value between the Min and Max Duration when a weather layer is triggered so that the length of time that the weather is active is random each time.
Cooldown The amount of time that the weather layer cannot be re-triggered once it has finished being used. (Prevents problems where rain stops and then immediately starts up again)
Fog Layer Select the Fog layer that should be used when the selected weather layer is triggered. If you don’t want this cloud layer to be active at any point in the game clock, simply set the value of the In Time and Out Time of the cloud layer to 0.
Emitter Select the Emitter that should be used when the selected weather layer is triggered. The Emitter will follow the camera, so be sure to set the Y position of the Emitter greater than 0. This will allow you to create effects such as rain or snow.
Ambience Select the ambient sound to play when the selected weather layer is active. (Disabled until Sound is implemented)
Sky Color Modifier Modifies the current skybox with the set color values when the selected weather layer is triggered.
Cloud Color Modifier Modifies the color of all cloud layers with the set color values when the selected weather layer is triggered.
Cloud Opacity Modifier Modifies the opacity of all cloud layers when the selected weather layer is triggered.

 Audio Effect Overrides
Chrous
Override Overrides the chorus sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Depth Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point.
Feedback Percentage of output signal to feed back into the effect’s input
Frequency Frequency of the Low-Frequency Oscillation (LFO)
Waveform Sets the waveform for the effect:
  • Sine
  • Triangle
Delay Number of milliseconds the input is delayed before it is played back
Pitch Shift Phase differential between left and right LFOs
Compressor
Override Overrides the compressor sound effect
Gain Output gain of signal after compressor
Attack Time before Compressor reaches its full value
Release Speed at which compressor is stopped after input drops below the Threshold
Threshold Point at which compressor begin in decibels
Ratio Ratio between original signal and compressed signal
Pre-Delay Time after threshold is reached before attack phase is started in milliseconds
Distortion
Override Overrides the distortion sound effect
Gain Amount of signal change after distortion
Edge Percentage of distortion intensity
Equalizer Center Hz Center frequency of harmonic content addition
Equalizer Bandwidth Hz Width of frequency band that determines range of harmonic content addition
Low-Pass Cutoff Filter cutoff for high-frequency harmonics attenuation.
Echo
Override Override the echo sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Feedback Percentage of output fed back into input
Left Delay Delay for left channel in milliseconds
Right Delay Delay for right channel in milliseconds
Pan Delay Value that specifies whether to swap left and right delays with each successive echo.
Flanger
Override Override the flanger sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Depth Percentage by which the delay time is modulated by the low frequency oscillator, in hundredths of a percentage point
Feedback Percentage of output signal to feed back into the effects input
Frequency Frequency of the Low Frequency Oscillator
Waveform Sets the waveform for the effect:
  • Triangle
  • Square
Delay Number of milliseconds the input is delayed before it is played back
Pitch Shift Phase differential between left and right LFOs
Gargle
Override Override the gargle sound effect
Hz Rate Rate of modulation in Hertz
Waveform Sets the waveform for the effect:
  • Sine
  • Triangle
Parametric Equalizer
Override Override the parametric equalizer sound effect
Center Center frequency in Hertz
Bandwidth Bandwidth in semitones
Gain Amount of signal change after equalization
Reverb (Wave Reverb)
Override Override the wave reverb sound effect
Gain Input gain of signal in decibels
Mix Reverb Mix
Time Reverb Time
High Frequency Time Ratio High Frequency reverb time ratio
Reverb (3D)
Override Override the 3D reverb sound effect
Room Attenuation Attenuation of the room effect
High Frequency Room Attenuation Attenuation of the room high-frequency effect
Rolloff Factor Rolloff factor for reflected signals
Decay Time Decay time in seconds
High Frequency Decay Time Ratio of the decay time at high frequencies to the decay time at low frequencies
Reflections Attenuation of early reflection relative to Room Attenuation
Reflection Delay Decay time of the first reflection relative to the direct path in seconds
Late Attenuation Attenuation of the late reverberation relative to Room Attenuation
Delay Time limit between the early reflections and the late reverberation relative to the time of the first reflection
Diffusion Echo density in the late reverberation decay in percent
Density Modal density in the late reverberation decay in percent
High Frequency Reference Reference high frequency