This article will be divided in 2 parts:
-Prefixes needed for 3D Modeled objects.
-Prefixes needed for Wall Generation 2.0.
A Name prefix is a keyword that goes infront of your object's name, right at the very beggining, and for the engine this is like a description, or setting the "Type" of object that your geometry or shape is.
every single object you export from your 3d scene into the engine, Must have some sort of prefix depending on what its intended to be, the way of using them is as follows.
Example:
prefix_YourObjectName
(NOTE: No object can have a prefix alone, it MUST have a name following the prefix underscore "_" with a minimum of 1 character and a maximum of 15 characters,
its also important to match the prefix's lowercases and uppercases exactly as written on the list )
Prefixes needed for 3D Modeled objects.
obj_
geom_
Visibility prefixes
The following prefixes will "control" the visibility of the objects/geometry in different visibility modes. At the end you will find a table to quickly check where these elements will be visible
These prefixes defines the default behavior of the marked elements, but you can also override this using the editor right panel selecting a library object:
Green arrow and square marks the settings for the asset globally, only change this if you want the asset to have the same visibility behavior across the whole project.
Red Arrow and square marks the settings for the selected asset only, change this if you want this visibility behavior to be applied only for the selected object.
All cuts are shader based and will work automatically, you don´t have to do nothing else in your object, treat it as any other object in the scene, just apply the prefix.
Visibility Table:
prefixes →
view modes ↓
|
obj_
geom_
|
objTop_
geomTop_
|
objCut
geomCut
|
objCutTrans_
geomCutTrans_
|
Top View
|
✔️Visible
|
❌ Not Visible |
✔️Visible |
✔️Visible |
Isometric View
|
✔️Visible
|
❌ Not Visible
|
CUT
|
CUT (10% Opacity)
|
Virtual Tour
|
✔️Visible
|
✔️ Visible
|
✔️Visible
|
✔️Visible |
obj_ | geom_
Visible in all view modes, used regularly for simple 3d objects from library assets and structural elements geometry.
objTop_ | geomTop_
Only visible Virtual Tour, will be hidden in top view and isometric view, used in pot lights / ceiling lights and certain decorative elements
objCut_ | geomCut_
Visible in Top View and Virtual Tour. When user is in isometric mode, the object/geometry will be cut at a distance in the top part (non editable for now), this cut superior part will be fully invisible. This is shader based, user only needs to set up the prefix for this to work
IMPORTANT: You CAN'T cut objects with transparent / semi transparent / masked materials, If you try this, you may see graphics artifacts, if the object is transparent or has an opacity map, DON'T use this feature.
objCutTrans_ | geomCutTrans_
Visible in Top View and Virtual Tour. When user is in isometric mode, the object/geometry will be cut at a distance in the top part (non editable for now), this cut superior part will be semi transparent (10% opacity). This is shader based, user only needs to set up the prefix for this to work
IMPORTANT: You CAN'T cut objects with transparent / semi transparent / masked materials, If you try this, you may see graphics artifacts, if the object is transparent or has an opacity map, DON'T use this feature.
------------
plan_
This prefix is for the geometry that acts as a 2d display on the engine, since in the engine when you enter an apartment, the first thing you see by default are the 2d plans of the apartment, if you created your floorplan using the Walls Generation Script, all geometry intended for 2d display will be automatically generated with this prefix setup, in which case you dont need to worry for it.
planObj_
This acts the same as the "plan" prefix but "planObj_" is intended for 2d furniture or "props" representation, anything thats not walls, doors, windows, or part of the floorplan structure should have this prefix so the engine can distinguish between this 2 categories and be able to hide them if desired when visualizing the apartmen's measurements.
light_
This prefix marks 3ds max / blender standard light sources and makes them able to import properly inside the editor. Unlike hauzd 1.0, there´s no light2_ or light3_ for 2.0