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    <title>Frictional Game Wiki hpl3:tools:maineditors:common</title>
    <subtitle></subtitle>
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    <id>https://oldwiki.frictionalgames.com/</id>
    <updated>2026-04-24T05:26:06+00:00</updated>
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    <entry>
        <title>Billboard EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/billboard_editmode?rev=1341317515&amp;do=diff"/>
        <published>2012-07-03T12:11:55+00:00</published>
        <updated>2012-07-03T12:11:55+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/billboard_editmode?rev=1341317515&amp;do=diff</id>
        <summary>Billboard EditMode

This EditMode allows you to add some detail to maps via billboards. These are mostly used to add light shafts, god rays and the like, but should work for doing other kinds too.

To create a Billboard, just click on the grid when this EditMode is active.
Optionally, there are two parameters one can set up prior to placing Billboards on maps. These are:</summary>
    </entry>
    <entry>
        <title>Billboards</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/billboards?rev=1341326265&amp;do=diff"/>
        <published>2012-07-03T14:37:45+00:00</published>
        <updated>2012-07-03T14:37:45+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/billboards?rev=1341326265&amp;do=diff</id>
        <summary>Billboards

General Parameters:

	*  Name: Name for the billboard. Should be unique for all objects in map.
	*  Position: 3D Vector storing the position in world.
	*  Rotation: 3D Vector storting the rotation. Only useful when the billboard type is Axis or FixedAxis.</summary>
    </entry>
    <entry>
        <title>Color Picker window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/color_dialog?rev=1353673703&amp;do=diff"/>
        <published>2012-11-23T12:28:23+00:00</published>
        <updated>2012-11-23T12:28:23+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/color_dialog?rev=1353673703&amp;do=diff</id>
        <summary>Color Picker window

This window serves as a means for selecting colors. It allows to work in both HSB and RGB color spaces.



General inputs

	*  Current/previous color preview: These frames show the current color and the initial one.
	*  Picked color history</summary>
    </entry>
    <entry>
        <title>hpl3:tools:maineditors:common:lensflare_editmode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lensflare_editmode?rev=1341402806&amp;do=diff"/>
        <published>2012-07-04T11:53:26+00:00</published>
        <updated>2012-07-04T11:53:26+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lensflare_editmode?rev=1341402806&amp;do=diff</id>
        <summary>*  Flare type: set to active if the next created lensflare object is to have this flare type.
		*  Material: material for showing this type of flare
		*  Color: flare color
		*  Size: flare size</summary>
    </entry>
    <entry>
        <title>LensFlares</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lensflares?rev=1341413813&amp;do=diff"/>
        <published>2012-07-04T14:56:53+00:00</published>
        <updated>2012-07-04T14:56:53+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lensflares?rev=1341413813&amp;do=diff</id>
        <summary>LensFlares

General Parameters:

	*  Name: Name for the lens flare object.
	*  Position: 3D Vector storing the position in world.
	*  Rotation: 3D Vector storting the rotation. Only useful when the billboard type is Axis or FixedAxis.

Specific Parameters:</summary>
    </entry>
    <entry>
        <title>Light EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/light_editmode?rev=1368364408&amp;do=diff"/>
        <published>2013-05-12T13:13:28+00:00</published>
        <updated>2013-05-12T13:13:28+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/light_editmode?rev=1368364408&amp;do=diff</id>
        <summary>Light EditMode

With this mode, one can set up the lighting for a level. Just place some lights in the map and see how it gets all lighted up.
There are three types of lights the user can create in a map. These are as follows:

	*  Box light: this type of light is most approximate to ambient lighting in a 3D scene, only difference is this one only affects the part of the world that lies inside its boundaries. There are two ways of creating a Box light:</summary>
    </entry>
    <entry>
        <title>Lights</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lights?rev=1341325394&amp;do=diff"/>
        <published>2012-07-03T14:23:14+00:00</published>
        <updated>2012-07-03T14:23:14+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/lights?rev=1341325394&amp;do=diff</id>
        <summary>Lights

Lights are used to light up the environment, and also to create the right mood for a level. 

The following are shared by the three kinds of lights.
General Parameters:

	*  Name: Name for the light. Should be unique for all objects on the map.</summary>
    </entry>
    <entry>
        <title>Particle Systems</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/particle_systems?rev=1341326763&amp;do=diff"/>
        <published>2012-07-03T14:46:03+00:00</published>
        <updated>2012-07-03T14:46:03+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/particle_systems?rev=1341326763&amp;do=diff</id>
        <summary>Particle Systems

General Parameters:

	*  Name: Name for the PS. Should be unique for all objects in map.
	*  Active
	*  Position: 3D Vector storing the position in world.
	*  Rotation: 3D Vector storing the rotation. Will only be used if the Particle System uses local coordinates.</summary>
    </entry>
    <entry>
        <title>Particle Systems EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/particlesystem_editmode?rev=1341317691&amp;do=diff"/>
        <published>2012-07-03T12:14:51+00:00</published>
        <updated>2012-07-03T12:14:51+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/particlesystem_editmode?rev=1341317691&amp;do=diff</id>
        <summary>Particle Systems EditMode

This EditMode helps in creating Particle systems on the map. These can be used to simulate effects like fire, smoke and many more.

To create a Particle System, just click on the grid when this EditMode is active. This will create an</summary>
    </entry>
    <entry>
        <title>Select EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/select_editmode?rev=1341317717&amp;do=diff"/>
        <published>2012-07-03T12:15:17+00:00</published>
        <updated>2012-07-03T12:15:17+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/select_editmode?rev=1341317717&amp;do=diff</id>
        <summary>Select EditMode

This mode is one of the most important in the Editors, as it is used to actually edit any property any object can have. It is controlled by the mouse and the LeftControl and LeftShift keys, and it works as follows:

	*  Doing a single click with the left mouse button on a viewport will try a single object selection. If an object is found under the mouse pointer it will be selected. Clicking further will cycle through entities right behind the first selected one.</summary>
    </entry>
    <entry>
        <title>Sound Browser window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sound_browser?rev=1352099957&amp;do=diff"/>
        <published>2012-11-05T07:19:17+00:00</published>
        <updated>2012-11-05T07:19:17+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sound_browser?rev=1352099957&amp;do=diff</id>
        <summary>Sound Browser window

This window helps when having to pick sounds. It can work in two different modes:

	*  Sound Entity



	*  Full path input: This input will display the current full path, will show each step in the path as a row in the open list. Clicking on a row will make the dialog navigate to that folder.</summary>
    </entry>
    <entry>
        <title>Sound EditMode</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sound_editmode?rev=1341317472&amp;do=diff"/>
        <published>2012-07-03T12:11:12+00:00</published>
        <updated>2012-07-03T12:11:12+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sound_editmode?rev=1341317472&amp;do=diff</id>
        <summary>Sound EditMode

This EditMode is used to create Sound Entities in the map. These are used to add ambience sound, static sounds like water flowing, or pretty much any sound you want.

To create a Sound Entity, just click on the grid when this EditMode is active. This will create an</summary>
    </entry>
    <entry>
        <title>Sounds</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sounds?rev=1341326799&amp;do=diff"/>
        <published>2012-07-03T14:46:39+00:00</published>
        <updated>2012-07-03T14:46:39+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/sounds?rev=1341326799&amp;do=diff</id>
        <summary>Sounds

General Parameters:

	*  Name: Name of the sound. Should be unique for all objects in map.
	*  Active
	*  Position: 3D Vector storing the position in world.

Specific Parameters:

	*  Sound Entity file: .snt file to be used by the sound.
	*</summary>
    </entry>
    <entry>
        <title>Texture Browser window</title>
        <link rel="alternate" type="text/html" href="https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/texture_browser?rev=1353673781&amp;do=diff"/>
        <published>2012-11-23T12:29:41+00:00</published>
        <updated>2012-11-23T12:29:41+00:00</updated>
        <id>https://oldwiki.frictionalgames.com/hpl3/tools/maineditors/common/texture_browser?rev=1353673781&amp;do=diff</id>
        <summary>Texture Browser window

This window helps to select textures.



	*  Full path input: This input will display the current full path, will show each step in the path as a row in the open list. Clicking on a row will make the dialog navigate to that folder.</summary>
    </entry>
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