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hpl3:tools:maineditors:level_editor:main [2012/07/04 08:24]
luis [Main Menu]
hpl3:tools:maineditors:level_editor:main [2012/11/05 18:42] (current)
luis [Lower Toolbar]
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 When run, the first screen we get to see is like this: When run, the first screen we get to see is like this:
  
- +{{ :​hpl3:​tools:​maineditors:​level_editor:​leveleditor.png?​nolink ​|}}
-[[{{:​hpl3:​tools:​maineditors:​level_editor:​leveleditoroverview-small.jpg?nolink&}}]]  +
  
 Each part of the screen has a specific function, as follows: Each part of the screen has a specific function, as follows:
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       * **Browse groups**: This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​group_window|Group window]]. This one is used to manage groups of objects.       * **Browse groups**: This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​group_window|Group window]]. This one is used to manage groups of objects.
       * **Level Settings**: This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​level_settings_window|Level Settings window]]. This is used to add global fog and skybox to a level, also has other tools.       * **Level Settings**: This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​level_settings_window|Level Settings window]]. This is used to add global fog and skybox to a level, also has other tools.
-      * **Preferences**:​ This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​group_window|Options Window]]. You will find general settings for the editor here.+      ​* **Level Info**: This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​Window_LevelInfo|Level Information window]]. This window shows interesting data such as projected memory usage. 
 +      ​* **Preferences**:​ This will open the [[:​hpl3:​tools:​maineditors:​level_editor:​Window_Preferences|Preferences window]]. You will find general settings for the editor here. 
 ===== EditMode selection bar ===== ===== EditMode selection bar =====
- 
- 
 Here you will be able to switch between the different EditModes available in this editor. An EditMode describes the state the editor is going to work in when selected. These five EditModes can be found in both this and the Model Editor. Here you will be able to switch between the different EditModes available in this editor. An EditMode describes the state the editor is going to work in when selected. These five EditModes can be found in both this and the Model Editor.
  
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     * [[hpl3:​tools:​maineditors:​common:​particlesystem_editmode|Particle System EditMode]]: one can add Particle systems to the map with this mode.     * [[hpl3:​tools:​maineditors:​common:​particlesystem_editmode|Particle System EditMode]]: one can add Particle systems to the map with this mode.
     * [[hpl3:​tools:​maineditors:​common:​sound_editmode|Sound EditMode]]: used to place sound entities in the map.     * [[hpl3:​tools:​maineditors:​common:​sound_editmode|Sound EditMode]]: used to place sound entities in the map.
 +    * [[hpl3:​tools:​maineditors:​common:​lensflare_editmode|LensFlare EditMode]]: used to create objects that will generate a lensflare effect when looked at.
  
 The following EditModes are exclusive to the Level Editor The following EditModes are exclusive to the Level Editor
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     * [[:​hpl3:​tools:​maineditors:​level_editor:​fogarea_editmode|FogArea EditMode]]: similar to the Area EditMode, but will place volumes containing a fog effect.     * [[:​hpl3:​tools:​maineditors:​level_editor:​fogarea_editmode|FogArea EditMode]]: similar to the Area EditMode, but will place volumes containing a fog effect.
     * [[:​hpl3:​tools:​maineditors:​level_editor:​Combine_editmode|Combine EditMode]]: useful for optimizing, creates groups of static geometry that will be loaded by the engine as a whole.     * [[:​hpl3:​tools:​maineditors:​level_editor:​Combine_editmode|Combine EditMode]]: useful for optimizing, creates groups of static geometry that will be loaded by the engine as a whole.
-    * [[hpl3:​tools:​maineditors:​level_editor:​lightmask_editmode|LightMask EditMode]]:​ +    * [[hpl3:​tools:​maineditors:​level_editor:​lightmask_editmode|LightMask EditMode]]: ​creates objects that will keep light from illuminating the space outside them. 
-    * [[hpl3:​tools:​maineditors:​level_editor:​exposurearea_editmode|ExposureArea EditMode]]: +    * [[hpl3:​tools:​maineditors:​level_editor:​exposurearea_editmode|ExposureArea EditMode]]: ​creates areas that will modify the camera exposure values when inside them. 
-    * [[hpl3:​tools:​maineditors:​level_editor:​lensflare_editmode|LensFlare EditMode]]: +    * [[hpl3:​tools:​maineditors:​level_editor:​combo_editmode|Combo EditMode]]: ​used to place combo objects (compound objects saved as combos) 
-    * [[hpl3:​tools:​maineditors:​level_editor:​combo_editmode|Combo EditMode]]:​ +    * [[hpl3:​tools:​maineditors:​level_editor:​terrain_editmode|Terrain EditMode]]: ​used to create and set up a terrain. 
-    * [[hpl3:​tools:​maineditors:​level_editor:​terrain_editmode|Terrain EditMode]]:​ +    * [[hpl3:​tools:​maineditors:​level_editor:​detailmeshentity_editmode|DetailMeshEntity EditMode]]: ​places mesh objects that can be drawn really fast, thus can be used for adding detail to the scene.
-    * [[hpl3:​tools:​maineditors:​level_editor:​detailmeshentity_editmode|DetailMeshEntity EditMode]]:+
 ===== Viewport area ===== ===== Viewport area =====
  
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-[[:​hpl3:​tools:​maineditors:​level_editor:​level_editor:​fog_editmode?​id=hpl3:​tools:​maineditors:​level_editor:​main|{{:​hpl3:​tools:​maineditors:​level_editor:​viewports.jpg?nolink&}}]] +{{ :​hpl3:​tools:​maineditors:​level_editor:​viewportarea.png?​nolink ​|}}
  
  
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 Each viewport has a "​View"​ menu bar, which includes the following options: Each viewport has a "​View"​ menu bar, which includes the following options:
  
- +  ​* **Camera ​Mode**: choosing an item from this submenu will reset the viewport to a preset. An ortho preset means that it will use orthographic mode, so no perspective distortion will be seen. All presets reset the camera target to a (0,0,0) position. One out of the following presets can be picked:
-    ​* **Render ​Mode**: the mode that will be used by the viewport to draw objects +
-      * **Shaded**: drawing will be fully done, using lighting just like ingame. Ortho presets cannot use this mode. +
-      * **Wireframe**:​ only edge lines for polygons will be drawn in this mode. +
-    * **Presets**: choosing an item from this submenu will reset the viewport to a preset. An ortho preset means that it will use orthographic mode, so no perspective distortion will be seen. All presets reset the camera target to a (0,0,0) position. One out of the following presets can be picked:+
       * **Front**: ortho preset, scene will be seen from the front.       * **Front**: ortho preset, scene will be seen from the front.
       * **Right**: ortho preset, scene will be seen from the right side of the objects, pointing to the left.       * **Right**: ortho preset, scene will be seen from the right side of the objects, pointing to the left.
       * **Top**: ortho preset, scene will be seen top-bottom.       * **Top**: ortho preset, scene will be seen top-bottom.
       * **Perspective**:​ this is the only perspective mode, will reset the camera position to (10,10,10).       * **Perspective**:​ this is the only perspective mode, will reset the camera position to (10,10,10).
 +
 +    * **Render Mode**: the mode that will be used by the viewport to draw objects
 +      * **Wireframe**:​ only edge lines for polygons will be drawn in this mode.
 +      * **Shaded**: drawing will be fully done, using lighting just like ingame. Ortho presets cannot use this mode.
 +    * **Controllers**:​ under this item you will find the available controllers for the current view. These can either be **Maya** or **Fly**. More details later.
     * **Show Grid**: toggles showing of the helper grid.     * **Show Grid**: toggles showing of the helper grid.
     * **Show Axes**: toggles showing of the XYZ axes.     * **Show Axes**: toggles showing of the XYZ axes.
 ==== Moving and looking around ==== ==== Moving and looking around ====
  
- +Depending on the active controllermoving will be done differentlybut all are activated using the view mode key (default left Alt). When this key is held, the red focus frame will turn yellow.
-All movement and looking will be done using the mouse. In a nutshellthere are three basic movements that can be done, all need the 'view' ​key to be pressed ​(default left Alt). When this key is held, the red focus frame will turn yellow. ​These movements are listed next: +
  
 **Linux Note:​** ​ Left Super (aka "​Windows"​ or Apple key) and the Z key are also the view key as the Alt key is usually bound by the Window Manager. \\ **Mac<​nowiki>​ OS</​nowiki>​ X Note:​** ​ A three button mouse is required to use the editor. **Linux Note:​** ​ Left Super (aka "​Windows"​ or Apple key) and the Z key are also the view key as the Alt key is usually bound by the Window Manager. \\ **Mac<​nowiki>​ OS</​nowiki>​ X Note:​** ​ A three button mouse is required to use the editor.
  
 +=== Maya ===
 +All movement and looking will be done using the mouse. In a nutshell, there are three basic movements that can be done:
  
     * **Tumble**: pressing the '​view'​ key and the left mouse button at the same time will activate the Tumble mode. This means the camera target will stay in place while the camera will orbit around it.     * **Tumble**: pressing the '​view'​ key and the left mouse button at the same time will activate the Tumble mode. This means the camera target will stay in place while the camera will orbit around it.
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       * Tracking lock to grid is enabled: this allows the user to click on the grid, hold and drag to get a camera displacement. Pretty useful when one wants to cover large distances. This mode is forced in ortho views.       * Tracking lock to grid is enabled: this allows the user to click on the grid, hold and drag to get a camera displacement. Pretty useful when one wants to cover large distances. This mode is forced in ortho views.
     * **Zoom**: pressing the '​view'​ key and the right mouse button at the same time will activate the Zoom mode. Moving the mouse forward/​backward will then zoom in/out respectively. Note there are limits for zooming in and out. You can also zoom in/out by rolling the mouse wheel up/down.     * **Zoom**: pressing the '​view'​ key and the right mouse button at the same time will activate the Zoom mode. Moving the mouse forward/​backward will then zoom in/out respectively. Note there are limits for zooming in and out. You can also zoom in/out by rolling the mouse wheel up/down.
 +
 +=== Fly ===
 +Looking around is done with the mouse, moving is done with standard FPS controls: W key moves forward, S key moves backward, A and D goes left and right respectively. Q and E for moving up and down.
 ==== Enlarging a viewport ==== ==== Enlarging a viewport ====
  
  
 When working in a viewport, the common thing to do is enlarging it. This can be done by clicking on the '​enlarge button'​ in the lower toolbar, or pressing the shortcut for it (spacebar). When working in a viewport, the common thing to do is enlarging it. This can be done by clicking on the '​enlarge button'​ in the lower toolbar, or pressing the shortcut for it (spacebar).
- 
- 
-More on key shortcuts in [[:​hpl3:​tools:​maineditors:​level_editor:​viewports.jpg|here]]. 
- 
  
 ===== Lower Toolbar ===== ===== Lower Toolbar =====
  
 +You can find some useful controls in this bar located at all times at the lower part of the screen.
  
-You can find some useful controls in this bar located at all times at the lower part of the screen[[lowertoolbar.jpg]]  +{{:​hpl3:​tools:​maineditors:​level_editor:​leveleditor_lowertoolbar.png?​nolink|}}
  
     - Grid Controls:     - Grid Controls:
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       * **Pos** ​  /​**Neg Button**: sets the culling side of the plane.       * **Pos** ​  /​**Neg Button**: sets the culling side of the plane.
       * **Active**: sets whether the plane should cull objects.       * **Active**: sets whether the plane should cull objects.
- 
 ===== Types of Objects ===== ===== Types of Objects =====
  
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     * [[:​hpl3:​tools:​maineditors:​level_editor:​terrain_decals|Terrain Decals]]     * [[:​hpl3:​tools:​maineditors:​level_editor:​terrain_decals|Terrain Decals]]
     * [[:​hpl3:​tools:​maineditors:​level_editor:​undergrowth_areas|Undergrowth Areas]]     * [[:​hpl3:​tools:​maineditors:​level_editor:​undergrowth_areas|Undergrowth Areas]]
-    * [[:hpl3:​tools:​maineditors:​level_editor:​detailmesh_entities|DetailMesh Entities]]+    * [[hpl3:​tools:​maineditors:​level_editor:​detailmeshentities|DetailMesh Entities]]
hpl3/tools/maineditors/level_editor/main.1341390259.txt.gz · Last modified: 2012/07/04 08:24 by luis