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Interface {documentation world editor basics}
The default World Editor view consists of five main sections: File Menu - Found at the very top of the World Editor window, you will find menus that controls the global functionality of the editor, such as opening/saving levels, toggling camera modes, opening settings dialogs, and so on.
The Tools Bar is the best way to switch between tools. It is made of two components: Tool Settings (top bar) and Tools Selector (bottom bar).
Tool Settings is made of up three sub-sections: the editor selector, camera settings, and Object Editor. The editor selector and camera setting will always be displayed. The Object Editor will display available settings for the currently selected tool. The Tools Selector will always display the same shortcuts for selecting tools. This section focuses on the elements of Tool Settings. The first three icons switch between the editor's operating modes. Each icon represents a different editing mode and only one mode can be active at any time. There are three modes: World Editor, GUI Editor, and Game Mode. The World Editor is represented by the mountain icon. The GUI Editor is represented by the boxes icon. The Game Mode is represented by the arrow icon.
World Editor mode provides tools for manipulating the "world" of your game including terrain, creatures, and so on. GUI Editor mode provides tools for manipulating the Graphical User Interface (GUI) of your game such as health meters, cursors, and so on. Play Game Mode runs your game and lets you play through it. NOTE: When you use this icon to play your game the World Editor actually closes completely. To return to the World Editor you must press F11 or exit the game and relaunch the World Editor from the Toolbox. Next to the editor selector, you will find the camera and visibility settings.
The camera icon will let you choose your camera type. The drop-down menu next to it will let you switch between camera speeds. The eye icon is the visualization settings which toggle debug rendering modes for various graphical modules, such as normal mapping, wireframe, specular shading, etc. The icon that looks like a camera in a box will move your camera to whatever object you have selected, filling up your view with its boundaries.
The World Settings make up the rest of this bar when using the tools. The first icon lets you determine your snapping options (snapping to terrain, a bounding box of an object, which axis, etc.). The next icon toggles snapping to a grid. The magnet icon determines soft snapping to other objects. The numeric indicator determines the distance of the snap option. The box icon with an arrow is a selection tool that allows you to select an object according to its bounding box. This makes selecting small, detailed objects much easier. The next icon that looks like a bullseye will change the selection target from the object center to the bounding box center. The small icon with arrows and mountains will change the object transform and the world transform. The next two icons show descriptors in your scene. The first icon that looks like a box in a square will display object icons for the various objects in your scene. The second icon will show text descriptors for the objects in your scene. The last two icons in the bar are prefab icons. The first icon lets you group selected items into a "prefab" (or prefabricated collection) of objects. The second icon will ungroup your prefab items. The following images are labeled with the tool name, and a brief description which you can get by hovering over the image. The specifics of each tool will be detailed in their own sections. Object Editor
Terrain Painter
Material Editor
Sketch Tool
Datablock Editor
Decal Editor
Forest Editor
Mesh Road Tool
Mission Area Editor
Particle Editor
River Tool
Decal Road Tool
Shape Editor
The Scene Tree panel is available while using the Object Editor tool. It is composed of two tabs: Scene and Library. The Scene tab contains a list of objects currently in your level. You can select specific objects to modify them.
The Library tab is what you will use to add objects to your level. Once an object has been added to your level, it will appear in the Scene tab (described above). There are four sub-categories on the Library tab, which are separated as sub-tabs: Scripted, Meshes, Level, and Prefabs. Each category contains objects that serve very specific purposes.
The first tab, Scripted, is automatically populated with game objects that have been created via script. For example, let's say you have a ceiling fan object with an associated script which controls how and when the fan blades rotate. It would appear in the Scripted tab as follows:
When you simply wish to add a 3D art asset, you will use the Meshes Tab. You can browse the various folders containing assets in your project's "art" directory. From here you can add DTS, COLLADA, and DIF files.
The Level Tab lists all the Torque 3D objects that can be used to populate your level. Objects are further divided into category folders. To view what is in a folder, double click it. To leave a folder and view the folder list, click the left pointing arrow icon. To move directly to another folder, select it from the drop down list.
Each sub-category contains objects with similar themes:
The Environment sub-category contains most of the objects you will add to your level, such as Terrain, Sun, Clouds, Waterblocks, and similar objects. The ExampleObjects sub-category contains example rendering classes created in C++. The Level sub-category contains objects that manage Time of Day, level boundaries, and similar objects. The System sub-category contains engine-level objects such as SimGroups. The prefab system allows you to group multiple objects together and combine them into a single file. This new object can then be repeatedly placed into your level as a whole, making it easier for you to add complex groups of objects with only a few mouse clicks. When you create a prefab from multiple selections, you will save it to a *.prefab file using the group prefab icon. The World Editor will automatically load these files in the Prefabs tab.
Whenever you add an object to a level, you will most likely start modifying them immediately. You can use the Inspector Panel to change the properties of an object.
The World Editor contains three dialogs specific to the editor itself. The rest of the dialogs are typically tool or object specific, and will be described in their own sections. The first we will discuss is the Options dialog, which is used to change your current session's audio and video properties as well as mouse and keyboard control bindings. The Options dialog is accessed from the main menu by selecting Edit > Game Options…
You will use the Graphics tab to adjust your game resolution, screen mode, detail levels, and so on. The Audio tab allows you to adjust your current game's volume, both globally and channel specific. The second dialog, which is very important to editing, is the World Editor Settings pop-up.
The last World Editor visual we will describe is the gizmo. A gizmo is a three dimensional rendering of an object's transforms. While using the Object Editor tool, you can use a gizmo to adjust an object's location, rotation, and scale without having to manually input number values in the Inspector Panel.
You can grab an arrow to move the object along an axis, or grab a space between two arrows to move it in both directions.
The purpose of this article is to walk you through the World Editor's interface. The terms learned will be used throughout the rest of the documentation. More details will be explained in the documentation for each individual tool. |