The Driver Syndicate/Level Editor/Level Objects: Difference between revisions
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# Use left click to select model/object you want to place | # Use left click to select model/object you want to place | ||
# Right click: brings up a context menu where you can rename objects, import over them, and change properties like is ground or drivable. | # Right click: brings up a context menu where you can rename objects, import over them, and change properties like is ground or drivable. (some options are only available for models) | ||
== Right panel == | == Right panel == | ||
Line 31: | Line 31: | ||
# Import: import your models with this. Formats are .esm .obj and .fbx | # Import: import your models with this. Formats are .esm .obj and .fbx | ||
# Replace: bulk replace models with another model on the level. | # Replace: bulk replace models with another model on the level. | ||
[[File:Replacing window.png|thumb|window for replacing objects and models]] | |||
=== Replacing window === | |||
# Select the object you want to replace from the dropdown menu on the left | |||
# Select the object that should replace the old one from the dropdown menu on the right | |||
# Click on "Replace ALL" if you want to replace all objects in the entire level | |||
# Click on "Replace in Selection" if you only want to replace the objects you have previously selected (Ctrl + left click in the editor) | |||
== Context menu == | == Context menu == |
Revision as of 21:39, 11 January 2025
Level Objects tool is used to place various models as structural objects on level and also to add dynamic/gameplay objects to bring a life and variety to the city.
Controls for viewport
- Left hold and drag: places objects (when Tiled placement is On)
- Right hold and drag: removes objects (when Tiled placement is On)
- Right click on model: brings up context menu
- Space: rotate 90 degrees for placement
- Control + Left click: toggle selection
- Control + Space: duplicate selection
- ESC: cancel selection
- DEL: deletes selection
- G: movement mode
- R: rotation mode
- T toggles between tiled and non-tiled placement mode.
- N: set the name of object (for scripting purposes like freeride_spawn on the spawn_point.egf)
Note: In tiled placement mode, multiple objects cannot be placed on the same tile, if this is necessary, the previous object must be selected after placing it and then press "T"
Pro tip: If you want to place an object that has already been placed again, you can save yourself the time of searching for it in the model bar by right-clicking on the object and pressing escape when the context menu opens. And you'll have the same object in your hand to place.
Model Bar
Model bar shows all models and game objects available for placement on the level.
- Use left click to select model/object you want to place
- Right click: brings up a context menu where you can rename objects, import over them, and change properties like is ground or drivable. (some options are only available for models)
Right panel
- Import: import your models with this. Formats are .esm .obj and .fbx
- Replace: bulk replace models with another model on the level.
Replacing window
- Select the object you want to replace from the dropdown menu on the left
- Select the object that should replace the old one from the dropdown menu on the right
- Click on "Replace ALL" if you want to replace all objects in the entire level
- Click on "Replace in Selection" if you only want to replace the objects you have previously selected (Ctrl + left click in the editor)
- Select all objects in this region: Selects all instances of model/game object on mouse over region.
- Remove model: as the name implies, and that will also delete all instances on the level.
- Refresh Preview: refreshes the preview for that model
- Properties: shows the model properties, here you can select flags such as collide, drivable etc.
- Rename model: change name of the model
- Import new model over this: Lets you import and replace with a new model.
- Save as OBJ: for easy editing of the models if you lose the original model files.
- Flip faces: flips normals of the mesh. Useful for objects that could be imported incorrectly (but this is fixable in blender as well).