The Driver Syndicate/Level Editor: Difference between revisions

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'''///////////////////////////////////////////////////////////Main controls''':
'''Level Editor''' aka '''Mr City Builder''' is the official world creation tool for The Driver Syndicate and it is include with the SDK of the game.


Holding SHIFT lets you control the camera
It can be used to:


Drag with Left Mouse button: rotate camera
* Create city architecture - heightfields and basic geometry.
* Place [[The Driver Syndicate/Level Editor/Static Models|models]] created in 3D modeling packages.
* Place [[The Driver Syndicate/Level Editor/Game Objects Definitions|game objects]] for gameplay.
* Lay on the [[The Driver Syndicate/Level Editor/Roads|roads]] for traffic, cops and getaway AI to navigate on


Drag with Right mouse button: camera dolly mode (move forward and back)
== Getting Started ==
[[File:Lev edit main.jpg|thumb|478x478px|Level Editor screen]]
Level editor layout consists of 4 main elements (see screenshot):


Drag with Middle mouse button: moves camera up-down and left-right
# Viewport
# Tool panel
# Visibility Groups (VisGroups) panel
# Menu


Rotating Mouse Wheel: changes camera movement speed
'''Viewport''' is used to do all of the editing of the level and editing actions are depending on what tool tab is selected in '''Tool Panel'''.


Other controls:
'''VisGroups''' provides control over visible objects and those visibility groups are defined by user.


Ctrl + Z: Undo action
'''Menu''' contains additional entries with ''actions'', ''visibility settings'', ''tools'' and ''level actions.''


Ctrl + Y: Redo action
'''Tool Panel''' consists of the 8 tabs that represents various tools that are used for authoring a level.


Ctrl + S: Saves the level.


Ctrl + N: Start new level.  
== Menu overview ==
[[File:Level Editor Menus.jpg|thumb|678x678px|All menus expanded]]
Menu items are associates with some hotkeys and can be found on the right of each item


Ctrl + O: Open Level
# File - for creating, loading and saving the level
# Edit - has Undo and Redo actions (not currently available for all tools)
# View - viewport settings, allows to hide certain object types, display helpers and change drawing settings and even environment
# Tools - extra tools that not associated with editing in viewport, such as [[The Driver Syndicate/Level Editor/Region Editor|Region Editor]]
# Level - some useful actions


Ctrl + H: View heightfield tile helpers
====== Level menu ======


'''////////////////////////////////////////////////////////Header Controls''':
* Reload Environments - reloads the [[The Driver Syndicate/Environments|environments list]]
* Reload all materials - reloads all materials, use in case if you did changes to them or added new ones.
* Append other models file - Useful for map makers who do multiple maps, we can import models from another map.
* Rebuild road textures - rebuilds road textures (old outdated way to auto-generate road textures)
* Check traffic lights - shows you traffic lights that are not connected to roads properly
* Generate roads - generates new road IDs, and highlights roads and junctions for you if they are incorrectly done.


File tab:  
Note: New roads and traffic light light checking is also performed upon level save.


New - starts new
== Tools Overview ==
Each tool allows to edit specific parts of the level and they have separate set of features and capabilities.
{| class="wikitable"
|+Tools in the order they're shown on Tool panel
![[The Driver Syndicate/Level Editor/Heightfields|Heightfields]]
![[The Driver Syndicate/Level Editor/Blocks|Blocks]]
![[The Driver Syndicate/Level Editor/Level Objects|Objects]]
![[The Driver Syndicate/Level Editor/Facades|Facades]]
![[The Driver Syndicate/Level Editor/Occluders|Occluders]]
![[The Driver Syndicate/Level Editor/Roads|Roads]]
![[The Driver Syndicate/Level Editor/Prefabs|Prefab Manager]]
![[The Driver Syndicate/Level Editor/Paths|Path Editor]]
|-
|Creates level terrain structure using heightmaps and quickly apply materials to surfaces
|Creates level solid geometry which can be used both as structure filling and for prototyping
|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.
|Used to create continous walls using models
|Used to hide objects obstructed by other objects for optimization purposes and improving overall performance of the level
|Allows to place Straights, Junctions and Parking lots on the level
|Allows to store commonly used/repeptetive level parts as a prefabs to use them later as a building blocks for faster creation of the cities
|Allows to edit line segment paths which could be used for scripted objects and ambient sounds
|}


load level - loads a level  
== Viewport controls ==
Holding '''Shift''' lets you control the camera of the level editor.


save level - saves the level
# Drag with '''Left Mouse''' button: rotate camera
# Drag with '''Right mouse''' button: camera dolly mode (move forward and back)
# Drag with '''Middle mouse''' button: moves camera up-down and left-right
# Rotating '''Mouse wheel''': changes camera movement speed


save as - lets you save the name of the level
== Visibility groups ==
On the right hand side you will see a toggle for "default" with two check boxes.


exit - self explanatory
# Vis (Visible) - sets the group visibility in the editor
# Act (Active) - sets the group as visible and active in the game


Edit tab:
New VisGroup is created by simply clicking on Add button at the bottom of panel.   


Undo action - same as Ctrl - Z
To add Level Objects and Blocks to a VisGroup 
Redo action - same as Ctrl - Y


View tab:
# select them
# press N to bring up the Properties Window
# chose one under Vis group.


-lets you toggle on fog, reset camera, and toggle different heightmap layers.


Tools tab:
<small>If anything is missing please reach out to Soapy, NikkiChan92, SwissCruiser, Sherbet, or Commando52Colton, we will be happy to assist you and update this page!</small>
 
Region editor - this lets you view your map.
{In Region editor
 
    Right click + drag to navigate
 
    Mouse wheel - zoom
 
    N - switch between road view and aerial view
 
    Ctrl + left mouse - toggle selection
 
    Ctrl + A - select all
 
    Arrows - move regions
 
    Delete - delete regions
 
  File tab, here you will generate your map.
 
  Level tab, here you can resize your map.
 
Warning, be mindful of cell size. 64 seems to be optimal for most big maps (see Victoria, Chicago, Havana, and Allenberg) }
 
Level tab:
 
Reload Environments - reloads the environment
 
Reload all materials - reloads all materials
 
Append other models file. Useful for map makers who do multiple maps, we can import models from another map.
 
Note: If a map maker is using .epk format please respect their creations and do not use their assets without permission.
 
Rebuild road textures - rebuilds road textures
 
check traffic lights - checks and tells you if your traffic lights are connected to roads properly
 
generate roads - generates new road IDs (see road editor), and tells you if your roads are invalid with a red rectangular error.
 
Note: New roads and traffic light light checking is also performed upon level save.
 
'''////////////////////////////////////////////////////////Height field editor''':
 
Controls:
 
Space: rotate texture tile
 
Control + Mouse wheel: Changes radius of tool
 
Left mouse: sets tile texture and properties (see "What to set" and "Tile flags")
 
Right mouse: deletes tile texture
 
Middle mouse drag: draws a line and performs same as left mouse for each tile in line
 
'''///////////////////////////////////////////UI explanation''':
 
Set Tile = Set or paint your heightmap tiles. Be mindful of power/height settings.
 
Texture Transition - Lets you transition between textures. (You must have a transition tile .mat set up)
 
Height Add - Adds to the set power/ height. Useful for making smooth hills or mountain ranges quickly.
 
Height Set - Sets the height. 
 
Height Smooth = Smooths the heightmap, good for beaches, hills, bumps, etc.
 
Layer: Sets the layers. 1 though 4. Traffic calls are all Layer 1 for now.
 
Power/Height: Sets the height of your heightmap.
 
Radius: Set the radius. You can also so this with CTRL + Middle scroll
 
"LAYER": There is 4 layers of heightfields so you can create something like bridges, beaches with sand running under water etc.
 
Please note that AI Roads are forced to be at LAYER 1 for the time being.
"View Heightfield Tile-Helpers" in the View tab shows you what kind of tiles are painted on region. Color shows what tile flags set.
 
'''//////Tile flags defines how geometry of heightfield is generated:'''
 
Detached - tiles will not be sloped to surrounding tiles of non-detached
 
Add wall - adds a wall to the detached tiles important for sidewalks
 
Wall collision - adds wall collision to set tile. (Not needed for sidewalks)
 
No collide - this tiles has no collision at all.
 
Flip UVs - Flip the texture uv.
 
'''///////////////////////////////////Level objects:'''
 
T changes placement mode.
{tiled - sets object strictly limited to the grid
 
free - you can really move the object in any direction.}
 
Space: rotate 90 degrees for placement
 
Left click: places object
 
Right click: removes object (if it's placed on Tile)
 
Control + Left click: toggle selection
 
Control + Space: duplicate selection
 
ESC: cancel selection
 
DEL: deletes selection
 
G: movement mode
 
R: rotation mode
 
 
Ctrl + N: set the name of object (for scripting purposes like freeride_spawn on the spawn_point.egf)
 
Control + Right click: Brings up a properties window where you can rename objects, import over them, and select properties like is ground or drivable.
 
import: import your models with this. Formats are .esm .obj and .fbx
 
Replace: replace models with another model.
 
'''////////////////////////////////////////Object CTRL+right click editing'''
 
Select all of this object in the region: Selects them all, you can easily move or delete them.
 
Remove Object: As the name implies.
 
Refresh Preview: Refreshes the preview window
 
properties: shows the building properties, here you can select flags such as collide, drivable etc.
rename model: you can rename 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 mesh: flips the mesh. Useful for objects that sometimes bug out, but this is fixable in blender as well.
 
'''Block Tool:'''
-----------------------------------------
Getting the block to appear
-----------------------------------------
 
Click block tool, select a texture from the texture list, then click and drag a radius on the grid.
Press enter and your starting block will appear.
 
----------------------------------------------------
Main controls
-----------------------------------------------------
 
'''Selection tool:'''
 
CTRL + right click: Toggle face selection (each face will be adjustable when highlighted)
 
CTRL + left click: Toggle all faces
 
G-move
 
R-rotate
 
(when all faces toggled) CTRL+Space to copy/paste model/block
 
'''Vertex Manipulator:'''
 
CTRL + Left click - select vertex
 
CTRL + Double Click on face - select all vertices on the face
 
G-move
 
R-rotate
 
Clipper Controls: (highlight all faces with selection tool before selecting Clipper Tool)
 
CTRL + Mouse click and drag to draw a cutting line
 
SHIFT + X to select side (Side A, Side B, straight line to cut model but keep both sides)
 
Enter - Apply the cut
 
'''Polygon Tool:'''
 
Not yet ready
 
'''Grouping:'''
 
CTRL-G - group block objs together (useful when exporting block obj to blender) 
 
ALT-G - ungroup block objs
 
'''Model Exporter:'''
 
Highlight your brush and right click. A properties window will come up. click export as .obj. In the next prompt name your new model, and hit save. You can now move your block obj to blender for texturing, uv fixes and more!.
 
Note: In it's current state block tool is best used for making low detail blockout meshes of the buildings you intend to create. You can add further detail to these meshes in blender, with the added benefit of your models already being the correct size and scale.  What is a blockout? A blockout is basically the rough drafts of modeling.
 
'''Using block tool to make sound domains.'''
 
-do the same steps above to make a block, but this time use either phys_clip texture or occluder textures.
{phys_clip - for making invisible walls
occluder - for making sound domains}
 
when you have your block tool with occluder texture covering where you want a sound domain, highlight it, right click, and in the properties tab select Object def and you can choose between a few sounds. Make sure your levelname_objects.def references the required .def file, see default_objects.def for this.
 
'''VisGroups:'''
On the right hand side you will see a toggle for "default objects" with two check boxes.
 
Vis - sets the group visible in the editor
 
Act - sets the group as visible and active in the game itself.
 
Click add to add a new VisGroup. To add objs to a VisGroup simply CTRL + N click to bring up the properties you'd use to name the obj, and under VisGroups select the group to add the objs too. You can now set them as visible or hidden. In a later update we will be able to call this in lua to have objs only appear in specific missions and game modes. 
 
'''/////////////////////////////////////////////////////////Occluder editor:'''
This is important tool because you can seriously drop performance with your cities without occluders.
 
Manipulation: Control + Left click: toggle selection
 
ESC: cancel selection
 
DEL: deletes selection
 
Use the red, blue, and greed directional icon to move and scale the occluders.
 
Placing:
 
First left click: begins occluder
 
Second left click: sets end point
 
Third left click: sets the height of occluder and ends it.
 
'''////////////////////////////////////Road editor:'''
 
Holding Left Mouse: paints waypoints.
 
Right mouse: Brings up properties window. Here you can:
 
    -Remove all road cells from the toggled road
 
    -toggle one way or two way
 
    -apply settings to all road tiles
 
    -reverse
 
    -Road properties {
 
       
        -Traffic is disabled option. Disables traffic for the specified road ID
       
        -Speedlimit. Sets the speedlimit these are in kph. Global default is 50kph/30mph
       
        -Left bound parking
       
        -Right bound parking 
       
        -No Left turn
       
        -No Right turn
       
        -Middle lane is disabled. (use this for large roads with center medians. Paint on the center median)
    }
 
Holding Middle mouse: draws a line, with large roads this is faster than placing down cell by cell.
 
Space: rotate 90 degrees toggling between north, south, west, and east.
 
T: cycles between types. (straight road, junction, parking, pavement/pedestrian)
 
Note: For map remakers the speedlimits in D1 PSX/PC and D2 were:
 
Driver 1 all maps - 97 Kph / 60Mph
 
Driver 2
 
56 Kph / 34Mph - 4 lane roads or smaller
 
97 Kph / 60mph - 8 or 10 lane roads
 
138Kph / 85.7Mph - offroad
 
'''//////////////////////////Prefab manager:'''
 
Placement mode:
 
Double click in list to select prefab
 
Space: rotate 90 degrees for placement
 
ESC: cancel placement
 
Creation mode:
Just select the region by dragging mouse with left button pressed, and press Create in the UI
 
Edit mode:
Select a prefab and press edit to edit the prefab.
 
'''///////////////////////Path editor:'''
 
Path editor lets you add and adjust sound paths.
 
You can load your levelname_soundpaths.txt if it exists. If not you will have to make one.
 
First place down a soundpath box, and name it the same way you'd name a spawnpoint. for ex "beach_ambient001" and then reference that sound path box in levelname_soundpaths.txt, see default_soundpaths.txt for reference.
 
Editing your sound path -
 
Once you have your soundpath box named and referenced in the script, you can open the script file in path editor, and set down your path with path editor.
 
-select path name from the drop down
 
-double click on the heightfield, a box will appear, you can adjust it with the green, blue, and red axis controller.  Once you adjust the first path you can lay down the 2nd one in the same manner until you have covered the area of your first soundpath.  Once done hit save in the path editor. 
 
Note: When making soundpaths via path editor, or sound domains with blocktool be mindful of region dividers, you can't have paths or domains that are too big between regions, you will need to separate them into separate paths/domains.
 
'''If anything is missing please reach out to Soapy, NikkiChan92, SwissCruiser, Sherbet, or Commando52Colton, we will be happy to assist you and update this page!'''

Revision as of 20:57, 31 January 2023

Level Editor aka Mr City Builder is the official world creation tool for The Driver Syndicate and it is include with the SDK of the game.

It can be used to:

  • Create city architecture - heightfields and basic geometry.
  • Place models created in 3D modeling packages.
  • Place game objects for gameplay.
  • Lay on the roads for traffic, cops and getaway AI to navigate on

Getting Started

Level Editor screen

Level editor layout consists of 4 main elements (see screenshot):

  1. Viewport
  2. Tool panel
  3. Visibility Groups (VisGroups) panel
  4. Menu

Viewport is used to do all of the editing of the level and editing actions are depending on what tool tab is selected in Tool Panel.

VisGroups provides control over visible objects and those visibility groups are defined by user.

Menu contains additional entries with actions, visibility settings, tools and level actions.

Tool Panel consists of the 8 tabs that represents various tools that are used for authoring a level.


Menu overview

All menus expanded

Menu items are associates with some hotkeys and can be found on the right of each item

  1. File - for creating, loading and saving the level
  2. Edit - has Undo and Redo actions (not currently available for all tools)
  3. View - viewport settings, allows to hide certain object types, display helpers and change drawing settings and even environment
  4. Tools - extra tools that not associated with editing in viewport, such as Region Editor
  5. Level - some useful actions
Level menu
  • Reload Environments - reloads the environments list
  • Reload all materials - reloads all materials, use in case if you did changes to them or added new ones.
  • Append other models file - Useful for map makers who do multiple maps, we can import models from another map.
  • Rebuild road textures - rebuilds road textures (old outdated way to auto-generate road textures)
  • Check traffic lights - shows you traffic lights that are not connected to roads properly
  • Generate roads - generates new road IDs, and highlights roads and junctions for you if they are incorrectly done.

Note: New roads and traffic light light checking is also performed upon level save.

Tools Overview

Each tool allows to edit specific parts of the level and they have separate set of features and capabilities.

Tools in the order they're shown on Tool panel
Heightfields Blocks Objects Facades Occluders Roads Prefab Manager Path Editor
Creates level terrain structure using heightmaps and quickly apply materials to surfaces Creates level solid geometry which can be used both as structure filling and for prototyping 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. Used to create continous walls using models Used to hide objects obstructed by other objects for optimization purposes and improving overall performance of the level Allows to place Straights, Junctions and Parking lots on the level Allows to store commonly used/repeptetive level parts as a prefabs to use them later as a building blocks for faster creation of the cities Allows to edit line segment paths which could be used for scripted objects and ambient sounds

Viewport controls

Holding Shift lets you control the camera of the level editor.

  1. Drag with Left Mouse button: rotate camera
  2. Drag with Right mouse button: camera dolly mode (move forward and back)
  3. Drag with Middle mouse button: moves camera up-down and left-right
  4. Rotating Mouse wheel: changes camera movement speed

Visibility groups

On the right hand side you will see a toggle for "default" with two check boxes.

  1. Vis (Visible) - sets the group visibility in the editor
  2. Act (Active) - sets the group as visible and active in the game

New VisGroup is created by simply clicking on Add button at the bottom of panel.

To add Level Objects and Blocks to a VisGroup

  1. select them
  2. press N to bring up the Properties Window
  3. chose one under Vis group.


If anything is missing please reach out to Soapy, NikkiChan92, SwissCruiser, Sherbet, or Commando52Colton, we will be happy to assist you and update this page!