The Driver Syndicate/Level Editor/Blocks

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Revision as of 08:18, 30 September 2024 by Sherbetjutsu (talk | contribs) (→‎Viewport controls)
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Block tool allows to create solid geometry which can be used both as structure filling and for prototypin

Viewport controls

Selection tool:

  1. CTRL + right click: Toggle face selection (each face will be adjustable when highlighted)
  2. CTRL + left click: Toggle all faces
  3. G: move
  4. R: rotate
  5. (when all faces toggled) CTRL+Space to copy/paste model/block
  6. CTRL-G: group block objs together (useful when exporting block obj to blender)
  7. ALT-G: ungroup block objs

Vertex Manipulator:

  1. CTRL + Left click: select vertex
  2. CTRL + Double Click on face: select all vertices on the face
  3. G: move
  4. R: rotate

Clipper Tool:

  1. Clipper Controls: (highlight all faces with selection tool before selecting Clipper Tool)
  2. CTRL + Mouse click and drag to draw a cutting line
  3. SHIFT + X to select side (Side A, Side B, straight line to cut model but keep both sides)
  4. Enter - Apply the cut

NOTE: other tools that are not listed are not yet ready

Creating a new block

  1. Select a texture from the texture list
  2. Left click and drag, this will draw a box on the grid.
  3. Press enter and your starting block will appear.

Model Exporter

  1. Select one or more brushes and right click to bring up context menu
  2. Export as OBJ. Chose the location and click save
  3. You can now move your block obj to blender for texturing, apply proper UVs and further import ready model using Level Objects


Note: In it's current state block tool is best used for making draft meshes (aka gray box) 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.

Using block tool to make sound domains.

  1. Make a new block, use occluder textures.
  2. Select it using a selection tool
  3. Press N to bring up Properties Window
  4. Select Object def other than <static> and you can choose between a few volume types. (make sure your levelname_objects.def references the required .def file or contains the volume definition)