Toolbar

Revision as of 13:06, 8 December 2008 by imported>Jbrowne
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Toolbar.JPG
The main menu includes a set of buttons as shortcuts for commonly used functions from the menus.


General ButtonsEdit

  •   Version Control
  •   Load Master/Plugin files
  •   Save
  •   Preferences
  •   Undo
  •   Redo
  •   Toggle Grid
  •   Snap to Grid
  •   Snap to Angle
  •   World (Heightmap) Editing
  •   Landscape Editing
  •   Run Havok Sim
  •   Brighten Lights
  •   Enable Sky
  •   Enable Leaves
  •   Filtered Dialogue
  •   Scripts

NavMesh ButtonsEdit

Main article: Nav Mesh
  •   NavMesh Editing: Toggles NavMesh mode


The following icons are from the Navmesh Toolbar:
 

  •   Select Triangles: Allows user to select Triangles in the navmesh.
  •   Select Vertices: Allows user to select Vertices in the navmesh.
  •   Select Edges: Allows user to select Edges in the navmesh.
  •   Standard View Mode: Navmesh is displayed normally.
  •   Transparent View Mode: Navmesh is displayed as transparent, making it easier to see the navmesh while editing.
  •   Navmesh Only View Mode: Hides everything except the navmesh. Useful for finding any errors in the navmesh.
  •   Test Pathfinding: Must be in Triangle Select Mode to use this. Right Click on a triangle and then Right Click on another triangle. A colored path is created showing you the path an actor would take.
  •   Balance for Optimization: Flips and creates edges that simplify the navmesh (useful for getting rid of "spider webbing"). Be sure to check your navmesh for errors afterwards, sometimes this command gives unwanted results.
  •   Find Cover Edges for Current Cell: Finds cover in all navmeshes in the loaded cell.
  •   Finalize Current Cell's Navmeshes: Finalizes loaded cell's navmeshes.
  •   Open Navmesh Generation Dialog:
  •   Open Advanced Navmesh Generation Dialog:
  •   Flood Fill: Select a triangle on a navmesh and click this icon to select all triangles in the navmesh.
  •   Inverse Flood Fill: Select a triangle on a navmesh and click this icon. All triangles NOT on the same navmesh as the selected triangle will be selected.
  •   Delete Selected Object:
  •   Deselect:
  •   Cut Selected Object: Select an Object by holding CTRL-ALT and then Left Clicking on the object. Pressing this icon after a selection has been made will attempt to cut the navmesh around that object. Results may vary and it might be easier to cut the navmesh by hand instead.
  •   Find Triangle: Brings up the Select Triangle dialog.
  •   Create Triangle/Quad: Creates a triangle when three vertices are selected (or a quad if four vertices are selected).
  •   Drop Vertices: Drops selected vertices to the ground.
  •   Edge Rotate: Rotates a selected edge. Useful for when you want to change the shape of a triangle or get rid of "spider webbing".
  •   Edit Cover for Edge: Brings up the Edge Cover dialog only if the selected edge is on the edge of a navmesh. The dialog will not come up if the edge is found inside the navmesh because you cannot have cover on an internal edge.
  •   Merge Vertices: Merges selected vertices.
  •   Toggle Water: Select the triangles you want to set as water and press this icon. The triangles should change color.
  •   Toggle Preferred Pathing: Select the triangles you want to set as preferred and press this icon. The triangles should change color.

Level Design ButtonsEdit

  •   Create a cubic activator: Helps build a cube-shaped trigger.
  •   Create a cubic multibound: Helps build a cube-shaped multibound for scenegraph culling.
  •   Create a spherical multibound: Allows user to create a sphere-shaped multibound for scenegraph culling.
  •   Create an occlusion plane: Allows user to place an occlusion plane for scenegraph culling.
  •   Join or break planes:
  •   Create a room:
  •   Toggle Portal Mode
  •   Draw a portal:
  •   Link portal to room:
  •   Detach portal from room:

Sound Design ButtonsEdit

  •   Create a sound editor:
  •   Creat an accoustic Space:


Collision ButtonsEdit

  •   Create a collision plane:
  •   Create a collision box:
  •   Create a collision sphere: