Use this page to link to useful tidbits, that either don't quite fit into any current articles, or that you don't have a chance to write up. The main purpose is to be a temporary hub for information before it's truly wiki-fied. You can post quotes, a few lines, links, or external links here. If you're posting quotes, please make sure you have the persons permission before posting. If you're posting a link, please give a brief description. You can see an example of what this page will look like on the CS wiki.
Please help by making the information ready for the wiki and placing the it on the relevant page(s). After you have done so, please delete the section from this page and list the page(s) in the Edit Summary.
Tips and Tricks Thread[edit | edit source]
The following are user-submitted tips and tricks for the GECK, and were originally taken from the Editor Tips and Tricks forum topic.
Cloning Objects[edit | edit source]
The "my first vault" tutorial teaches the use of cloning and substituting objects (ctrl-f) to easily create chains of statics. Here is why... When objects are dragged into a interior/exterior space they are created in general space on the grid but at fairly irregular grid points. By cloning and substituting objects you can avoid having to zero the new statics. they will already be at your working elevation. Increased placement speed. Less frustration aligning to the elevation of existing statics. -- IrOnTaxi
Seams[edit | edit source]
If you have having problems with seams (ie objects clicking together) turn on snapping, select everything, and move it around, this will make it all snap together -- Melcid Eater of Tacos on this thread.
Note that anything you have placed in the world with smaller snap-to-grid settings (or no snap to grid) will be snapped to the nearest grid location. You could end up having to re-clutter you're whole scene after 'moving it around'.
Snap To Reference[edit | edit source]
You can "snap to reference". This essentially tells the snap settings to treat the pivot point of the indicated object as the origin of the world. Therefore, with an appropriate grid settings, any new pieces you bring in will snap to that object. -- JoelBurgess
Aligning to the Z axis for idiots[edit | edit source]
A sure fire way to align static on the z axis is to simply double click the base object you wish to align to, enter its properties and copy that objects z axis value. then open the properties of the object you wish to align and paste it into that objects z axis data. This can be very useful if you find an object just off by a hair. -- Irontaxi
How to Fix Gridsnap for an Entire Room[edit | edit source]
For some reason or another you might find an entire room to be off grid a bit. Fixing this problem can be tricky, but it is doable. Turn on grid snap and select everything in the misaligned room. This is easiest when Orthographic view is turned on (press 0.) Drag the room into some empty space away from the rest of the map so you can easily select it all again. Next move your room kit pieces into place. Get them all lined up right. You'll have the contents of the room floating in empty space now. Save your level now. Select all the contents of the room and move them roughly into place using grid-snap. Then, without deselecting, turn off grid-snap and fine tune the positioning. Make small adjustments, and try to move along only one axis at a time. After each adjustment look at all the walls to see how things are lining up. If you accidentally deselect the room contents while you're adjusting it will be much faster to reload your file than to reselect everything. You could also hit the undo key, which will counteract your last movement, but select everything you were moving. Before you know it you'll have your room just as it was, but snapped tightly to your grid. Save again, and check your navmesh for problems if you had one already. --Pgrandstaff