FreeWorld Tutorial
By Alan Baylis 21/07/2003
Toolbar
The toolbar buttons have tooltips enabled so you can see what function they perform
by placing the mouse over them. Most of them, such as the first four buttons should be familiar to you if you
have used a world editor before so I will only go over the
differences. The fifth button adds all selected brushes together into a
single brush, the brushes can be convex or concave. The sixth button will carve
all brushes that intersect the currently selected brushes. The seventh and
eighth buttons allow you to group and ungroup brushes, the color of the brushes
in the orthogonal windows will change to highlight them if grouped, if you don't
like the random color that the program produces then keep clicking the group
button until you get a color you like. The next three buttons allow you to save
and load the currently selected brushes to and from a file. This allows you to
construct separate, modular pieces of buildings and furniture and later use them
to construct a complete world. The next button is the undo button, for now it
only allows you to step back to before the last carve or add, though a future
version will allow multiple steps back and will include undoing of all
transforms. Following the undo button are the last two brush functions which
allow you to select or deselect all of the brushes, this is handy when you have
finished constructing the world because, at present, the only way to save the
world in the editor is to select all brushes and save them to a brush file.
Later I will finish writing the function to save all the world data, including
lights and splines, to a single map file. The next button with a T+ on it brings
up the texture window and the T- button will hide it again. I won't go into
texturing details here except to say that the textures in this window were
automatically loaded from the TGA image files found in the textures folder when
the editor started. Next we have the spline properties button which will be
familiar to those who have used the Spline_Ed program, if not then take a look
below for a description of what these properties are. Following the spline
properties is the static light properties, the static lights can be created and
set here to be used later if you want to illuminate the world using light
mapping in the viewer. I will go into more detail about the static lights
towards the end of this tutorial. The last four buttons on the toolbar will
respectively, set the overall grid size, set the size of the cell between the
grid lines, toggle snap-to-grid and the last button will set the rotation angle
used when rotating brushes and textures.
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