Chapter 2: InterfaceOnce the editor has started you are facing a blank world with a default environment and nothing else in it. In the upper left corner you can find “layer” and “rendering” options menus. On the right side you’ll find the “unit list” window, which shows available units to be placed in some layers and which units have been placed in others.
Tip: All windows inside the editor can be moved around by using the left mouse button, clicking on the top part of the window, hold down and move.RenderingThe “rendering” menu decides how you are currently watching the level inside the editor. This can be useful as you can for example turn to “albedo” and that way turn of the environment lighting and shadows to get a better look at what the layout of the level is even when light maps have not yet been rendered.
Rendering options found in the editor:
Albedo
- Shows the level in only diffuse textures.
Ambient
- Shows the level in grey with only ambient shadows.
Lighting
- Shows the level with the assigned environment, like it will look inside the game.
Normal
- Shows the level in only normal map textures.
LayersThe “layer” menu decides which units are shown in the unit list on the right side of the screen. It also automatically hides units from other layers then the one being worked on, with some exceptions for static and dynamic units, to make it easier to work. Also, only units from the current layer can be selected and edited.
Layers found in the editor:
Static
- Contains units like landscapes and props. Even props that can be destroyed are found under static, with the exception of destroyable vehicle props.
Dynamic
- Contains working vehicles as well as prop versions of vehicles that can be destroyed, called covers.
Markers
- Contains markers used for defining minimap borders,
compass north direction, cinematic points and other things.
Light
- Contains extra light sources.
Sound
- Contains sound points used to place environment sounds.
Electric
- Contains all wires.
Props Brush
- Contains brushes for grass, small debris, decals and similar.
Human
- Contains all human AIs.
AI Graph
- Contains the human and vehicle AI graphs.
Locations
- Contains all zones.
Sub-LayersSome layers have sub-layers as well, which allows it to only show parts of the contents of the layer in the unit list at the time. Like with layers, only units from the current sub-layer can be selected and edited.
Keys for switching between Static sub-layers:
Ctrl+1 Static (default)
Ctrl+2 Small Static (includes destructible objects)
Ctrl+3 Landscape
Keys for switching between Dynamic sub-layers:
Ctrl+1 Cover (default)
Ctrl+2 Vehicles
The AI Graph layer has a toggle function and will only show one graph at the time as working with two graphs showing would be very annoying.
Key for toggling between AI Graph sub-layers:
M Toggle between Human (default) and Vehicle graph.
Unit ListThe contents of the “unit list”, and its existence, vary depending on which layer you are currently in. It has a “mask” input field which can be used to filter the contents of the current list. Filtering can only be made from the beginning of the unit name, and it doesn’t work with wild cards like “*” or “?”.
When in “Light”, “Sound” and “Locations” layers, the unit list contains units that have placed on in level already, but in all other layers where it’s available it holds all the units you can select to create.
CommandsThe editor is controlled by keyboard shortcuts only, with the exception of the two menus covered earlier. There is no way around using these, so you simply have to learn to use them like Grin has.
Alt + F4 Quit Editor
Ctrl + S Save Level
Ctrl + L Load Latest Save
Ctrl + Backspace Generate Lightmaps
L
Spawn Player (at current tool indicator location)
O Generate Orthographic Minimap (requires markers)
Shift + O Generate Cube Map (require marker)
F6 Toggle Editor Light - On / Off (default)
F8 Toggle Mode - Editor (default) / First Person (require spawn)
F12 Show Editor Console (provides some feedback)
Numpad - Toggle Unit Info Mode (uses FFM controls)
Numpad / Toggle Render View Stats Window
Alt + 1 (or 2) Static Layer
Alt + 3 Electric Layer
Alt + 4 Props Brush Layer
Alt + 5 Human Layer
Alt + 6 (or 7) Dynamic Layer
Alt + 8 Markers Layer
Alt + 9 AI Graph Layer
Space Enter / Exit “Free Flight Mode” (FFM)
W Move Forward in FFM (camera coordinates)
S Move Backward in FFM (camera coordinates)
A Move Left in FFM (camera coordinates)
R Move Right in FFM (camera coordinates)
E Move Upward in FFM (world coordinates)
Q Move Down in FFM (world coordinates)
Mouse Movement Rotate Camera
Scroll Forward Increase FFM Move Speed
Scroll Backward Decrease FFM Move Speed
N Toggle Place Alignment - Normal (default) / Grid
G Increase Grid Size
Shift + G Decrease Grid Size
Hold TAB Show Grid Plane
Mouse 1 Select Unit
Mouse 2 Place Unit
Mouse 3 Snap Rotate Selected Unit (45 degree ccw per click)
Mouse 4 Move Selected Unit (along Normal or on Grid)
B Pick Selected Unit Type (to use for “place unit”)
Home Reset Unit X & Y Rotation
Del Remove Selected Unit
Up Arrow Free Rotate Selected Unit, Y Axis (object coordinates)
Down Arrow Free Rotate Selected Unit, Y Axis (object coordinates)
Left Arrow Free Rotate Selected Unit, Z Axis (object coordinates)
Right Arrow Free Rotate Selected Unit, Z Axis (object coordinates)
Shift + Up Arrow Free Rotate Selected Unit, X Axis (object coordinates)
Shift + Down Arrow Free Rotate Selected Unit, X Axis (object coordinates)
Ctrl + Up Arrow Move Selected Unit Upward (world coordinates)
Ctrl + Down Arrow Move Selected Unit Downward (world coordinates)
That’s the controls to use. With that I think it’s time to move on to start creating a level by taking a closer look at the Static layer.