Editor Groups

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Editor Groups allow you to group together elements of a map for organisation. These groups can then be turned on and off (shown and hidden) in order to make the editing process easier. Groups are very important for ensuring a map is easy to manage and edit.

All the editor groups used in the map 'Salvage'. Some groups, such as 'oob' and 'playzones' have been turned off to make editing objects in other groups easier.

Usage

Editor groups are used in the following fashion:

  1. An empty editor group is created and named
  2. Objects to add to the editor group are created
  3. Selected objects are added to the entity group
Edgroups inspector.png

Once objects are inside an entity group, they can be hidden from view by turning off the editor group(s) they belong to from within the editor group window. Alternatively, by turning off all other groups, it can be made easier to work on just the entities within a specific group.

Objects can belong to as many or as few groups as you wish. If an object belongs to several groups, all groups must be turned off before the object(s) will be hidden from view (conversely, turning on just one group will show the object(s), even if it belongs to other groups that are hidden.)

Examples

Editor groups are best used to segregate the brushes/entities/objects within a map into manageable segments. Examples of group names used in ETQW maps include:

  • 'Locations' - for info_location entities
  • 'Playzones' - playzones are big brushes and get in the way, so hiding them makes editing a lot easier
  • 'OOB' - for out-of-bounds geometry, which rarely needs to be displayed in-editor

By categorising brushes and entities in this manner, it becomes much easier to create and edit maps, made by yourself or by others.

Since bots also require a large amount of entities, they were assigned area-specific groups so only those required for a specific area were shown.

See Also