EditWorld

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EditWorld is the game's built-in map editor. It is accessed by typing editWorld in the console.

Useful information

Editing tips

If you have rotated a brush and want to know its rotation, select the brush and look at the transformation editor. You can copy the "yaw" value (the middle of the three values on the bottom row) as the "movedir" key for things such as func_doors.

To use references

Right click in the XY window and select New Reference from the menu. Pick the world that you want to reference, and hit ok. There will be a pause while preview geometry is created and the world is loaded. After that finishes you'll have a model representing the world.

  • Pressing ctrl + r + r will reload a reference.
  • Pressing ctrl + r + o will open the currently selected reference.

You can move it around, rotate, etc and it will appear where you place it when the world is compiled. You can also see it in render mode.

Current known issues: The preview is currently incorrect for references that have a reference inside of them. This should be fixed soon.

When making a reference out of an existing map you'll generally want to move everything to the origin. Don't forget to recenter/update the origins for entities with brush/patch geometry or you might get leaks. The default shortcut for this is Shift + O.

To convert an existing .map file to the new format ( with no terrain )

Start editWorld

  • File->Import .map->Choose "mapname.map”
  • Save the map
  • Compile the map from the BSP menu using Normal Compile
  • Remove the old .map from SVN and add and commit mapname.world and mapname.entities
  • Optional, only for major production maps:
    • Copy mapname.proc and mapname.cm into the appropriate folder on megaserve ( currently \\Megaserve\ETQWDav\procs )

To convert an existing .map file to the new format

Start editWorld File->Import .map->Choose “canyon.map” Once that’s done loading, delete the dummy terrain mesh, since it’s not needed any more. Dmap knows about terrain now and will automatically include the mesh that you specify in the root of the .sft file. Right click in the terrain editor and choose “New Tree.” sdRadiant will automatically find the terrain tree and load it. Save the map and you’re done.

Convert your SFT and RTL files to the newest version with convertSFT and convertRTL Radiant needs to be loaded for these commands to be available.

To compile

Either use the BSP menu like usual, or if you don’t have sdRadiant loaded, type editWorld –compile canyon and it will do its normal routine of compiling.

  • note that is isn't really recommended if you have a large map open, as you could run out of memory

If you only want to regenerate the .entities file (say, you changed a key-value pair and no geometry) use:

compile -onlyents canyon

noimagecompile is used from the console, it loades the map with no images to save on memory.

This will only regenerate the .entities file, and leave the .proc and .cm alone.

Files

You’ll notice a few files sitting around before and after you’ve compiled. They are:

  • mapname.world – this is the equivalent to a .map file. It has everything you’d expect: entities, geometry, etc.
  • mapname.proc – the processed geometry. This is the same as it’s always been.
  • mapname.procb – the processed geometry in binary form.
  • mapname.cm – the collision data for the map. This is also the same as it’s always been.
  • mapname.cmb – the collision data for the map in binary form.
  • mapname.entities – this is what the game actually loads. It’s basically a stripped-down version of the .world file that holds only entity key-value pairs, plus additional keys that editWorld injects while it’s compiling. You should never edit this file manually, since it’s thrown away each time you compile and any changes will never make it back into the .world file.