Tools:Mapedit:Editing: Difference between revisions

From Adonthell
Jump to navigation Jump to search
Added basic mapedit documentation
 
No edit summary
Line 1: Line 1:
----
<div style="background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;">
----
=[http://yjucofi.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=
----
=[http://yjucofi.co.cc CLICK HERE]=
----
</div>
This section contains the basic reference for mapedit.
This section contains the basic reference for mapedit.


== Command line switches ==
== Command line switches ==


Although <tt>mapedit</tt> is a graphical editor, there are a few command-line options you may find useful at times.  
Although &lt;tt>mapedit&lt;/tt> is a graphical editor, there are a few command-line options you may find useful at times.  


   -d            print project directory and exit  
   -d            print project directory and exit  
A dialogue is usually assigned to a certain project, i.e a game. The project directory tells <tt>mapedit</tt> where to search for things like models and other data it requires.
A dialogue is usually assigned to a certain project, i.e a game. The project directory tells &lt;tt>mapedit&lt;/tt> where to search for things like models and other data it requires.


   -g path    specify a custom game data directory  
   -g path    specify a custom game data directory  
If your project/game does not reside in the default project directory (which can be queried with the <tt>-d</tt> option), you can specify an alternative path with this option.  
If your project/game does not reside in the default project directory (which can be queried with the &lt;tt>-d&lt;/tt> option), you can specify an alternative path with this option.  
   
   
   -p project  specify a project name
   -p project  specify a project name
The name of the game for which the map is to be created. This usually specifies a subdirectory of the default game data directory or the custom directory specified with the <tt>-g</tt> option.
The name of the game for which the map is to be created. This usually specifies a subdirectory of the default game data directory or the custom directory specified with the &lt;tt>-g&lt;/tt> option.


   -v          print version number and exit
   -v          print version number and exit
Line 78: Line 86:




:Further key-commands are <tt>+</tt> and <tt>-</tt> to change the z position (hold down <tt>CTRL</tt> for larger increments), and the <tt>Cursor Keys</tt> to change x and y positions respectively. Moving the mouse close to the map views border will also scroll the view.
:Further key-commands are &lt;tt>+&lt;/tt> and &lt;tt>-&lt;/tt> to change the z position (hold down &lt;tt>CTRL&lt;/tt> for larger increments), and the &lt;tt>Cursor Keys&lt;/tt> to change x and y positions respectively. Moving the mouse close to the map views border will also scroll the view.


'''3. The Render Height'''
'''3. The Render Height'''

Revision as of 07:21, 24 November 2010



UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY


CLICK HERE


This section contains the basic reference for mapedit.

Command line switches

Although <tt>mapedit</tt> is a graphical editor, there are a few command-line options you may find useful at times.

 -d            print project directory and exit 

A dialogue is usually assigned to a certain project, i.e a game. The project directory tells <tt>mapedit</tt> where to search for things like models and other data it requires.

 -g path     specify a custom game data directory 

If your project/game does not reside in the default project directory (which can be queried with the <tt>-d</tt> option), you can specify an alternative path with this option.

 -p project   specify a project name

The name of the game for which the map is to be created. This usually specifies a subdirectory of the default game data directory or the custom directory specified with the <tt>-g</tt> option.

 -v           print version number and exit

The Main window

1. The Object Browser

This shows all models and zones already placed on the map, as well as models available in the model/ directory of the current game. Expand this ...

2. The Map View

This is where you edit the map by placing or moving models and zones. Most of the work is done with the mouse, but there are also a few shortcuts on the keyboard and some functionality is available through the keyboard only. The actions taken when a mouse- or key-press occurs depend on the current state (model highlighted or selected) and the position of the cursor. The table below shows the possible constellations:
Left-click Model highlighted Model selected
on empty space - Place model on map.
on model Select model Place model on map.
Right-click Model highlighted Model selected
on empty space - Deselect model.
on model Move model. Deselect model.
Enter Model highlighted Model selected
wherever Edit model properties. -
Del Model highlighted Model selected
wherever - Delete model from map.
Esc Model highlighted Model selected
wherever - Deselect model.


Further key-commands are <tt>+</tt> and <tt>-</tt> to change the z position (hold down <tt>CTRL</tt> for larger increments), and the <tt>Cursor Keys</tt> to change x and y positions respectively. Moving the mouse close to the map views border will also scroll the view.

3. The Render Height

This slider controls up to which z level models on the map will be rendered. By default, it is set to the maps maximum height and in that position it will automatically adjust as models are placed on the maps, increasing its height. If set to a lower height level, objects above that level will not be rendered and can not be selected. This is useful to build maps with multiple layers, as it allows to (temporarily) hide layers that would otherwise obscure lower parts of the map.