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llamamod/docs/manual/03-editor-window.md

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The editor window

The editor window with the village

The window has six areas:

Area Content
Menu bar File, Edit, View, Level, Geometry, Tools, Help – every command of the editor. The menu reference lists them all.
Toolbar New / open original / open / save, undo / redo, the tools in groups – Select, Move, Rotate, Scale · Brush, Tiles, Collision · Paint texture · Place objects, Coins, Waypoints, Zones & triggers · Zones, Lights, Vertex colours, Regions – then duplicate / delete / frame, Build and Play. The editor always starts with the Select tool.
Options bar Above the viewport: the active tool with its options, then Snap, the move step, the angle step, World / Local, the camera view and Layers.
Viewport The level in 3D. See Navigating the viewport.
Panels Docked around the viewport: Outliner, Objects, Environment, History on the left, Inspector and Visibility on the right, Assets, Textures and Problems at the bottom.
Status bar Messages (and a green Game running badge during a play-test), the item under the mouse pointer, the cursor position in cells and the grid cell, counts (tiles · objects · waypoints · selected), the result of the last build (click it to open Problems) and the progress of background work.

The start page

When no level is open the viewport shows the start page: New level (from an empty island, a flat floor or nothing, on a TestLevel chapter), Open original level (Village, Jungle, River, City … – move, add and remove anything), Open project (a saved .llamalevel file) and the list of recent projects.

Creating a new level

File → New level… (Ctrl+N) opens the New level dialog:

Field Meaning
Level name The name LlamaMod and the loading picture show.
Author Your name (remembered for the next level).
Base level The original level that provides object types, textures, sky, fog and music, shown with its loading picture. Default: Village – Chapter 1. See Base levels.
TestLevel chapter The chapter of world 9 (TestLevel, 32–49 or 1) the level replaces when it is enabled. The next free chapter is suggested.
Start with Empty (nothing but the base level's sky, fog and music), Flat floor (a 16×14 grass floor, player start and an exit) or Island (a grass island with trees in the sea, player start and an exit).

Every new level starts clean: of the base level it keeps only the start zone (its fog, colours and music), the directional lights (the sun that lights the objects), the object types, textures and sounds. The base level's house-door teleports, lamps (point lights), paths and visibility regions are not taken over – everything is visible until you set up regions yourself.

The New level dialog

File → Open original level… (Ctrl+Shift+O) opens one of the game's own chapters instead – see Editing original levels. File → Open project… (Ctrl+O) opens a saved .llamalevel file.

Panels

Panel Default place Shown at first
Outliner left yes
Inspector right yes
Assets bottom yes
Objects left yes
Textures bottom yes
History left yes
Problems bottom yes
Environment left yes
Visibility right yes
Script bottom yes

Outliner

The Outliner lists everything in the level as a tree: Level (level settings, default zone, visibility regions), Tiles (grouped by model or by cell – choose in the box at the top), Objects (by category and type), Waypoint chains, Zones, Lights, Brushes and Assets (tile models, imported meshes, texture pages). The filter field finds items by the name shown in the tree (Floor 2, Waypoint 4, Cell 12, 30 – a number at the end matches whole numbers, so Floor 2 does not find Floor 20), type or id.

Several items of the same kind are numbered in level order – Coin 1, Coin 2, Floor 1, Floor 2 – and the grey column on the right shows where they are (position in cells, for tiles the height). The numbers are not fixed: deleting Coin 1 makes the old Coin 2 the new Coin 1. The Inspector header and the status bar use the same names. Hover a row (or the Inspector title) to see the internal id (e.g. brush:n19), which problem messages use.

  • Click selects, Shift+click and Ctrl+click add to the selection, double-click frames the item in the viewport.
  • The eye button on a row shows or hides the item in the viewport.
  • The context menu has Frame in viewport, Select similar, Hide / Show, Lock / Unlock, Duplicate and Delete.

Inspector

The Inspector shows the properties of the selection. Its parts are explained in Selecting and transforming; tools and plugins add their own sections (for example Brush shape, Object parameters, Environment zone). Every section header has a ? button that opens the matching chapter of this manual.

Assets

The Assets panel at the bottom holds what you can drag into the viewport:

Tab Content
Tile models the base level's tile models with thumbnails – drag one into a cell to place a tile (Building geometry)
All worlds every object type of every original level, to import into this level (Importing objects)
Objects the placeable object types of the base level and the imported ones (Objects)
Textures all textures of the level (Textures)
Imported the meshes imported into this project (Importing meshes)
Library geometry you saved for reuse in any level (The library)
Prefabs saved groups of objects (Prefabs)

Other panels

  • Objects – the object palette with search, categories, favourites and one-click setups (Objects).
  • Environment – zones and fog, lights and lighting bake (Environment).
  • Visibility – the visibility region matrix (Visibility regions).
  • Textures – the texture manager (Textures).
  • History – every change of this session; click an entry to go back to that state, click a later one to go forward again.
  • Problems – the results of Check for problems and Build; double-click a message to select the item it is about (Building, problems and play-testing).

Arranging panels

  • The left and right docks are narrow, so their tabs show only an icon – only the open panel's tab shows its name. Point at an icon to see which panel it is, click it to switch.
  • Drag the split bars between the docks to resize them.
  • Right-click a panel's tab and choose Move to … to put it into another dock.
  • The × on a tab closes the panel (in the side docks it is on the open tab); View → Panels opens it again.
  • The ? at the right end of each dock's tab row opens the help for the panel shown there.

The editor remembers the layout and the split sizes.

Layers

Layers in the options bar (and View → Layers) switch parts of the viewport display on and off: tiles, object models, markers of logic objects, collision, invisible collision volumes, tile swap alternatives, waypoints and path directions, zones, zone targets, zone areas and trigger radii, camera frusta, lights and light gizmos, visibility regions, brush outlines and the grid. Layers only change the display – hidden layers are still part of the level.

Light and dark theme

View → Dark theme switches between the light and the dark look. The setting is shared with LlamaMod and also applies to this manual.

Preferences

Edit → Preferences… (Ctrl+,):

Setting Meaning
Autosave every (seconds) While there are unsaved changes the editor writes a recovery copy this often (default 90 s).
Play-test save slot The save slot the game uses for play-tests (default 3). It is unlocked up to your level, with the map cursor on it; a backup is made first.
Theme Light or Dark (shared with LlamaMod).

Mouse scheme, zoom step, orbit speed, the view cube and back faces are set in View → Navigation → Viewport preferences… (Viewport preferences).

Saving, autosave and recovery

  • File → Save (Ctrl+S) writes the project; the default folder is LlamaMod's levels folder, so the level is a LlamaMod mod right away. Save as… (Ctrl+Shift+S) picks a new name. A dot "•" in the title bar means unsaved changes.
  • Every save also stores a thumbnail of the current view; it becomes the level's loading picture in the game.
  • File → Open recent lists the last ten projects.
  • Autosave keeps unsaved changes in the data folder. If the editor or the computer crashes, the next start offers Recover, Discard or Later. Its "Autosaved" note waits until the status bar has shown your last message (for example an export result) for a few seconds.
  • File → Close level (Ctrl+W) and Close editor (Ctrl+Q) ask before throwing away changes.

Getting help

The manual window with the contents tree and a full-text search

  • Help → Manual (F1) opens this manual. Pressing F1 while the mouse pointer is over a panel, a tool's options, an Inspector section or a dialog opens the chapter about it.
  • Help → Getting started (Shift+F1) is a short illustrated tour.
  • Help → Keyboard shortcuts (Ctrl+F1) and Help → Shortcut sheet (printable)… list all keys; the complete reference is Keyboard, mouse and menu reference.
  • Help → Viewport navigation shows the mouse controls of the active navigation preset.
  • Most buttons and menu items have tooltips – hover over them for a second.