180 lines
10 KiB
Markdown
180 lines
10 KiB
Markdown
# The editor window
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The window has six areas:
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| Area | Content |
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|---|---|
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| **Menu bar** | File, Edit, View, Level, Geometry, Tools, Help – every command of the editor. The [menu reference](19-shortcuts.md) lists them all. |
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| **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. |
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| **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**. |
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| **Viewport** | The level in 3D. See [Navigating the viewport](04-navigation.md). |
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| **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. |
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| **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. |
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## The start page
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When no level is open the viewport shows the start page: **New level** (from an empty island, a
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flat floor or nothing, on a TestLevel chapter), **Open original level** (Village, Jungle, River,
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City … – move, add and remove anything), **Open project** (a saved `.llamalevel` file) and the
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list of recent projects.
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## Creating a new level
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**File → New level…** (**Ctrl+N**) opens the **New level** dialog:
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| Field | Meaning |
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|---|---|
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| **Level name** | The name LlamaMod and the loading picture show. |
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| **Author** | Your name (remembered for the next level). |
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| **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](01-introduction.md#base-levels). |
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| **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. |
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| **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). |
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Every new level starts clean: of the base level it keeps only the **start zone** (its fog, colours
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and music), the **directional lights** (the sun that lights the objects), the object types, textures
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and sounds. The base level's house-door teleports, lamps (point lights), paths and visibility regions
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are not taken over – everything is visible until you set up regions yourself.
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**File → Open original level…** (**Ctrl+Shift+O**) opens one of the game's own chapters instead –
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see [Editing original levels](16-original-levels.md). **File → Open project…** (**Ctrl+O**) opens
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a saved `.llamalevel` file.
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## Panels
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<!-- generated:panels -->
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| Panel | Default place | Shown at first |
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|---|---|---|
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| **Outliner** | left | yes |
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| **Inspector** | right | yes |
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| **Assets** | bottom | yes |
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| **Objects** | left | yes |
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| **Textures** | bottom | yes |
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| **History** | left | yes |
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| **Problems** | bottom | yes |
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| **Environment** | left | yes |
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| **Visibility** | right | yes |
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| **Script** | bottom | yes |
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<!-- /generated:panels -->
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### Outliner
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The Outliner lists everything in the level as a tree: **Level** (level settings, default zone,
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visibility regions), **Tiles** (grouped **by model** or **by cell** – choose in the box at the
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top), **Objects** (by category and type), **Waypoint chains**, **Zones**, **Lights**,
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**Brushes** and **Assets** (tile models, imported meshes, texture pages). The filter field finds
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items by the name shown in the tree (*Floor 2*, *Waypoint 4*, *Cell 12, 30* – a number at the
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end matches whole numbers, so *Floor 2* does not find *Floor 20*), type or id.
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Several items of the same kind are numbered in level order – *Coin 1*, *Coin 2*, *Floor 1*,
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*Floor 2* – and the grey column on the right shows where they are (position in cells, for tiles
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the height). The numbers are not fixed: deleting *Coin 1* makes the old *Coin 2* the new *Coin 1*.
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The Inspector header and the status bar use the same names. Hover a row (or the Inspector title)
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to see the internal id (e.g. `brush:n19`), which problem messages use.
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* Click selects, **Shift+click** and **Ctrl+click** add to the selection, double-click frames
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the item in the viewport.
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* The eye button on a row shows or hides the item in the viewport.
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* The context menu has **Frame in viewport**, **Select similar**, **Hide** / **Show**,
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**Lock** / **Unlock**, **Duplicate** and **Delete**.
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### Inspector
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The Inspector shows the properties of the selection. Its parts are explained in
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[Selecting and transforming](05-selection.md#the-inspector); tools and plugins add their own
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sections (for example **Brush shape**, **Object parameters**, **Environment zone**). Every
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section header has a **?** button that opens the matching chapter of this manual.
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### Assets
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The Assets panel at the bottom holds what you can drag into the viewport:
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| Tab | Content |
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|---|---|
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| **Tile models** | the base level's tile models with thumbnails – drag one into a cell to place a tile ([Building geometry](06-geometry.md)) |
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| **All worlds** | every object type of every original level, to import into this level ([Importing objects](09-objects.md#importing-objects-from-other-worlds)) |
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| **Objects** | the placeable object types of the base level and the imported ones ([Objects](09-objects.md)) |
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| **Textures** | all textures of the level ([Textures](08-textures.md)) |
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| **Imported** | the meshes imported into this project ([Importing meshes](07-meshes.md)) |
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| **Library** | geometry you saved for reuse in any level ([The library](07-meshes.md#the-library)) |
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| **Prefabs** | saved groups of objects ([Prefabs](09-objects.md#prefabs)) |
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### Other panels
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* **Objects** – the object palette with search, categories, favourites and one-click setups
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([Objects](09-objects.md#the-objects-panel)).
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* **Environment** – zones and fog, lights and lighting bake ([Environment](12-environment.md)).
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* **Visibility** – the visibility region matrix ([Visibility regions](13-visibility.md)).
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* **Textures** – the texture manager ([Textures](08-textures.md#texture-manager)).
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* **History** – every change of this session; click an entry to go back to that state, click a
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later one to go forward again.
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* **Problems** – the results of **Check for problems** and **Build**; double-click a message to
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select the item it is about ([Building, problems and play-testing](15-build-play.md)).
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## Arranging panels
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* The left and right docks are narrow, so their tabs show only an icon – only the open panel's
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tab shows its name. Point at an icon to see which panel it is, click it to switch.
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* Drag the split bars between the docks to resize them.
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* Right-click a panel's tab and choose **Move to …** to put it into another dock.
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* The **×** on a tab closes the panel (in the side docks it is on the open tab);
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**View → Panels** opens it again.
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* The **?** at the right end of each dock's tab row opens the help for the panel shown there.
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The editor remembers the layout and the split sizes.
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## Layers
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**Layers** in the options bar (and **View → Layers**) switch parts of the viewport display on
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and off: tiles, object models, markers of logic objects, collision, invisible collision volumes,
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tile swap alternatives, waypoints and path directions, zones, zone targets, zone areas and
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trigger radii, camera frusta, lights and light gizmos, visibility regions, brush outlines and the
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grid. Layers only change the display – hidden layers are still part of the level.
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## Light and dark theme
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**View → Dark theme** switches between the light and the dark look. The setting is shared with
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LlamaMod and also applies to this manual.
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## Preferences
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**Edit → Preferences…** (**Ctrl+,**):
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| Setting | Meaning |
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| **Autosave every (seconds)** | While there are unsaved changes the editor writes a recovery copy this often (default 90 s). |
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| **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. |
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| **Theme** | Light or Dark (shared with LlamaMod). |
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Mouse scheme, zoom step, orbit speed, the view cube and back faces are set in **View →
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Navigation → Viewport preferences…** ([Viewport preferences](04-navigation.md#viewport-preferences)).
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## Saving, autosave and recovery
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* **File → Save** (**Ctrl+S**) writes the project; the default folder is LlamaMod's `levels`
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folder, so the level is a LlamaMod mod right away. **Save as…** (**Ctrl+Shift+S**) picks a
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new name. A dot "•" in the title bar means unsaved changes.
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* Every save also stores a **thumbnail** of the current view; it becomes the level's loading
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picture in the game.
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* **File → Open recent** lists the last ten projects.
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* Autosave keeps unsaved changes in the data folder. If the editor or the computer crashes, the
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next start offers **Recover**, **Discard** or **Later**. Its "Autosaved" note waits until the
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status bar has shown your last message (for example an export result) for a few seconds.
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* **File → Close level** (**Ctrl+W**) and **Close editor** (**Ctrl+Q**) ask before throwing away
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changes.
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## Getting help
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* **Help → Manual** (**F1**) opens this manual. Pressing **F1** while the mouse pointer is over a
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panel, a tool's options, an Inspector section or a dialog opens the chapter about it.
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* **Help → Getting started** (**Shift+F1**) is a short illustrated tour.
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* **Help → Keyboard shortcuts** (**Ctrl+F1**) and **Help → Shortcut sheet (printable)…** list all
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keys; the complete reference is [Keyboard, mouse and menu reference](19-shortcuts.md).
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* **Help → Viewport navigation** shows the mouse controls of the active navigation preset.
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* Most buttons and menu items have tooltips – hover over them for a second.
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