Cod4 radiant grid file
Flip Texture X : Flips the texture on the selected face, along the x-axis. Flip Texture Y : Flips the texture on the selected face, along the y-axis. Change View : Certain layouts ie layout 1 allow the 2D view to be changed. Handy when working on a large map. Free Rotation : Allows you to rotate a selected brush. Lock X : Locks the selected brush's x-axis. Lock Y : Locks the selected brush's y-axis. Lock Z : Locks the selected brush's z-axis. Don't Select Curved Brushes : With this selected you cannot select a curved brush.
Show Patch Bounding Box : Shows the bounding box of a patch. Show Patches As Wireframes : Shows a patch as a wireframe. Patch Bend Mode : Allows you to bend the selected patch mesh. Redisperse patch points : This will "normalize" your vertex points over thie serface area. Works better from the drop down then the icon since I use del and ins for zooming.
Put caps on the current patch : If you have a cylinder patch selected for exmaple it will cap it with a one click. Selects drill down rows and columns :?? Toggles lock patch vertex mode : When selected highlighting vertexs will lock them. Toggles unlock patch vertex mode : When selected highlighting vertexs will unlock them.
Cycles edge direction on terrain quads :?? Show entities as : Shows entites in the 3D window as your selection. Toggle camera movement mode : Selects the modes of camera movement. This is covered in greater detail below. Toggle alpha rendering of textures : View alpha textures as they would be shown in-game.
Disable selection of entities : With this selected you cannot select an entity. Toggle drawing of draw toggle surfs :??
Toggle drawing of tolerant wield lines : Click on the TW box in the toolbar at the top right. Select the 2 patches you want to join. They must be close enough for them join, when they are a highlighted line will connect the vertices that will snap together.
You can drag select as many of the vertices as you like and they will connect to their highlighted partner. I will go over them now. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level.
Suppose you add a new static model to your level, or you give the player a gun through script. Updating the zone file the [levelname]. If missingassets. These missing assets need to be added to the [levelname]. This is as simple as copying the asset list from missingassets.
The text on the left is read from missingassets. Add the missing assets to the zone source by highlighting the text, cut, and paste to the zone source file on the right.
Be sure to not have two assets on the same line. One asset per line is required. You should not exceed the size of a cinder block. If you do, I am sure you will not get the response you are hoping for.
Using brushmodels as physics objects is not encouraged or recommended. It is always recommend to use a model. With a small area I have constructed I am going to show you how to place a selection of models and prefabs. When placing models there is a setting in preferences that controls the placement height of entities.
By default it is set to 28 units. Setting the drop height is very useful when placing nodes. Having it set to 28 will insure that the node is not directly on the surface. With a static model it is different. You want the model to be placed on the surface. We will set the drop height to 0 by clicking on on the upper right side of the tool bar. To bring a model into your level, right click on the 2D grid.
Now we are placing grass so its a good idea that each time you place one it is rotated differently each time. Click on this button. To do this we will click on this button. To have it drop on the ground click on the Drop entity button.
To reduce the size of the models origin blue wire box it can be adjusted in your preferences. Taking a step ahead, I went on to place grass all over and I added some other type of grass to break up the repetitiveness. I am going to use a prefab because a tree will require collision.
Setting the grass as a model is ok, because grass does not require player collision. Since this is a tree and trees grow upward, I want to turn off placing models to angled surface.
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