10
Overload Level Editor Documentation FOREWORD This purpose of this document is to get you familiar with the necessary components and repeated processes used when making a level in Overload. While not going too far into detail on any particular aspect it should help give you an overview of how related features MODES You first need to be made aware of are the four basic design modes and their purpose within the level editor. These modes can be cycled back and forth at any time using the Tab / Shift Tab) key(s). The current mode type is always displayed in the upper left corner of the main viewing plane. This serves to indicate what group of functions and commands are available in that particular mode. Some menu items only are applicable while in specific design modes. SEGMENT This is the default mode for the Overload Level Editor. Segments are the basic building blocks of any Overload level. While you are in segment mode, you can do traditional things like copy, paste or delete individual or groups of marked segments. In addition, you can do more advanced functions, such as flip, rotate, isolate and subdivide segments within and more. SIDE The second mode of detail is SIDE mode. While in this mode, you can cycle between an actively selected SIDE using the X key. As is the case with other modes, you can select and mark individual or groups of SIDES in multiple ways. The most common way to collectively select multiple sides is by using the [Space Bar] to mark it. To unmark use SHIFT [Space Bar] As with other modes, you can also lasso select a profile of SIDES aligned near each other. SIDE mode is used most commonly when applying details like TEXTURES and DECALS. VERTEX This most refined mode is used for manipulating vertices either individually or in selected/marked groups. A typically application is when needing to re align specific sections of level geometry or to the rest of the world/segments. Another common use is when working in more freeform areas, like natural deformed portions of the level which are more likely off the grid. Here you can quickly affect the face of a sculpted area just by manipulating one or more vertices. ENTITY Last mode used to add/modify entities within the level. ENTITIES include a wide range of types including: Enemy, Prop, Item, Door, Script, Trigger, Light and Special. Each of which has a long list of possible variations and parameters within.

O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

  • Upload
    others

  • View
    0

  • Download
    0

Embed Size (px)

Citation preview

Page 1: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Overload Level Editor Documentation FOREWORD This purpose of this document is to get you familiar with the necessary components and repeated processes used when making a level in Overload. While not going too far into detail on any particular aspect it should help give you an overview of how related features MODES You first need to be made aware of are the four basic design modes and their purpose within the level editor. These modes can be cycled back and forth at any time using the Tab / Shift Tab) key(s). The current mode type is always displayed in the upper left corner of the main viewing plane. This serves to indicate what group of functions and commands are available in that particular mode. Some menu items only are applicable while in specific design modes.

SEGMENT This is the default mode for the Overload Level Editor. Segments are the basic building blocks of any Overload level. While you are in segment mode, you can do traditional things like copy, paste or delete individual or groups of marked segments. In addition, you can do more advanced functions, such as flip, rotate, isolate and subdivide segments within and more. SIDE The second mode of detail is SIDE mode. While in this mode, you can cycle between an actively selected SIDE using the X key. As is the case with other modes, you can select and mark individual or groups of SIDES in multiple ways. The most common way to collectively select multiple sides is by using the [Space Bar] to mark it. To unmark use SHIFT [Space Bar] As with other modes, you can also lasso select a profile of SIDES aligned near each other. SIDE mode is used most commonly when applying details like TEXTURES and DECALS.

VERTEX This most refined mode is used for manipulating vertices either individually or in selected/marked groups. A typically application is when needing to re align specific sections of level geometry or to the rest of the world/segments. Another common use is when working in more freeform areas, like natural deformed portions of the level which are more likely off the grid. Here you can quickly affect the face of a sculpted area just by manipulating one or more vertices. ENTITY Last mode used to add/modify entities within the level. ENTITIES include a wide range of types including: Enemy, Prop, Item, Door, Script, Trigger, Light and Special. Each of which has a long list of possible variations and parameters within.

Page 2: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

To the immediate left of the main viewpoint you will find the GEOMETRY menu. In the upper half of this menu/list are some of the most commonly associated commands used in SEGMENT mode. The most basic way to start a new empty level is by LMB clicking on Default Segment. This will create a default segment at the origin of the level. You can do this at any time to have a quick reference check in relation to another part of your level. When copied SEGMENTS are pasted or inserted, they will appear relative to the orientation of the selected FACE used when they were initially saved. Rotational amounts can be adjusted from 5 to 90 degrees. Adjusting is done by holding LMB while highlighting the Rotate Angle field and moving the mouse left / right. This is also how to adjust most of the values within selectable windows. Isolate Marked is a good way to extract a SEGMENT out from within a complex group. 2-Way, 5-Way and 7-Way will divide the active SEGMENT into subdivided SEGMENTS. 2-Way is typically used for inserting a DOOR into a standard 4x4 SEGMENT. 5-Way is a good way

to easily insert a support beam within a level wall. The more divisions the more complex and flexible the results.

Functions associated with SIDE mode lie directly below beginning with “Join Side” and continue below through and including “Mark Walls Straight.” The most frequently used of them is “Join Side” which combines the faces of two adjacent/marked sides in order to unit two separate SEGMENTS into a unified group. Another very frequently used command unused in FACE mode is Connect with Segment. The process of using these commands is by using selected or marked SIDES. Mark CoPlanar is used a lot for selected all of a similar plane of faces, like ceilings, floors, walls.. When you initially begin designing a typical way to start tunneling is by using the insert or 0 key on the NumPad. Doing so will extrude a new segment, directly adjacent to the now old segment. You can repeat this process over again to create a small chain of segments Also note that this new segment will extend at the length actively saved under “Extrude Length” which is set to 4 by default.

This is also a good time to mention that in order to maintain an active view on the intended level section, use the F key to lock onto the currently selected element. And Shift F to zoom to extents. It is generally a good idea to work off units of or multiples of 4 units. Door cross sections are 4 units by default and most decals will be set to fit within those dimensions.

This is a good time to bring up VIEW OPTIONS:

Page 3: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Ortho/Persp: WIREFRAME, SOLID, WIRE_SOLID, TEXTURED, WIRE_TEXTURED, CHUNKS Layout: RIGHT, TOP, DOUBLE, BOTTOM, FOUR WAY Background: LIGHT / DARK Gimbal: SHOW / HIDE Lighting: NONE, BRIGHT, DARK Show Text: NONE, ALL_SEGS, MARK_SEGS, POWERUPS, ROBOTS, MARK_ENTS To update the viewport to always center the actively selected face, select “Audio-center: ON” under View options. Split Planes: SHOW HIDE

Level settings associated with global data Grid: 6x7,7x7,8x8,9x9,10x10,11x11,12x12 PreProcess Smooth 0 – 5 (3 Default) PostProcess Smooth 0 – 5 (0 Default) Presets used with Deformation types. NONE, PLANE_SMOOTH, FRACTAL_NOISE, BILLOW_NOISE, RIDGED_NOISE, V_STRIPES, H_RIDGES, HHMAP_TEST

BASICS

The Overload Level Editor uses a separate selection and marking system. There are four design modes that can be cycled through at any time. For any of the basic modes, selecting is done using the LMB. Only one element can be actively selected at a time. To modify (move/rotate) an element (vertex, side, or segment), you must first mark it, using the spacebar.

Page 4: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Depending on the Mode, marking multiple items can be accomplished incrementally by selecting additional items and repeating the mark/spacebar command. Multiple items may also be marked using the mouse, LMB drag/release to window select an area of the active viewport. To unmark items, use the key combination shift space bar. Be aware of what mode you’re in and if you’re moving things around out of view accidentally only because you never deselected them earlier. For any given mode, shift space bar toggles between selecting all or none. A very good habit to get into is to be sure you deselect all of a given element. Do this with an extra shift space bar to confirm. Sometimes you aren’t able to see what is selected beyond the viewports. The reason this is important is you may later move or change elements you didn’t intent to. Elements for a given mode can only be selected or manipulated while in the respective mode they’re related to. For example, if you’re in VERTEX mode, you cannot select SEGMENTS. Stay in the habit of working off 2 – 4 segment increments and have your segment vertices locked to the grid. This will make alignment with decals; doors, etc. go much easier! MOUSE COMMANDS LMB-Click Select a segment/side/vertex. It will cycle through the elements if there are multiple possible selections. If you want to choose back-faces (sides facing away) or neighbor sides (sides connected to another segment), use the Side Select filter, or use the keyboard shortcut for side selection (X and SHIFT+X). LMB-Drag Mark multiple segments/sides/vertices. By default, sides and segments are only selected if all if their vertices are intersected. Use the Drag Mode option to change that. Use SHIFT with the LMB-Drag to add the marked elements. RMB-Drag Move the marked segments/sides/vertices. Uses the Grid Snap setting. You only move the marked elements for the mode you're currently in. For the perspective view, it chooses the two movement axes based on the closest orthographic angles. MMB-Drag Pan the view. MMB-Wheel Zoom in and out. MMB+RMB or Alt+LMB Rotate the view (Perspective) or Pan the view (Orthographic). KEYBOARD COMMANDS TAB Cycle MODE (aka Geometry Element mode). SPACE Toggle Mark the selected element SHIFT+SPACE Toggle Mark all the current elements CTRL+SPACE Clear Mark for all element types INSERT Insert a segment at the selected side. SHIFT+INSERT Insert a segment with a default side size at the selected side. CTRL+INSERT Insert segments at the marked sides, in the direction of the selected side. DELETE Delete the marked segments. X/SHIFT+X Cycle through the selected segment's sides. C/SHIFT+C Cycle through the segments in the level.

Page 5: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

N Select the adjacent neighbor segment (does nothing if there is no neighbor). NUMPAD 2/8 Move the selected elements up/down by the Grid Snap setting. NUMPAD 4/6 Move the selected elements left/right by the Grid Snap setting. NUMPAD -/+ Move the selected elements in/out by the Grid Snap setting. NUMPAD 7/9 Rotate the selected elements left/right 90 degrees. SHIFT+G Cycle the grid display options CTRL+G Snap the marked elements to the Grip Snap setting. [ / ] Change the Grip Snap setting. SHIFT+[ / ] Change the Grid Spacing setting. ARROW KEYS Offset the marked side UV coordinates CTRL+ARROWS Rotate the marked side UV coordinates (center = selected side's center) * F Frame the level (CTRL+F = current view only) * SHIFT+F Frame the marked/selected elements (CTRL+SHIFT+F = current view only) SHIFT+J Join the selected side (with the marked side, or the closest unrelated side) SHIFT+Q Mark coplanar sides (with the selected side) CTRL+Q Mark connected wall sides (with the selected side) SHIFT+T Align marked side UVs to the selected side CTRL+T Default map the marked side UVs CTRL+C Copy the marked segments (origin = selected side) CTRL+V Paste the copied segments at the selected side CTRL+Z Undo CTRL+ SHIFT +Z Redo CTRL+ SHIFT +F1 Flatten All Non Flat Sides POPUPS Decal List The Decal List is used to import, edit, and apply geometry decals. Decals are imported from OBJ files and (usually) fit within a 4x4m area. Decals should be built so they align to the XZ axis, but they will show as XY aligned in the Decal List. After importing, you can change the alignment to an edge, flip, or rotate the decal. You can also add face properties and lights. Note that both lights and face properties use an index color system (you can only have 4 unique colors per decal). Decals are automatically saved to the "Editor/Decals" directory after being modified. If you need to duplicate or delete a decal, do so in that directory. Texture List Textures are also loaded from a list of files in a directory ("Editor/Level Textures"). These should be modified (except to adjust the gamma after exporting from Unity), as they correspond to a Substance in Unity. Use the Texture List to apply and find textures. NOTE: After changing a segment's shape, you'll generally need to redo the UV mapping. Tunnel Builder The Tunnel Builder is basically a really fancy extrusion tool. It can extrude either a (straight-ish) tunnel or an arc (ellipse, in reality). Mark the sides you want to extrude, select the base side (with the default normal direction), choose the settings you want, and press Create.

WALKTHROUGH OF MAKING A LEVEL

To begin, place a default segment at the origin by left clicking “Default Segment” in the upper left under “GEOMETRY”

Page 6: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Next, at the right side of the main interface, under ENTITIES left-click on “Place Entity In Segment” then left-click over Type, to

cycle through each of the available ones until you get to “Special”, the Subtype should read “PLAYER_START”.

You now have the very basic elements that make up a playable level. From this point forward, we will be cycling through the

various modes, SEGMENT, SIDE, and VERTEX ENTITY. As you switch modes using TAB of by left-clicking over the upper leftmost

mode field of the main view you will notice the geometry in all views update accordingly.

One of the fundamental parts of using the Overload level editor is the distinction between highlighting and marking elements while in any of the four MODES. To mark something while in the respective mode, press the SPACEBAR. To UN-mark use SHIFT+SPACEBAR. When an element is selected it will be colored in red. When an element is marked, it will highlight in magenta for as long as it remains also selected and then change to cyan when deselected. This is true for SIDES, VERTICES and ENTITIES. VERY IMPORTANT: This marking/un-marking functions independently with in each of the 4 modes. So you can have sides previously marked, change modes and they remain marked - Even when you reload the level. To select a deselect elements you must remain or return to the respective mode first. So, for example, you can’t unmark sides while in segment mode. A good practice to get into is deselecting everything [SHIFT+SPACEBAR] as an added step, prior to marking and manipulating elements. The reason for this is that it is entirely possible to accidentally move or otherwise alter previously marked elements that are currently out of view only because they were previously left as marked.

Page 7: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Only elements that are marked can be deleted or manipulated (copied, pasted, moved, etc.) To continue, press TAB until you return to SIDE MODE. Then, cycle through available sides of the current segment using the X key. Highlight and Mark the right side of this segment.

Pressing F will auto-zoom the geometry to all viewports, SHIFT+F will auto-zoom the selected/marked elements. Set the Snap increment to 2 in the lower left GRID by left clicking and *moving the mouse laterally. Incidentally *this is how all value changes are made in these related fields. Now move the marked SIDE by (in this case) holding and drag the RMB while in the TOP view. Note that you could have also done so in the FRONT view. What you are left with should look like this.

Now, cycle through the available faces again until you are facing the Z-axis

Page 8: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

UNMARK the previously marked SIDE using SHIFT+SPACEBAR Now add an extruded segment that matches the same width of the current one, buy pressing INS on the numpad.

Then add another segment with the default 2x2 size, by holding SHIFT+INS Repeat this process of selecting faces and building default segments until your view resembles this.

Page 9: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

Now to join these two faces highlight and MARK the SOURCE FACE

With the opposite side highlighted, use SHIFT+J to join these faces. You should see through it now when you rotate the view.

Page 10: O v e r l o a d L e v e l E d i t o r D o c u me n t a t i o n

An important thing to note regarding perspective view and zooming around – F will zoom the extents, SHIFT+F zooms in on the currently selected element. The easiest way to zoom out a little from that point is using the mouse wheel. Get familiar with manipulating the view relative to the active element(s). Also, rotating the camera around the selected element in the perspective 3D view is done by moving the mouse while holding down ALT. Conversely, panning around the 2D views is done by moving the mouse while also holding down ALT. This camera rotation/panning used in conjunction with zooming in/out using the mouse wheel, gets easier and more fluid over time. [TO BE CONTINUED] For any command, there is always UNDO!! Ctrl + Z