The Menu in the Mission Editor contains several items that you can select. Some of these items are contained within submenus of the main menus and are identified in this documentation by their sub-menu name, followed by a slash. For instance the item “Import Height Map” is located in the main menu Files, under the sub-menu Import, we identify this as “Import / Import? Height Map” (under the File menu heading).
This option allows you to create a new map. After you make this selection, a popup dialog box displays providing you with the option of creating a new map. You can select both the size of the map itself as well as the cell size that the map will use. A higher cell size will make the man run faster, but at the cost of the detail resolution of the game. A smaller cell size will make the game run slower, but the detail in the terrain will be much improved. After clicking Ok you are given the option to save any changes to the map that you’re currently working on before proceeding.
By default, newly created maps will not work in game if you try to save them out and play them right away. The minimum that is required to play a map is two starting positions, each one for a different player.
This option allows you to load a saved map. When selected a popup window appears allowing you to browse for your map (an. SGB file). To open it click Open. Before the saved map is loaded a popup dialog will appear asking you if you want to save any unsaved changes on the map you are currently working on. The saved map will now be loaded and can be modified as needed.
This option allows you to save a map. If the map has not been previously saved, a dialog box displays, asking where the file should be saved as well as what the name should be. After you have named the map in the filename text box, click the Save button and the map is saved as an. SGB file. This map can be reloaded later using the File / Open? option.
This option will allow you to save a map. It will also allow you to save a previously saved map under a different name if you so choose. After you have named the map in the filename text box, press Save and the map will be saved as an. SGB file. This map can be loaded later using the File / O? p en option.
When selected this option will launch the game and load up the map that you’re currently editing.
Imports a. TGA file as a height map. The TGA must be 24 or 32 bit RGB image and must match the size of the map.
Imports an entity. ENG (Entity Group) file. Entities can be exported from one map and imported into another. This makes it easy to duplicate or move groups of objects into another map.
Imports a TGA file as an Impass map to be applied to the map. The TGA must be 24 or 32 bit RGB, with a pure green RGB value being passable terrain, a pure red RGB value being impassable terrain and a pure blue RGB value being generated impassable terrain.
Imports a set of Scar markers (*.mgp). Scar markers can be exported and imported from different maps. Any imported markers that have conflicting names with markers currently on the map will be renamed.
Imports a set of scar paths (*.pgp). Scar paths can be exported and imported from different maps. Any imported paths that have conflicting names with paths currently on the map will be renamed.
Exports the current terrain as a height map (.TGA file). TGA file size that will be exported depends on the current map size.
Exports the selected entities as an. EGP file. Entities can be exported from one map and imported into another. This makes it easy to duplicate or move groups of objects into another map.
Exports the Impass Map as a TGA file where passable terrain is shown as green, impassible terrain as red, and generated terrain as blue. The exported TGA file is the size of the map.
Exports the scar makers on a map as a MPG file. All markers and their associated values, such as the marker proximity values, are exported. There is no way to export a single marker or a subset of the markers on the map.
Export the Scar paths to a PGP file, all data associated with the path, including target groups are also exported. There is no way to export individual paths or a subset of the paths, all paths on the map will be exported.
This option closes the Mission Editor. However, if any changes have been made to the map you are working on, you will be asked if you want to save your current work first.
This is a common undo function found in many different programs. It returns the user to an action prior to the most recent action. Undo will undo movement, creation and deletion of objects as well as modification of terrain and placement of decal maps. It will not undo the use of texture stamps.
This re-does a previously undone command.
This allows you to copy any selectable object on the map and allows you to paste a duplicate of it elsewhere. This command only works in Object Placement mode, in which case it only works on entity and entity groups, and will not work on squads or squad groups. The copy command will also work in Decal Placement mode.
This pastes a cut/copied object. Note that the pasted object will be located at the same place that the copied object appeared. Thus, it would be a good idea to move the original object to a different location before pasting.
This deletes an object from the map.
This command selects all the objects that that can be edited in the current mode. For instance if in the Object Placement mode, all objects will be selected. If in the marker placement mode, all markers will be selected. Note that select all is not available in all modes.
All objects that are currently selected are unselected, and all objects that were unselected are selected. This applies only to the mode that you are in. For instance, if you have bandboxed a set of units, and inverse selection, only units who were previously unselected will be chosen. Note that Inverse Selection only works in object placement mode.
If the mission editor is taking up too much memory or is slow, try this option, as it's quite likely that the undo buffer is huge. Note that purging the undo buffer means that you won’t be able to undo any recent changes that you’ve made.
Allows you to set the Undo limit to 32, 64, 128, ..etc. The larger the undo limit, the more memory the Mission Editor will need. By Default the undo limit is 32, and should be sufficient for most users.
Toggles on/off the rendering of the fog. You may wish to turn off fog rendering when editing the map as it allows you to see the terrain more clearly.
Toggles on/off the rendering of the sky. You may wish to turn off sky rendering when editing the map as it allows you to see the terrain more clearly.
Toggles on/off rendering of decals. You may wish to turn decal rendering off if you’re trying to edit a map and your system is running slowly.
Turns on/off rendering of markers.
Toggles on/off wireframe rending of terrain, units and effects.
Toggles on/off rendering in Mipmap mode. Mipmap mode can be used for both debugging purposes, and for optimization reasons.
Toggles on/off rendering in X-ray mode, this is useful as it shows you the amount of overdraw in a given part of the map. The more objects that are layered (i.e. The whiter an area of the map is) the worse performance will be.
When selected, a dialog window appears where you can enter the map’s name and define the map type as multi-player or single-player, as well as provide a description of the map. This automatically sets up the appropriate save directory.
This option allows the user to modify aspects of the terrain including sunlight color, fog color and other aspects of the terrain. Please refer to Edit Terrain Properties section of this document.
This option brings up a dialog box that lists all the entities on the current map, which includes units, structures, and environmental effects. It allows you to see the Entity ID?, associated blueprints and owner. The dialog box also allows you various filtering options to select entities in the list to delete them or to hide/unhide them.
Lists all created entity groups. Entity groups are groups of static objects such as structures or environment objects. Allows their selection, deletion, renaming, regrouping and toggling their visibility. Note that you can refresh the group list by hitting the Refresh button.
Lists all created squad groups. Squad groups are groups of dynamic objects such as in-game units. Allows their selection, deletion, renaming, regrouping and toggling their visibility. Note that you can refresh the group list by hitting the Refresh button.
This option creates a group of structures or environment objects. Select a group of entities and use either CTRL+G or this button to create a group. Groups are convenient way to access building or environment properties through the SCAR system. Any non-moving (ie. Structures or environment entities), can be added to an Entity group.
This option creates a squad group. Select a group of units and use either CTRL+U or this button to create a squad group. Squad groups are good for various situations, including setting up certain encounters, and it is a lot easier to control a group of units in SCAR rather then individual ones. Any dynamic (ie. Moving) object can be added to the Squad Group list.
The Overlay menus allow you to view the map and analyze it in different circumstances. With the overlay menu, you can see things such as if a certain area is passable by or not, what kind of cover it has associated with it, and so on. The overlay menu is an invaluable tool when you wish to play balance your map and make sure that it follows your original vision of the map.
This toggle determines if an overlay will be displayed. Overlays can be used for various things including determining which land is impassable to units, where buildings can be built, and so on. Below you will find the explanations for all the possible overlays.
Overlays a grid onto the terrain. The side of each square on the grid represents 5, 10 or 32 meters, depending on the menu selection you make.
This overlay displays the terrain types applied to the different sections of the map. Each terrain type is represented by checkered grid that is colored a different shade. The type of terrain type shown, whether it be footfall or cover is dependant on the mode set in Terrain type edit mode.
Displays a Land Impass overlay. This overlay allows you to see where units will be able to pass and where they can’t. Anything that is covered by a red grid will be impassible for ground-based units.
The Sim Vis? handler allows you to turn off certain rendering feature in the mission editor on and off. While primarily used for debug purposes internally at Relic, you can toggle Sim Vis? Handlers in order to speed up the Mission Editor, or to reduce the amount of clutter on your screen.
Executes a specific LUA command in the mission editor. While most SCAR functions won’t work in the mission editor, you can use many of the debug console commands that you can use in game.
This brings up a pop up dialogue that contains all the information about the errors on the current map you are editing. By selecting specific errors from the list and clicking on the Go To Error button, the ME camera focuses on the selected error, if possible.
Turns on and off the statgraph. The statgraph can be used to determine various statistics associated with the map and since the editor uses the same engine as Dawn of War, it can give you a general idea of how the map will perform in game. Note however, that you should not solely rely on the statgraph for performance numbers as the Mission Editor is not running the simulation, nor the scripting system, which will effect mission/map performance even further.
Here is a list of what the variables all mean:
In general the first number is the actual number that you are looking for, the second number is just there to give you an indication of the maximum x height that the graph represents for the given channel.
Allows you to toggle on/off the main toolbar.
Allows you to toggle on/off the tools toolbar.
Allows you to toggle on/off the status bar.
This option is mutually exclusive with the “Cinematic Aspect Ration (1.85)” option. This toggles the aspect ratio to a normal (4x3) mode.
This option is mutually exclusive with the “Normal Aspect Ration (4x3)” option. This toggles the aspect ration to cinematic aspect mode (ratio 1.85), which is used in NISles.
Shows information about the mission editor, including version information, which may be necessary for you to have handy in case you’re experiencing problems with the Mission Editor.
Mission Editor