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Mission Editor Toolbar Controls


The Mission Editor has a set of buttons in a toolbar that can control various aspects of the ME. These buttons are separated into four different groups. The Cut & Paste buttons, allow you to edit your mission quickly and easily. The Undo, Redo buttons allow you to undo or redo any changes that you have done easily. The Mo d es buttons allow you to directly manipulate the mission that you are working on. Finally, the Error Buttons are used for debugging your map.


Modes



Object Selection Mode

Object Selection mode allows you to select objects without fear of left clicking and accidently creating an object. It also includes a handy filter (that is also available in object placement mode) that allows you to determine what kind of objects will get selected when you drag select. Note that this is only a selection mode, and only for objects.


Object Placement Mode

As its name implies the Object Placement mode allows you to place on, move, and rotate certain things on your map. These things can be broadly separated into two categories:


Each of these items has several tree branches. The Races category is separated into five groups: Chaos, Eldar, Guard, Orks, Space Marines. Each of these sub-categories is further separated into structures and troops.
The environment category is separated into 6 different categories: ambient_fx, gameplay, jungle, ork, single_player and urban. Each of these should be fairly self-explanatory. The most important of these is, of course, the gameplay category as it allows placement of starting positions, slag deposits, strategic points and other elements vital to Dawn of War gameplay.
To place an object on the world map, click on the selection you want from the tree and then left click on its desired location on your map. To delete an object, select it by ctrl-left clicking on it to select it (or alternatively left-click dragging it) and then press Del. Also, note that you can “snap” objects into place relative to the terrain or water surface. The radio button labeled “Adjustable” allows you to embed an object into the terrain, gives you a bit more freedom as it won’t snap to the terrain right away. You can also place random objects from a tree branch by selecting that tree branch and left clicking as usual. For instance, if you wanted to place a random elder unit on the map you would select the Eldar->troops branch and then left click on a location on the map.


This mode also features the same type of filter as the object selection mode.


3D Paint Mode


The 3D Paint Mode is where you will be spending most of your time when you edit the terrain. It is a fairly simple tool that allows you to create a wide variety of terrain from mountains to small hills, to rivers. When in 3D Paint Mode you are presented with a “brush” in the Map Wi n do w (). This “brush” consists of two concentric circles; a white and gray one. The outer circle, the white one, represents the extent of the “feather” of the given brush (to be explained later). The inner circle, the gray one, represents the actual brush size.




Decal Placement Mode

The Decal Placement Mode allows you to place Decals onto the terrain. Decals are basically textured objects of geometry that get applied directly on top of terrain. When decal placement mode is selected the toolbar window displays three separate roll ups:



When in Decal Placement Mode, the controls are as follows:


Texture Stamping Mode

The Texture Stamping Mode is somewhat similar to the Decal P lacement Mode. Both serve the same purpose, to add details to the terrain. However, while you can delete decals off the terrain, you cannot do the same with textures. Basically, think of applying textures as painting onto the terrain. The only way that you can get rid of something that you have painted is to paint over it, or to reset the entire base terrain texture. Note that undoing the paint command does not work.
Texture stamping mode can be separated into three rollups.


Texture stamping
When in Texture stamping mode, the three options that appear are:


Textures
List all the textures you have available to you to paint the terrain. Note that while all default textures included with the mission editor are plain color textures, textures with details can be used as well.


Preview
Provides a preview of the texture/color that will be used to paint the terrain along with the size of the brush (i.e. 4x4, 16x16, 32x32, etc.).


Detail Texture Mode

The Detail Texture Mode will allow you to modify the detail textures on the terrain or fill the terrain with a given detail texture. In other words, it overwrites existing terrain textures if applied on top of them. In Detail texture Mode, as usual, a preview and Detail Textures listing are available. Also available is the “Refresh Detail Textures” button that will work similarly to the “Refresh Decal textures” button.


Terrain Type Mode

Terrain Type Mode allows you to paint onto the terrain the characteristics of a given section of the map. Terrain type is used to determine which in game sounds and which effects are played when units walk over a certain part of the terrain as well which terrain is to be considered cover and what type of cover it is. When you select this mode a checkered grid pattern will appear over your map. In Terrain Type Edit rollup you will have three options:


Please note that both “Stealth” and “Blocking” mode aren’t fully implemented at this point in time.


By default the map is of terrain type “unknown” which has the same value as the “DirtSand” terrain type, and the cover type is set to None.


Path Placement Mode

Path Placement Mode is used to modify or create animation paths for either camera, entity or squad movement. For each animation that you want to make for a camera, entity or squad, you will need to create an appropriate path. The camera animation that you are editing can be viewed and edited in this mode. Paths are mainly used for single-player maps. To move a point horizontally, simply move the pointer over the desired point, hold down the left mouse button, and then drag the desired point to the desired location. To adjust the vertical position of a point, move the pointer over the desired point, hold down one of the SHIFT keys as well as the right mouse button, and then drag the point to the desired height. Readjust horizontal position as necessary.
The Path placement mode is composed of the following four roll up menus, which are explained in more detail below:

These are explained in more detail below.


Create
Allows you to create a path for either a camera, squad or entity. Note that not all path options are available for all these groups. Hence some of the possible options in Keyframes and attributes will not produce any changes in the path of the objects, even though they are enabled.


Select

The selection rollup allows you to select which of the paths you are editing, as well as allows you to rename and delete paths as needed.


The animation dropdown list allows you to select which animation in a set of given animations (camera/object) that you want to edit. There are also four checkboxes associated with these drop down menus:


Anim Attributes




Keyframes are used to specify animation parameters and the values for these animation parameters are interpolated between keyframes. In order to smoothly interpolate these parameters, we use spline curves. KeyFrame Attributes and KeyFrame Operations are the tools that we use in the editor to achieve this.


Keyframe List Window

The Keyframe List Window allows you to view the keyframes in the currently selected animation. This window also lists the keyframes number, name (if there is one), length, and time. If you wish to modify multiple keyframes you can select them by using standard Windows methods like holding down the CTRL key and left clicking the selection or holding down the SHIFT key and dragging to select all choices between the starting point of the action and the cursor).


Keyframe Operations


snp (Camera only): This command can be toggled. When turned on it will snap the camera to the active camera viewpoint.
loc: Sets the local rotation value at this keyframe, allowing the camera to look in directions other then along the path.


Key Frames? Attributes



The following functions are available only for editing move and camera animations:



Edit Impass Map 

Allows you to edit where units can go or cannot go on your map. The Value drop box allows you to switch between passable, impassable and generated. This is usually used as a tool for fine-tuning the map. While you can break certain rules (i.e. make steep cliffs passable) using this feature it should not normally be used in that manner. The generated rules should take precedence. Editing the impass map is usually a last step process that is used when refining your map. Note that for environment objects, such as trees that you have added to the map or ruined buildings require the impass map to be edited in order to prevent units from passing through them.


Edit Terrain Properties


Edit Terrain Properties

The Edit Terrain Properties Window allows you to change several characteristics of your map. There are three major areas to this pop-up menu (including one textbox):



Error Buttons



Show Error Messages

A pop up window appears, displaying all the errors in the current map. If you select an error and then click Go To Error you will be taken to that error. Please note that there are some errors (such as missing attributes) that you cannot be taken to.


Go to Previous Error Location

Allows you to view the previous error in the list of errors.


Go to Next Error Location

Allows you to view the next error in the list of errors.

Links


Mission Editor

Running The Mission EditorUsing The Mission EditorMission Editor Menubar ControlsMission Editor Toolbar ControlsAppendicesTutorials

End of Page

Referring pages: DOWMissionEditor
DOWMissionEditor/Appendices
DOWMissionEditor/MissionEditorMenubarControls
DOWMissionEditor/RunningTheMissionEditor
DOWMissionEditor/Tutorials
DOWMissionEditor/UsingTheMissionEditor

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