cod-uo-sdk/UOTools/docs/CoDRadiant.htm
2004-09-30 00:00:00 +00:00

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<title>Preferences</title>
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<div class=Section1>
<p class=MsoNormal><b><u>Preferences</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Texture brushes in 2D</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This shows the textures on brushes
in the 2D window, useful for building geometry from a 2D image.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Farplane</i></p>
<p class=MsoNormal style='margin-left:1.0in'>The maximum farplane distance
(controls how far the in editor cubic clipping can go).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Vehicle Arrow Time</i></p>
<p class=MsoNormal style='margin-left:1.0in'>A chain of vehicle nodes draws a spline
in editor when set up correctly. This control sets how far apart the arrows are
by time the vehicle would take to get from one arrow to the next. </p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Drop Height</i></p>
<p class=MsoNormal style='margin-left:1.0in'><i>Ctrl-Alt-left click</i> copies
a currently selected entity to the location clicked. <i>Ctrl-Alt-middle click</i>
moves the selected entity. Drop height controls how far above or below the
surface you clicked on the entity will be placed. Useful for making the base of
trees be below the terrain when they are placed on non flat surfaces. </p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Scale base</i></p>
<p class=MsoNormal style='margin-left:1.0in'>See <i>Toggle &quot;tree/grass
placement mode&quot;.</i> Scale base defines the default model scale for this
mode (100 = normal).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Scale Range</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Like scale base, but controls the
amount of scale variation.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Tolerant weld</i></p>
<p class=MsoNormal style='margin-left:1.0in'>The distance at which the editor
will do tolerant welding.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Splay distance</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Select some vertices in a terrain
patch and press <i>Alt-W</i>. This will make these vertices separate apart
along their current direction by the distance set in this box. Useful for
keeping the texture a consistent scale on a patch which uses Set for its
texturing (for example roads). </p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal><b><u>View/Show</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Show Smart Tube Nodes
(Ctrl-Alt-9)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This actually toggles showing all
the node types other than pathnodes</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Show AI Nodes (Alt-9)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This toggles showing pathnodes. </p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal><b><u>Selection</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Select Connected (Ctrl-Alt-E)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Selects all the entities targeted
by an entity and all the entities which target an entity. Useful for selecting
vehicle node chains and friendly chains.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Connect Entities (Ctrl-K)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>When doing a lot of terrain work or
linking a lot of entities you may want to rebind this in your ini file.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Hide Unselected (Alt-H)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Hide everything not selected.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Vertex Box Selection</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This has been extended to also
work in the 3D view. It works with patches and terrain only.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal><b><u>Textures</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Shift-A</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Select a texture in the texture
browser and press this to select all the brushes using that texture.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal><b><u>Misc</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Make Weaponclip</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
solid to player and AI collision but solid to bullets. Note even things with shaders
which specify not solid to bullets will become solid to bullets.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Make Non-Colliding</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
solid to anything including bullets and grenades. </p>
<p class=MsoNormal style='margin-left:.5in'><i>&nbsp;</i></p>
<p class=MsoNormal style='margin-left:.5in'><i>Go to position</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Enter the cooridinates you get
from typing \viewpos in the console in game to set your camera position there.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Surface Inspector</i></p>
<p class=MsoNormal style='margin-left:1.0in'>The surface properties dialog has
a &quot;Sample size&quot; edit box with spin buttons. You can use this to set
the size of lightmap samples. A value of 0 means to use the default sample
size. This is whatever argument you give to -samplesize on the q3map command
line, or 16 by default. The only way to change the lightmap sample size of a
surface is to edit it in the surface properties dialog. The sample size is not
changed when you do any texturing work outside this dialog. The sample size is
copied when you duplicate a brush.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal><b><u>Worldspawn Key Values</u></b></p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>_color</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
which sets the ambient color. Values are RGB and scale is 0 to 1.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>ambient</i></p>
<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
which sets ambient light level. 0 is no ambient, 1 would be fullbright ambient.
(0.1 - 0.3 recommended)</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>diffusefraction</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Percentage (0 to 1) of the total
sunlight which is diffuse vs direct. (0.3 - 0.7 recommended)</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>suncolor</i></p>
<p class=MsoNormal style='margin-left:1.0in'>same as _color but for the direct
sunlight</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>sundiffusecolor</i></p>
<p class=MsoNormal style='margin-left:1.0in'>same as _color for the diffuse
sunlight</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>sundirection</i></p>
<p class=MsoNormal style='margin-left:1.0in'>yaw pitch roll. -30 160 0 would
mean the sun is 30 degrees below the horizon and coming from the upper left in
the 2D view in the editor (more left than upper). Apply these values to a node
and observe where the arrow points. The arrow points at the sun.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>sunlight</i></p>
<p class=MsoNormal style='margin-left:1.0in'>total brightness of the direct sun
and the diffusesun and the ambient combined. IE increasing value of the
diffusesun or the ambient will not increase the total brightness, only the
amount of the total which is diffuse or ambient. The scale is 0 to 2 with 0
being total darkness and 1 being surfaces directly hit are fullbright. values
above 1 increase the number of surfaces which will be fullbright. IW uses about
.7 for night time and 1.3 to 2 for daytime. </p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal><b><u>New Buttons</u></b></p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle camera movement modes</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Two different styles of moveing
the camera in the 3D view best to try them and see which you like better.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle alpha rendering of
textures (button looks like half a tree with 9 blue dots)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Toggle this between seeing the
alpha on unselected trees correctly and seeing the alpha on decals and alpha
blended terrain correctly.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting entities
(button is an E with a slash through it)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Dont select entities in the 3D or
2D windows.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle drawing portalnodraw
surfaces (button is a red D)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Dont draw the common/portalnodraw
surfaces. Useful for working on portals, shows you only the surfaces which
matter (the common/portal ones).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Tolerant Weld (button is a TW)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>See <i>Joining Terrain Patches</i>
Method 2 for common use.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting models (button
is an M with a slash through it)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Dont select models in the 2D/3D
windows. Useful in maps with lots of trees.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Toggle &quot;tree/grass
placement mode&quot; (button is a green and white arrow pointing down)</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Switches the <i>Ctrl-Alt left </i>and
m<i>iddle click button </i>functions to &quot;tree and grass placement
mode&quot;. When in this mode entities placed using those two shortcuts will
randomly vary in size and rotation.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h2 style='page-break-after:avoid'><b><u>Terrain</u></b></h2>
<h2 style='page-break-after:avoid'><b>&nbsp;</b></h2>
<h2 style='margin-left:.5in;page-break-after:avoid'><i>Creating a terrain patch</i></h2>
<p class=MsoNormal style='margin-left:1.0in'>To create a terrain patch, select
a brush and go to the Patch menu at the top. Select Simple Terrain Mesh. A
Terrain Density box will appear. This dictates how many vertices wide and tall
the patch will be.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h2 style='margin-left:.5in;page-break-after:avoid'><i>Texturing a terrain
patch</i></h2>
<p class=MsoNormal style='margin-left:1.0in'>Terrain patches are textured much
like a normal patch. <i>Shift+S</i> will bring up the Patch Properties menu. A
terrain patch can use Cap, Set, Natural, and Fit like a normal patch. A terrain
patch can also cycle through different Cap settings by using <i>Ctrl+Shift+N</i>.
This is useful for getting a terrain patch textured with minimal distortion.</p>
<p class=MsoNormal>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Joining Terrain Patches</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Terrain patches can be joined
using a few different methods.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'>Method 1: This method is best for
joining 2 specific vertices. Select 2 terrain patches and show the vertices
with the <i>V</i> key. Select the 2 vertices you would like joined and then
press <i>Ctrl+K</i>. The vertices will join.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'>Method 2: This method is best for
joining multiple vertices. 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.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'>Note that the first patch you
select will be static and not alter, the second patch is the one that will
deform after the vertices are snapped together.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'>TW stands for tolerant weld. The
distance at which the editor will do the tolerant welding is controlled in the
Edit/Preferences menu.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'>Once multiple terrain patches are
joined together, you can convert them into one larger patch. Simply select the
terrain patches you would like to act as one and press <i>Ctrl+K</i>. You can
now manipulate the multiple patches as one.</p>
<p class=MsoNormal>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Adding and Removing
Columns and Rows</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Columns and Rows can easily be
added or removed from your terrain patch. Select 2 or more vertices on a row or
column and press <i>Ctrl+Shift+A</i> and a row or column will be added. Press <i>Ctrl+Shift+Q</i>
to remove the row or column. If you have merged vertices together using method
1 then you may be selecting more than two vertices when it looks like you have
only selected two, since that method doesn<73>t remove vertices, it only makes
them be in the same position.</p>
<p class=MsoNormal>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Turning edges</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>The smallest piece of terrain is
made up of 4 vertices which are split into two triangles. You can reverse where
the triangle splits the patch with the turn edges button which is the square
one with the red and green x through the middle. This is useful for turning the
edges to all face in on mortar craters.</p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Matrix Transpose</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Press <i>Shift-Ctrl-M</i> to
reorient/rotate the textures on a terrain patch. Useful so you don<6F>t have to
re-rotate the texture each time you change the mapping.</p>
<p class=MsoNormal>&nbsp;</p>
<h3 style='page-break-after:avoid'><b><u>Advanced Terrain Patch Editing</u></b></h3>
<h3 style='page-break-after:avoid'><b><u><span style='text-decoration:none'>&nbsp;</span></u></b></h3>
<h3 style='page-break-after:avoid'>The terrain patches come equipped with a
powerful tool. Press <i>Y</i> to bring up the Advanced Patch Editing Options.
Within this tool you can do many different things to your patches.</h3>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal>At the top, there are three sliders.&nbsp; The first is
called &quot;inner radius&quot;, the second &quot;outer radius&quot;, and the
last &quot;amplitude&quot;.&nbsp; Anything inside inner radius of a &quot;hot
spot&quot; gets moved at full magnitude, anything outside outer radius does not
get moved at all, and anything in the middle gets moved by a smooth ramp
function that is basically a smoothed-out linear falloff.&nbsp; Increasing the
amplitude makes the effect more pronounced for some effects.&nbsp; The radius
checks are only in the x-y axis.&nbsp; In other words, the radius between two
points is the distance you see between them in the XY top-down view.</p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal>Under these 3 sliders are the soft selection modes. Checking
these will allow you to do different functions, which will be detailed out
shortly.</p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal>For all other modes, any patches you want to effect must be
selected, and you must be in normal brush-selection mode.&nbsp; To paint, hold
down the <i>ALT</i> key and the <i>left</i> or <i>right mouse button</i>.&nbsp;
Painting only happens when you move the mouse.&nbsp; Painting works in the 2D
and the 3D views.&nbsp; The &quot;hot spot&quot; for any painting action is the
point on the patch mesh that is currently under the cursor.</p>
<p class=MsoNormal>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Paint Height + Height</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Paint height only works in
conjunction with the Height selection at the bottom of the menu. This lets you
raise and lower terrain by <20>painting<6E> the terrain. The <i>left mouse button</i>
causes the height to gradually increase, and the <i>right mouse button</i>
causes it to gradually lower.&nbsp;The amount that height changes depends on
grid size and on the amplitude setting of the dialog.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h4 style='margin-left:.5in;page-break-after:avoid'><i>Flatten</i></h4>
<p class=MsoNormal style='margin-left:1.0in'>Flatten works in conjunction with
a Height, RGB, Red, Green, Blue, and Alpha.</p>
<p class=MsoNormal style='margin-left:1.0in'><i>&nbsp;</i></p>
<p class=MsoNormal style='margin-left:1.0in'><i>+ Height</i> - This will
flatten affected vertices down to the Z-coordinate set in the Height box on the
bottom right of the dialog box. </p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'><i>+ RGB</i> - This allows you to
color the terrain with whatever color you choose in the color menu. You can
also paint on just the red value by choosing Red, just blue by choosing Blue,
and green by choosing Green. (<i>Alt-left click</i> paints color, <i>Alt-right
click</i> removes color).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:1.0in'><i>+ Alpha -</i> This allows you
to make portions of your texture transparent. It is especially useful for
blending 2 textures together. For example, to create a dirt path through a
grassy area you would first create the base, which would be the dirt path (a
terrain patch with a dirt texture). Next, you would copy and paste that same
patch on top of itself and change its texture to a grass texture set up for
alpha blending. Finally, you alpha out the portion of the grass texture where
you would like the dirt path to show through. Note that alpha should be used on
shaders that are set up for alpha blending (examples of these textures are
found in terrain.shader). (<i>Alt-left click</i> paints transparency, <i>Alt-right
click</i> removes transparency).</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Smooth + Height</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Smooth only works in conjunction
with the Height selection at the bottom of the menu. This lets you smooth
terrain by <20>painting<6E> the terrain. The <i>left and right mouse buttons</i> work
to equalize the terrain by raising and lowering surrounding vertices. This
gives the terrain a less bumpy appearance.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Noise + Height</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Noise only works in conjunction
with the Height selection at the bottom of the menu. This works the opposite
way of Smooth by making the terrain more bumpy and uneven.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Drag Up/Down + Height</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Drag Up/Down only works in
conjunction with the Height selection at the bottom of the menu. This is the
only soft selection mode that works in vertex-editing mode.&nbsp;This is
basically normal patch vertex dragging, except it has smooth falloff around
each selected vertex and it only changes the Z component.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Grab Value</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>This mode allows you to grab the
height, color, and alpha value of terrain by holding the <i>left mouse button</i>
and dragging on a section of terrain.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<h3 style='margin-left:.5in;page-break-after:avoid'><i>Disabled</i></h3>
<p class=MsoNormal style='margin-left:1.0in'>Disabled simply disables soft
selection while the dialog box is open.</p>
<p class=MsoNormal>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Allow soft selection on unhighlighted
patches</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Allows modification to all patches
inside the &quot;hot spot&quot; regardless of whether they are currently
selected.</p>
<p class=MsoNormal style='margin-left:1.0in'>&nbsp;</p>
<p class=MsoNormal style='margin-left:.5in'><i>Only perform soft selection
while this dialog is open</i></p>
<p class=MsoNormal style='margin-left:1.0in'>Allows soft selection while this
menu is closed when unchecked.</p>
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