593 lines
24 KiB
HTML
593 lines
24 KiB
HTML
<html>
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<head>
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<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
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<meta name=Generator content="Microsoft Word 10 (filtered)">
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<title>Preferences</title>
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<style>
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</head>
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<body lang=EN-US style='text-justify-trim:punctuation'>
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<div class=Section1>
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<p class=MsoNormal><b><u>Preferences</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Texture brushes in 2D</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This shows the textures on brushes
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in the 2D window, useful for building geometry from a 2D image.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Farplane</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>The maximum farplane distance
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(controls how far the in editor cubic clipping can go).</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Vehicle Arrow Time</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>A chain of vehicle nodes draws a spline
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in editor when set up correctly. This control sets how far apart the arrows are
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by time the vehicle would take to get from one arrow to the next. </p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Drop Height</i></p>
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<p class=MsoNormal style='margin-left:1.0in'><i>Ctrl-Alt-left click</i> copies
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a currently selected entity to the location clicked. <i>Ctrl-Alt-middle click</i>
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moves the selected entity. Drop height controls how far above or below the
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surface you clicked on the entity will be placed. Useful for making the base of
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trees be below the terrain when they are placed on non flat surfaces. </p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Scale base</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>See <i>Toggle "tree/grass
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placement mode".</i> Scale base defines the default model scale for this
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mode (100 = normal).</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Scale Range</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Like scale base, but controls the
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amount of scale variation.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Tolerant weld</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>The distance at which the editor
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will do tolerant welding.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Splay distance</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Select some vertices in a terrain
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patch and press <i>Alt-W</i>. This will make these vertices separate apart
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along their current direction by the distance set in this box. Useful for
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keeping the texture a consistent scale on a patch which uses Set for its
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texturing (for example roads). </p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal><b><u>View/Show</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Show Smart Tube Nodes
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(Ctrl-Alt-9)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This actually toggles showing all
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the node types other than pathnodes</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Show AI Nodes (Alt-9)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This toggles showing pathnodes. </p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal><b><u>Selection</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Select Connected (Ctrl-Alt-E)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Selects all the entities targeted
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by an entity and all the entities which target an entity. Useful for selecting
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vehicle node chains and friendly chains.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Connect Entities (Ctrl-K)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>When doing a lot of terrain work or
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linking a lot of entities you may want to rebind this in your ini file.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Hide Unselected (Alt-H)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Hide everything not selected.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Vertex Box Selection</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This has been extended to also
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work in the 3D view. It works with patches and terrain only.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal><b><u>Textures</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Shift-A</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Select a texture in the texture
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browser and press this to select all the brushes using that texture.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal><b><u>Misc</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Make Weaponclip</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
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solid to player and AI collision but solid to bullets. Note even things with shaders
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which specify not solid to bullets will become solid to bullets.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Make Non-Colliding</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This makes a piece of geometry not
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solid to anything including bullets and grenades. </p>
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<p class=MsoNormal style='margin-left:.5in'><i> </i></p>
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<p class=MsoNormal style='margin-left:.5in'><i>Go to position</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Enter the cooridinates you get
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from typing \viewpos in the console in game to set your camera position there.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Surface Inspector</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>The surface properties dialog has
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a "Sample size" edit box with spin buttons. You can use this to set
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the size of lightmap samples. A value of 0 means to use the default sample
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size. This is whatever argument you give to -samplesize on the q3map command
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line, or 16 by default. The only way to change the lightmap sample size of a
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surface is to edit it in the surface properties dialog. The sample size is not
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changed when you do any texturing work outside this dialog. The sample size is
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copied when you duplicate a brush.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal><b><u>Worldspawn Key Values</u></b></p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>_color</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
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which sets the ambient color. Values are RGB and scale is 0 to 1.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>ambient</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>This is a key value for the worldspawn
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which sets ambient light level. 0 is no ambient, 1 would be fullbright ambient.
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(0.1 - 0.3 recommended)</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>diffusefraction</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Percentage (0 to 1) of the total
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sunlight which is diffuse vs direct. (0.3 - 0.7 recommended)</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>suncolor</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>same as _color but for the direct
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sunlight</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>sundiffusecolor</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>same as _color for the diffuse
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sunlight</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>sundirection</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>yaw pitch roll. -30 160 0 would
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mean the sun is 30 degrees below the horizon and coming from the upper left in
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the 2D view in the editor (more left than upper). Apply these values to a node
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and observe where the arrow points. The arrow points at the sun.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>sunlight</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>total brightness of the direct sun
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and the diffusesun and the ambient combined. IE increasing value of the
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diffusesun or the ambient will not increase the total brightness, only the
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amount of the total which is diffuse or ambient. The scale is 0 to 2 with 0
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being total darkness and 1 being surfaces directly hit are fullbright. values
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above 1 increase the number of surfaces which will be fullbright. IW uses about
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.7 for night time and 1.3 to 2 for daytime. </p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal><b><u>New Buttons</u></b></p>
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<p class=MsoNormal> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle camera movement modes</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Two different styles of moveing
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the camera in the 3D view best to try them and see which you like better.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle alpha rendering of
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textures (button looks like half a tree with 9 blue dots)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Toggle this between seeing the
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alpha on unselected trees correctly and seeing the alpha on decals and alpha
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blended terrain correctly.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting entities
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(button is an E with a slash through it)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Dont select entities in the 3D or
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2D windows.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle drawing portalnodraw
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surfaces (button is a red D)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Dont draw the common/portalnodraw
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surfaces. Useful for working on portals, shows you only the surfaces which
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matter (the common/portal ones).</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Tolerant Weld (button is a TW)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>See <i>Joining Terrain Patches</i>
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Method 2 for common use.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle selecting models (button
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is an M with a slash through it)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Dont select models in the 2D/3D
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windows. Useful in maps with lots of trees.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:.5in'><i>Toggle "tree/grass
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placement mode" (button is a green and white arrow pointing down)</i></p>
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<p class=MsoNormal style='margin-left:1.0in'>Switches the <i>Ctrl-Alt left </i>and
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m<i>iddle click button </i>functions to "tree and grass placement
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mode". When in this mode entities placed using those two shortcuts will
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randomly vary in size and rotation.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<h2 style='page-break-after:avoid'><b><u>Terrain</u></b></h2>
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<h2 style='page-break-after:avoid'><b> </b></h2>
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<h2 style='margin-left:.5in;page-break-after:avoid'><i>Creating a terrain patch</i></h2>
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<p class=MsoNormal style='margin-left:1.0in'>To create a terrain patch, select
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a brush and go to the Patch menu at the top. Select Simple Terrain Mesh. A
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Terrain Density box will appear. This dictates how many vertices wide and tall
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the patch will be.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<h2 style='margin-left:.5in;page-break-after:avoid'><i>Texturing a terrain
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patch</i></h2>
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<p class=MsoNormal style='margin-left:1.0in'>Terrain patches are textured much
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like a normal patch. <i>Shift+S</i> will bring up the Patch Properties menu. A
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terrain patch can use Cap, Set, Natural, and Fit like a normal patch. A terrain
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patch can also cycle through different Cap settings by using <i>Ctrl+Shift+N</i>.
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This is useful for getting a terrain patch textured with minimal distortion.</p>
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<p class=MsoNormal> </p>
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<h3 style='margin-left:.5in;page-break-after:avoid'><i>Joining Terrain Patches</i></h3>
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<p class=MsoNormal style='margin-left:1.0in'>Terrain patches can be joined
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using a few different methods.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:1.0in'>Method 1: This method is best for
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joining 2 specific vertices. Select 2 terrain patches and show the vertices
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with the <i>V</i> key. Select the 2 vertices you would like joined and then
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press <i>Ctrl+K</i>. The vertices will join.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:1.0in'>Method 2: This method is best for
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joining multiple vertices. Click on the TW box in the toolbar at the top right.
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Select the 2 patches you want to join. They must be close enough for them join,
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when they are a highlighted line will connect the vertices that will snap
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together. You can drag select as many of the vertices as you like and they will
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connect to their highlighted partner.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:1.0in'>Note that the first patch you
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select will be static and not alter, the second patch is the one that will
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deform after the vertices are snapped together.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:1.0in'>TW stands for tolerant weld. The
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distance at which the editor will do the tolerant welding is controlled in the
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Edit/Preferences menu.</p>
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<p class=MsoNormal style='margin-left:1.0in'> </p>
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<p class=MsoNormal style='margin-left:1.0in'>Once multiple terrain patches are
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joined together, you can convert them into one larger patch. Simply select the
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terrain patches you would like to act as one and press <i>Ctrl+K</i>. You can
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now manipulate the multiple patches as one.</p>
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<p class=MsoNormal> </p>
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<h3 style='margin-left:.5in;page-break-after:avoid'><i>Adding and Removing
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Columns and Rows</i></h3>
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<p class=MsoNormal style='margin-left:1.0in'>Columns and Rows can easily be
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added or removed from your terrain patch. Select 2 or more vertices on a row or
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column and press <i>Ctrl+Shift+A</i> and a row or column will be added. Press <i>Ctrl+Shift+Q</i>
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to remove the row or column. If you have merged vertices together using method
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1 then you may be selecting more than two vertices when it looks like you have
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only selected two, since that method doesn<73>t remove vertices, it only makes
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them be in the same position.</p>
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<p class=MsoNormal> </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> </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> </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'> </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> </p>
|
||
|
||
<p class=MsoNormal>At the top, there are three sliders. The first is
|
||
called "inner radius", the second "outer radius", and the
|
||
last "amplitude". Anything inside inner radius of a "hot
|
||
spot" 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. Increasing the
|
||
amplitude makes the effect more pronounced for some effects. The radius
|
||
checks are only in the x-y axis. 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> </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> </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. To paint, hold
|
||
down the <i>ALT</i> key and the <i>left</i> or <i>right mouse button</i>.
|
||
Painting only happens when you move the mouse. Painting works in the 2D
|
||
and the 3D views. The "hot spot" for any painting action is the
|
||
point on the patch mesh that is currently under the cursor.</p>
|
||
|
||
<p class=MsoNormal> </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. 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'> </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> </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'> </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'> </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'> </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'> </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'> </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. 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'> </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'> </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> </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 "hot spot" regardless of whether they are currently
|
||
selected.</p>
|
||
|
||
<p class=MsoNormal style='margin-left:1.0in'> </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>
|
||
|
||
</div>
|
||
|
||
</body>
|
||
|
||
</html>
|