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Hi, I'm just starting to work with editor, and have some questions that i can't solve myself.1) What is command for open links window, i often need it and whant to make hotkey for this action. I see some commands like link_objs but i can't understand how their work and what exectly do.
2) Is it any way to show only brushes and objects which are "see at 3d" view window or hide all objects and brushes which aren't shown in top\right\front views. It's impposible to work wth such big number of objects, I knew that I can use areas but I'm looking for more easy solution.
3) How to select object in 3d view window, I can select there only brushes.
4) Is any hotkey to set focus for console window? And can i paste commands there?
5) How change step of shift\ctrl\alt + numpad hotkeys?
6) Can i change step of incriment X\Y\Z by pressing buttons near them. By default it's 0.01, i l be glad to make 0.5 or 0.25
7) I read that there are limits on poligons that can be shown in one time, but are any limits for number of brushes and objects on level? If I have planty of them (for example 20 levels like medsci1.mis on 1 level) will level work slower or it will be same, just loading will be longer?
Increased brush limit from 7068 to 16384
How to use SKY brush? it works fine on others level but when i make delete all textures it doesn't work. I don't see sky textures and way to load them. I read from some FAQ's for thief version that i need to use load_sky command, but what arhuments must be in SS2 ?
9) After i set starting marker i always teleports to it's location after loading level in editor. Is it possible to get last location after level loading?
When you place the Starting Point, you will start the mission at this point every time you enter into the game. With the "editorcam_from_game" command, you can enter into the game at the same point you were at in DromEd.
10) What "Extras->show player" room do?
11) Is any ways to bind filters(brush, area, objects, etc) on kyes?
12) Where can i see full changelog history of editor?
13) I hear that there are some sources of SS2 does anybody know smth about this?
1) What is command for open links window, i often need it and whant to make hotkey for this action. I see some commands like link_objs but i can't understand how their work and what exectly do.
persistent_player_position.
You want to use an Area brush. Draw an area brush around the area you are working on, and hit Me Only. When you are done, select the brush again and click Not Me Only. This helps clean up your view.
They create links without the need to open the dialogue for it. I presume you've generated the command list to find that command in the first place (if not, it's "dump_cmds [filename.txt]" into the console, iirc) it has usage details- basically command from/to objids linktype. I think Zombe had some advanced automation options set up for links, might be worth doing a search for them if it's a major issue.
Changing the entries in Default.bnd is the only thing that might work.
I couldn't find anythig for this there.
How? I have simply this bindings:I don't see anything related with step there.
copied from his default.bndedit bind s+shift "link_group SwitchLink"edit bind c+shift "link_group Contains"edit bind p+shift "link_group AIPatrol"edit bind x+shift "link_group SpawnPoint"edit bind w+shift "link_group AIWatchObj"edit bind o+shift "link_group @@"It's not exactly what you're looking for as it won't (I think, didn't use his bindings) open the dialogue, but it will add common links via hotkey and remove much of the need to open the link dialogue. There may not be a command to open the link dialogue as from what I remember opening it without an object selected resulted in a crash, in old shock at least.It's not something I've ever done, so I simply don't know if it's possible- if it is possible to change it would likely be found there though, or as a command that could be added there.
1000, it seemsTo check, if you have a standard save game available with a full or near full inventory you can load that in ShockEd. Use 'set game_mode_backup 0' to turn off backup mode, go into game mode, hit esc, load save game, go back to edit mode, use f3 'player', open link dialogue and you should see all the contains link data. 'set game_mode_backup 1' will turn backup mode back on, though it's probably safer to just shutdown shockEd wholesale.It does give 1001 as the armour slot though, so that isn't consistent with what you found earlier.
Timing terrain creation - During Portalization, operation brushes are processed in a specific sequential order. Press Tab to cycle between all of the brushes in your level, and look at the lower-left corner of the editor to a field called "Time." Time starts at 0 and goes to the last brush in your level. Note that "fill" operations (such as "fill water") replace all other terrain within their brush dimensions. Therefore, if you make a neat statue out of "fill solid" brushes stacked like building blocks, then place a "fill air" brush such that it covers the whole statue, the statue will disappear when you portalize. This is because the "fill air" operation is processed later in time than the many "fill solid" operations that make up the statue. To fix it, you could move the "fill air" brush to earlier in time, before any of the "fill solid" brushes take place. You can do so by clicking in the time value box and typing in the new number, or pressing the "<" and ">" buttons next to it. If you are having trouble making the shapes of terrain that you want, pay attention to what sequential order the operation brushes are processed in. Lastly, note that the conversion brushes (such as "water->solid") do not necessarily effect all terrain within their brush dimensions
IIRC Evaporate = water->air brush, reverse of flood or air-> water brush and blockable is used for 'meta' level design, setting up polys to work efficiently with the lighting engine and the like.
the problem isn't only in icons, but in that trigers don't work at all - for example i can't open door, I even can't push button.
script_load allobjs.osm
Finally, you place another cylinder over the first one, with evaporate, to turn the water back into air.
Type the following into the console:Code: [Select]script_load allobjs.osm
So "evaporate" brush replace water to air? Than what difference with "water->air" brush? And what "blockable" brush do?
There is no "water->air" brush. It's called evaporate.
Blockable brushes are ... complicated. They force cell splits along their boundaries. They can be used for optimising mission geometry when the built-in optimiser can't find the best way. They're practically never used, though.You can also use them to extend or reshape the area around a door which is "blocked" when the door is closed. They're practically never used for that, either.
You forgot to load the script module.
Do you know it loads before or after others files? I have an idea to make hook library for my mod which replace files, but I don't know is it good way to load it.
4) Is it way to use cmd shell commands in *.cmd? (cmd is similar to bat files, i tried bash commands but without any effect)