World Editor (Manipulator)

Starting The Manipulator

  1. Start the Mission Editor by pressing F11.
  2. Start the Manipulator by pressing F2.

The 3D World View Window

The real benefit of the Manipulator tool comes from the fact that you can traverse the world and the 3D World View is not blocked by any dialogs or menus (except for the Mission Editor Menu), giving you an almost-full screen view while you manipulate objects via mouse and hot-keys. Upon examination, it can be seen that this tool is very plain (likely as intended). In the sample view above, we can see the world and its contents. As well, we can apply all standard mouse manipulations as described in Mission Editor Basics.

World Editor Menus

All World Editor Tools have a top menu containing the same elements. However, in some tools, certain menu selections will be disabled. The following tables give a brief description of each menu and the menus choices. Some options descriptions will be deferred till we discuss the specific tool that is affected by said option.

File Menu

Table 1-12.

New Mission

Clicking this option will generate a new mission based on preset values which can be found at example\egt\data\newmission.mis. This generates the same mission every time.

Caution This wipes wipe out the current mission. If done at all, it should be done once and only once, before editing.


Open Mission (CTRL + O)

Brings up a dialog to allow you to load an existing mission. Currently, I suggest that you do not use this method to switch back and forth between missions while editing. Instead, I suggest editing one mission per session (i.e. per run of the SDK).

Save Mission (CTRL + S)

This saves your current mission.

Save Mission As

As with Save Mission, this allows you to save your mission, but in this case, you can specify a name and (existing) directory for the mission file.

Import Terraform Data

This choice allows you to load the terraform data from another mission. Basically, this replaced the current height-map with a selected mission's height-map data. Terrain texturing is unchanged.

Import Texture Data

This choice should allow you to load the texture data from another mission, but alas, it does not work.

Export Terraform Bitmap

This choices is enabled by the Terraformer tool. We will discuss it there.

Edit Menu

Table 1-13.

Undo (CTRL + Z)

Undo the last operation.

Caution This DOES NOT undo all operations, so back up early and often.

Redo (CTRL + R)

Redoes last operation. As with undo, this does not apply to all operations.

Cut (CTRL + X)

Copy (CTRL + C)

Paste (CTRL + V)

Standard cut-copy-paste. Can be applied to single and multiple objects.

Select All (CTRL + A) BROKEN

Selects all objects (shapes and interiors) in the mission.

Select None (CTRL + N)

Deselects all objects (shapes and interiors) in the mission. BROKEN

B. Deselect previously selected terrain. This does work.

Relight Scene (ALT + L)

Causes the engine to relight the current terrain and apply shadow maps. This trips a lot of beginners up. I will discuss this further when we learn about adding interiors.

World Editor Settings

This brings up the World Editor Settings Dialog. (Discussed below.)

Terrain Editor Settings

This feature relates to the Terrain editor and will be discussed there.

World Editor Settings

Table 1-14.

Render Plane

Show plane when objects are selected

Render Plane Hashes

Show hashes when objects are selected.

Render Object Text

Show objects' names and IDs.

Render Object Handle

Show objects' handles (red dot).

Render Selection Box

Show selection boxes.

Plane Extent

Length by width dimensions of plane (floating point OK).

Grid Size

Hash spacing for grid (floating point OK).

Show Mouse Popup Info

Show mouse popup scales when moving-rotating-scaling.

Move Scale

Rotate Scale

Scale Scale

These values increase or decrease mouse sensitivity for individual mouse actions (move, rotate, scale).

Planar Movement

Checked - Object will move along plane when dragged.

Unchecked - Object will attempt to follow terrain when dragged.

Does not apply to vertical gizmo drags.

Collide with Object's Bounding Box

If checked, object can be selected by placing cursor anywhere on objects bounding box.

Objects Use Box Center

If checked, handle is in object center, otherwise at lower limit of object bounding box.

Axis Gizmo Active

Enable gizmo.

Min Scale Factor

(Max) Scale Factor

Determine min and max multiple by which objects can be scaled from original size.

Visible Distance

Min distance within which object handles are visible/selectable.

This has nothing to do with visible distance during game play. Examine the SKY object for that.

Gizmo Screen Len

Gizmo axis length in screen pixels.

Project Distance

Ray-length for selection cursor.

World Editor Settings (Editing Tips)

The parameters on this very compact dialog are meant to assist you when you are editing a mission. Their main purpose is to make your life easier. In that vein, here are some common editing problems and solutions:

Table 1-15.

Problem Solution

Having difficulty placing objects within a specific distance of each other.

Adjust the plane extent to twice the distance you require (distance from centroid/handle). Then, set grid size to 1/10th multiple of distance of interest. Now you can use the grid like a ruler.

Example: If you wish to place an object 0.9 meters from another:

  1. Set extent to 2.0
  2. Set grid size to 0.1

Too many labels visible.

  1. Disable Render Object Text(Good)
  2. Reduce Visible Distance(Better)

Having difficulty scaling exactly.

Example: If you want to scale an object to 2.75 times its original size:

  1. Set Min Scale Factorto 1.0
  2. Set Max Scale Factorto 2.75
  3. Scale the object and Viola, exactly 2.75!

You find yourself accidentally selecting objects that are far away.

  1. Reduce Project Distance(Good)
  2. Reduce Visible Distance(Better)

Your bots keep falling through the terrain when you drag them.

  1. Uncheck Planar movement.
  2. Uncheck Objects Use Box Center

Your bots should now follow the terrain when you drag them.

World Menu

Table 1-16.

Lock Selection

Disable mouse actions (drag, rotate, scale) on current selection(s).

This does not prevent changes via the inspector window although a little (L) will show up in the world editor tree.

Unlock Selection

Re-enable mouse actions on current selection(s).

Hide Selection

Hide (i.e. do not render) current selection(s).

Show Selection

Un-hide previously hidden object(s).

Use the Inspector to select these objects. They have a little (L) next to them in the world editor tree.

Delete Selection

Delete current selection(s).

Camera to Selection

Move camera to centroid of current selection(s).

Reset Transforms

  • Un-rotate selected objects that are rotated (i.e. align to objects' default alignment.)

  • Un-scale selected objects that are scaled (i.e. scale all objects' dimensions to 100% of default scale.)

  • Works for multi-select.

This is not the same as UNDO.

Drop Selection

Make currently selected object(s) drop according to drop current rule (see below).

This may cause selected subterranean objects to rise to the surface.

Add Selection to Instant Group

We will discuss this feature when we discuss the Inspector.

Window Menu

Table 1-17.

This menu is probably the most easily understood. It allows you to select which of the Mission Editor Tools you wish to use. The only important thing to remember is that you must use this menu to select the Terrain Texture Painter tool since there is no hot-key for it.

Window Menu

Table 1-18.

Drop at Origin

This causes new or pasted objects to be created at the World Origin.

Drop at Camera

This causes new or pasted objects to be created at the current location of the current camera. You could think of there being three cameras.

  1. One in the character's head during 1st POV viewing.
  2. A second in the following camera position during 3rd POV.
  3. And, the third being the actual free floating camera.

I've included an image below showing an object dropped in 1st and 3rd POV to clarify this.

This causes new or pasted objects to be created at the World Origin.

Drop at Camera w/Rot

This is supposed to do the same as Drop at Camera with the addition that the object will have the camera's rotation.

Drop below Camera

In this mode, new objects are created somewhere below the current camera.

Drop at Screen Center

This is the default drop at mode. I think this mode's title is a bit of a misnomer. Although I haven't looked at the code (shame on me), it seems that this behaves more in the following fashion:

  1. Cast ray from camera eye
  2. On collision with object bounding box, water, or terrain, drop the object at point of collision.
  3. If ray extends beyond Project Distance(set in World Editor Dialog), drop object at camera eye (position).

Drop at Centroid

This would be a very useful placement option. It should allow you to select multiple objects and have the newly created object placed in the virtual centroid of the group.

Drop to Ground

The official docs aren't clear on this, but my assumption on this mode the first time I saw it was that object should be dropped to the ground below the camera. No luck. Objects are dropped to the ground at Mission center. I wouldn't use this if there is any possibility that there could be an overlapping interior at the mission center, because dropping another interior there will crash the editor.

Drop at Camera (Ouch!!!)