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Changes

m
=Old features explanation:=
==Trajectories==
*To turn on '''Absolute speed limit visualization''', click on '''''NO LIMIT''''' button.
*To turn on '''Relative speed limit visualization''', either click on one of the '''button with speed limit value''' or '''click on one of the traffic curves''' in map.
 
===Access/Spawning===
*'''Show objects'''
**All objects assigned to the visibility area are: VISIBLE when the player is inside the area and HIDDEN when the player is outside the area.
 
===Adding Items===
*To add new objects to a VA, select the VA first, then hold down Ctrl and select on more items. Then click on VA properties and add the selected items to the area. A connecting line is created between each item in the VA list and the VA node.
<br />'''===Selecting items from the VA'''===
*When inside VA properties you click the item from the list and then click '''[Select item]''', or click '''[Select all items]''', the node of that object is selected in map and you leave the VA properties window.
 
===Removing Items===
*Either click on object/s in the VA list and click '''[Remove item]''', or click '''[Remove all items]''' if you wish to empty the area.
*Select one or more objects in the map together with the VA itself, then click VA properties and click '''[Remove items currently selected in map]''' button.
 
==Editor commands==
{| class="wikitable"
|-
|'''Name'''||'''Parameters'''||'''Description'''
|-
|edit||[map_name]||Start editor. The <span data-mce-mark="1" style="background-color: transparent;">map_name parameter is name of the map to be edited, if not set editor stars with empty map.</span>
|-
|edit_build||-||Rebuild map and check items in map editor.
|-
|edit_build_spawns||-||Rebuild all spawn points in map editor.
|-
|edit_save||-||Saves the map in map editor for loading in game.
|-
|edit_save_text||-||Save map in textual form for debugging purpose.
|-
|edit_free_camera_uplift
|[max_uplift]
|Set editor free camera's max uplift used when the camera is in "Drop free camera to ground" mode.
|-
|g_delete_idx||&lt;index&gt;||Delete item by given index in map editor
|-
|g_delete_uid||&lt;uid&gt;||Delete item by given unique index in map editor
|-
|g_dump||[asset_extension]||Dumps map.
|-
|g_dump_signs||-||Dumps traffic signs.
|-
|g_find_prefab||&lt;prefab_name&gt; [prefab_name] [prefab_name]...||Find prefabs by it's unit name suffix and dump them into bugs file.
|-
|g_item_count||&lt;(model, prefab, building, anim, mover)&gt;||Display count of the item. If no parameter is given this function prints summary about all the items.
|-
|g_next_border_node||-||Finds next border node.
|-
|g_replace_prefab||&lt;old_token&gt; &lt;new_token&gt;||Replace old prefab with new prefab. The token is unit name without "prefab." prefix.
|-
|g_sel_dist||(short, close, middle, far)||Selects all items of given distance type (add them to current selection).
|-
|g_sel_item||&lt;index&gt;||Select item by index.
|-
|g_sel_type||(Terrain, Buildings, Road, Prefab, Model, Company...)||Select item by type.
|-
|g_sel_uid||&lt;uid&gt;||Select item by unique index.
|-
|g_ui_recache||-||Recache ui draw buffers.
|-
|g_wander_output||[fps/vm/sb/dc [error_limit][warning_limit][far_plane][night][rain]]||<p>Sets which wander output will be shown.</p><ul><li>night [default 0]: -1 -&gt; show only day data, 0 -&gt; don't care, 1 -&gt; show only night data</li><li>rain [default 0]: -1 -&gt; show only goods weather data, 0 -&gt; don't care, 1 -&gt; show only bad weather data</li></ul>
|-
|mark_country||&lt;country_id&gt;||Marks roads and prefabs belong to specified country.
|-
|preview||[map_name] [(game, editor)] [profile_to_load]||Start game in preview mode.
|-
|g_save_curve_as_text||/path/filename||<p>exports selected road (or building...) nodes absolute coordinates and directions</p><p>it is useful while tweaking ui map ferry route - <span data-mce-mark="1" style="background-color: transparent;">create road between two ferry ports, tweak it for ui map, export, put to defs</span></p><p>example: g_save_curve_as_text /home/soubor.sii (text file exported to home folder)</p>
|-
|g_cut_plane_ignore
|1
|switching off cutplanes
|-
|g_colbox
|<1 or 0>
|show or hide collision boxes
|}
----
 
==Editor Shortcuts==
 
*Editor Shortcuts page added to Modding Wiki
**https://modding.scssoft.com/wiki/Editor_Shortcuts
 
----
==Far Model item==
Far Model Item is a way to display models that need to be seen from further away than from maximum allowed view distance of 1500m or need to be visible from certain points from further away than their set view distance.
'''Far Model Item is a way to display models that need to be seen from further away than from maximum allowed view distance of 1500m or need to be visible from certain points from further away than their set view distance.''' <br />There are two types of of items that can be displayed, each behaving a different way: 
*'''Far Model''' = Original usage of the Far Model item and default for the all new Far Model items placed into the map.
*'''Map Items''' - New usage turned on by checking the box "''use map items''".
<br />===General Far Model usage notes:===
*Do not overdo it with the number of models assigned to the Far Model Item, watch the performance.
*Use at most 4-5 Far Model items per sector and not too close to each other.
<br />'''===Far Model - default, when "''use map item''s" is unchecked'''===
*Uses only the Far Model assets.
Usage notes:
 
*You can scale those models in Far Model properties.
*You can set Water Reflection to those models in properties.
*When the Far Model item node are deleted so are the Far model assets added to it!
<br />'''===Map Items - when "use map items" checked'''===
*Can use other items placed in the map:
Usage notes:
 
*You can scale the assigned models normally in their Properties.
*The water reflection of the assigned item is decided by their own Properties when outside the far item area boundary and by the Far Model item properties when inside the boundary.
*When Far Model item node is deleted the assigned map items are NOT deleted!
<br />=New features ----1.47=
==Right Mouse Button (RMB) to open item/node Properties==
You One can now can
*open Item properties of items in map using the Right Mouse Button click, regardless of the edit mode you are in ''( <code>M</code>ove, <code>R</code>otate, <code>P</code>roperties etc.)''
*open the node properties of any node in map using the <code>CTRL+RMB click</code>, regardless of the edit mode you are in
*Using <code>RMB click</code> ''(or the <code>P</code>roperties mode <code>LMB</code>)'' on a GREEN node of a road/terrain/building/curve item will now open it's Item Properties and selects it's red node!
 
=1.47 new features:=
==Quick Edit Mode==
 
 
We are happy to introduce to you a new feature of the Editor - Quick Edit Mode.
'''This mode is a tool for a direct interaction with and manipulation of all types of terrains, roads and road edges, by using new nodes = handlers.'''
[[File:QEM.jpg|thumb|none|Quick Edit Mode]]
 <br />'''Handlers for all terrains - ◆'''
*can be dragged to the sides ''(using the <code>M</code>ove function)'' to change the length of the terrain
*rotated ''(using the <code>R</code>otate function)'' to change the angle of the main terrain material
<br />'''All handlers for terrains, roads, edges and prefab centers - ◆ ◪ ∎'''
*have their own small miniproperties you can use to make quick changes
 
<br />
 
----
==Hookup Item==
<br />'''===What is Hookup Item?'''===
*new type of item used to place dynamic object into the map
*as opposed to the static models like "parked_car_physics" we have been using for this until now - objects placed through hookup item have also a certain chance to not spawn at all, leaving the parking spot empty
<br />'''===How the Hookup Item looks and what can we do with it?'''===
*you can place into the map either an empty hookup item from the item list or specific hookup ''(parked car, truck etc.)'' from the Content Browser
[[File:Hookup intro 02 props.jpg|thumb|none|Hookup Properties]]
<br />'''NOTE:''' the green outline around the model represents the bounding box = the size of the largest object that can spawn on this hookup
*you can select the type of hookup you want to use either from the list, or from the Content Browser as usual
**Back - the node is placed on the back of the bounding box
<br />
[[File:Hookup intro 03 front.jpg|thumb|none|Front]]
<br />
[[File:Hookup intro 04 back.jpg|thumb|none|Back]]
*'''===Spawn probability''' ===It is meant to be used for optimization and for us to decide how often should the hookup spawn the object - in this case a car
**it contains 4 setups
**Default, 25%, 50% and 75%
**changing the Spawn probability to 50% in this case would mean lowering the spawn chance to approx 40% spawn chance during the day and 10% spawn chance at night
<br /> *'''===Model detail''' ===It is another new option for optimization, it is similar to picking dynamic or static lod for the static model BUT with the difference Hookup items have only dynamic lods*there . There are 4 options:
**Default - spawns the model as usual starting from the most detailed version (lod0) when you are closest to it and dynamically changing it as you move further away (lod0->lod1->lod2->lod3)
**Average - spawns the model from the second most detailed (lod1) and never displays lod0 no matter how close you are to the model, as you move further away it will dynamically change the model as usual (lod1->lod2->lod3)
**Very Low - spawns the model only at its least detailed lod
<br />===Water reflections===Works as usual, selecting this will allow for the spawned model to be reflected in the water surfaces ===Ignore cut plane===Works as usual. ===No shadows===Turns off the spawned model's shadows - use this for optimization
*'''Water reflections''' - works as usual, selecting this will allow for the spawned model to be reflected in the water surfaces*'''Ignore cut plane''' - as usual*'''No shadows''' - turns off the spawned model's shadows - use this for optimization*'''===No mirror reflection''' - prevents ===Prevents the model to be displayed in player truck's mirrors - use this for optimization*'''No physics''' - turns off the spawned model's dynamic physics - use this for all objects the player should not be able to approach - like cars on the parking lots the player can't enter
<br />===No physics===Turns off the spawned model's dynamic physics - use this for all objects the player should not be able to approach - like cars on the parking lots the player can't enter
*'''===Fixed seed''' ===It is a new option that prevents the hookup item from constantly changing the spawned model for a different one**the simplest description is that when the fixed seed flag is active the hookup item will always spawn the same object - f.e. red Skoda Octavia**but this model will change whenever the pool of spawnable vehicles in the hookup item is expanded with new vehicle/model**the intended use of this flag is when placing f.e. parked cars by the village houses or house driveways = places where you can expect always the same car**while for us in the editor the selected car may change quite often but for the players this should happen only occasionally after new patches or releases
<br />'''===Hookup Item usage notes:'''===
*Hookup Item pools are controlled by their country - if you place f.e. Parked Police Car into location without country definition nothing will spawn!
*overusing them at this point will severely affect the performance of your map
 '''==Force Dynamic Model Spawn:'''== *editor Editor View panel now contains a new option**named Force Dynamic Model Spawn.*when When checked (by default) the placed Hookup items always show some model from the hookup's pool.*when When unchecked the placed Hookup items spawn models depend on the relevant context (day/night) and the Spawn probability set in their Properties <br />----.
==Context Areas==
<br />
 
*new types of traffic area rules and categorization
*when applicable affect not only AI traffic but also hookup items
****construction - spawns generic construction material trailer
<br />
[[File:Comp ex.jpg|thumb|none|Company Area example]]
 
Another related change is regarding Custom vehicles areas.
*in company areas - spawns vehicles specific for given company, like yard trucks in ports
<br />---- ==F8 map - new features==<br />
*Option to see the ingame background map
**''(currently it makes pink screenshot together with the normal one - we will see in the future to make this a separate option)''
**WARNING - depending on the size of the map and level of zoom, the screenshot process can take a very long time to finish or even crash the editor if your PC is not powerful enough
 
<br />
----
==Other fixes and changes==
<br />
 
*With this update the <code>defaults.ini</code> file was updated and all terrains editor-default NOISE is now set to 0
*Scaling Far Model Item in properties no longer keeps unselecting the scaled model in the list
***same for terrain, trajectory etc.
**using <code>CTRL+A</code> on Road of Prefabs ''(or QEM terrain handler)'' expands the selection the same way as when using <code>.</code>
 
=See Also=
* Editor Commands - [[Documentation/Engine/Console/Commands/Editor]]
* Editor Shortcuts - [[Documentation/Engine/Editor Shortcuts]]