[Script][Learning]World Editor Tools IV

Format: Numeric list
Font: Font Face
Colors: limegreen, teal, orange, red, blue
Language: AE

Parts Index

  1. World Editor Tools I
  2. World Editor Tools II
  3. World Editor Tools III
  4. World Editor Tools IV
  5. World Editor Tools V
  6. World Editor Tools VI

Index

1.0 Editor Mode
1.1 Preparation
1.2 Placement Tool
1.3 Group Link Tool

1.3.1 Respawns

1.3.2 Unified Entities

1.3.3 ProxyPatrollers

1.3.4 Unique Entities

1.3.5 Inverse Unique Entities

1.3.6 Any Entity

1.3.7 Decorations

1.3.8 Patrol Points

1.3.9 Monsters And Weapons

1.3.10 Patrollers

1.3.11 Wander Points

1.3.12 Npc Wanderers

1.3.13 Riftgates

1.3.14 Dungeon Entrances

1.3.15 Devotion Shrines

1.4 Hill (Raise/Lower) Tool
1.5 Noise Tool
1.6 Smooth Tool
1.7 Plateau Tool
1.8 Raise Plateau Tool
1.9 Copy Terrain Tool

1.10 Ramp Tool
1.11 Brush Tool
1.12 No Pathing Tool
1.13 Sector Paint Tool

1.13.1 Fog/Lightning Layer

1.13.2 Name Layer

1.13.3 Sound Layer

1.13.4 Boss Layer

1.13.5 Day/Night Cycle Layer

1.13.6 Bloom Layer

1.13.7 Climate Layer

1.13.8 Damage Layer

1.13.9 Adjustment Layer

1.13.10 Level Limit Layer

1.13.11 Riftgate Disable Layer

1.13.12 View Distance Layer

1.13.13 PvP Layer

1.14 Water Tool
1.15 River Tool
1.16 Wave Tool
1.17 Zoom Tool
1.18 Undo/Redo Tool
1.19 Ingame Zoom
1.20 Ingame Camera Angle
1.21 Map Selecting Tool

1.11 Brush Tool

The Brush Tool is used to create different terrain colors and mixing these:

It can be found here:

If you click it, a window should appear on the right that looks like this:

To use a new texture, you first have to create a new layer by clicking “Add Layer”. If you do so, a window will open that looks like this:

This is, as the headline says, the Texture Picker, from which you can choose which texture you want by looking at them in the preview window in the right lower corner of the window (texture will be previewed when getting selected in the list above).

You need to pick a texture from here which will be for me now

records/terraintextures/earth/flat_aetherrock.dbr

When you press ok, the Texture Picker window should close and a new layer should have appeared in the list in the Texture Layers window:

When you select this layer, you can change a few properties in the Brush Properties and Texture Opacity window:

  • Radius will change the paint radius when hovering the editor with the mouse. A round brush will appear as usually.
    [li]Strength defines the extremity with which the texture will be drawn. Changing it to 1 will enable you to paint single texture parts such as rifts with the currently used texture:[/li]
    Changing it to something like 5 will enable you to draw it in a way that will slowly fade at it’s border.
  • Speed is not used in this tool.
  • Brush Pattern is not used in this tool.
    [li]Rotate is not used in this tool.[/li]Opacity will determine how much percent of the texture will be drawn. At a high percentage, the underlaying texture will be fully overdrawn while at a low percentage there will be a mix of both:

    The row in which the textures are in the list in the Texture Layers window also describes their powerlevel: The topmost texture will be painted beneath every other, lesser positioned texture. You can change the row any time by selecting a layer and clicking “Move Up” or “Move Down”.
  • Modulate by normal seems to have no effect, at least I couldn’t discover one.
  • Paint On Terrain determines whether you can paint over existing layers or not. If checked, you can paint over textures that are in a highter position than your current in the Layers list.
    [li]Paint On Terrain Objects determines whether textures get drawn on such called TerrainDecorations (found in records/level art/terrain/):[/li]

Attachment: terrain1.jpg
Attachment: terrain2.jpg
Attachment: terrain3.jpg
Attachment: terrain4.jpg

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1.12 No Pathing Tool

The No Pathing Tool allows restraining the player from walking at certain places by painting that are as such called “non pathing area”:

It can be found here:

When clicking it, this window will open on the right:

To apply changes with this tool, hover the ground using the mouse which should turn into a round circle again and hold the left mouse button pressed to mark impassable regions.

To remove impassable areas, hold shift pressed and click on the impassable area to delete it.

This tool only uses the radius from the Brush Properties window.

Also you can choose between Passable/Impassable paint flags and Visible/Invisible paint flags in the Paint Flags window. Using Passable/Impassable will result in the above shown red impassable area, using Visisble/Invisible will result in black ground:

When you now switch to another tool, you might notice that the red ground stays on the ground. To disable this, go to View -> uncheck Impassable Areas:

You also can enable viewing impassable areas this way.

1.13 Sector Paint Tool

The Sector Paint Tool can be used to create all sorts of layers:*

  • Fog/Lightning
  • Names (Regions)
  • Sounds
  • Boss
  • Day/Night Cyrcle
  • Bloom
  • Climate
  • Damage
  • Adjustment
  • Level Limit
  • Riftgabe Disable
  • View Distance
  • PvP

The Layer Tool can be found here:

All types of layer can be painted on the ground like shown in the picture above.

When you select the layer tool, a blue arrow and a black sphere will appear in the middle of the screen. This is to enable you to test layers as you will see/hear the effect of the layer in which this sphere is at the moment if there is anything to see or hear.

Also all layers will have a list of layers of their own type in which you can add as much different layers as you want.

To remove parts of a layer (not the entire layer which can be done by selecting it and pressing delete) hold shift pressed and “draw” on the layer where you want to remove it as it will remove it instead of drawing the layer.

You also can overdraw layers by simply selecting a different Layer of the same type and draw over the other one.

1.13.1 Fog/Lightning Layer

When you open the Sector Paint Tool, there will be a Sector Paint Options Window that looks like this:

To create a new Layer of the type “Fog/Lightning” you need to choose “Fog/Lightning Layer” in the Layer choose tool (which it should be by default when opening the layer tool for the first time) and click “New”.*

A new sector should appear called “New Sector Style”. When you select it, you can choose a different name if you want to. I’ll call it Fog/Lightning for now.

The two coloured fields next to the “Style Name” text box mean how the painted ground on the map will look later. Painted ground always looks like a chessfield with 2 random colors (as shown in the first picture).

The checkbox “View Layers” indicates whether already painted layers will be shown on the ground.*

When you created a new Style and select it, the Fog/Lightning Options window should be enabled:

Now there are multiple options:

Dept Fog

Dept Fog is used for fog that is in deeper depts when the player stays above it.

  • Near Distance is the minimum distance to the fog at which the fog will start expanding
  • Far Distance is the maximum distance to the fog at which the fog will expand.
  • Density is the density with which the fog appears.

Height Fog

Height Fog is used to create fog that has a certain height which allows creating mountains that have their peek above the fog.

  • Top Height is the height at which the fog will get transparent
  • Bottom Height is the height at which the fog will have it’s hightest density
  • Density is the density with which the fog appears.

Fog Color

Fog Color sets the color of the fog.

The color can be changed by moving the bars for “Red, Green and Blue” to create any color.

Light Color

Light Color will change the color of the light that is thrown by the artificial sun in this area.

The color can be changed by moving the bars for “Red, Green and Blue” to create any color.

Sky Ambient Color

Sky Ambient Color changes the color of the artificial sky. Can be tested best by placing water on the ground and watch it’s reflexion.

The color can be changed by moving the bars for “Red, Green and Blue” to create any color.

Ground Ambient Color

Ground Ambient Color will cause reflective objects to reflect a light of the color that is set here.

The color can be changed by moving the bars for “Red, Green and Blue” to create any color.

Continue

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Modulate by normal is flat surface based painting. It will disable painting on steep hills or cliff slopes.

Here are a few pictures of what I’ve been doing with the editor.