Difference between revisions of "Hpl3:Tools:maineditors:level editor:primitive editmode"

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= Primitive EditMode =
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=Primitive EditMode=
  
  
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''' '''Primitive Type''': what type of primitive will be created. At the moment, this EditMode can only create planes.
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Primitive Type''': what type of primitive will be created. At the moment, this EditMode can only create planes.'''
''' '''Material''': material file that the object will use.
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Material''': material file that the object will use.'''
''' '''Tile Amount''': the number of repetitions in the texture for a plane sized 1×1
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Tile Amount''': the number of repetitions in the texture for a plane sized 1×1'''
''' '''Tile Offset''': a vector that will indicate how much the texture should be displaced over the object.
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Tile Offset''': a vector that will indicate how much the texture should be displaced over the object.'''
''' '''Texture Angle''': rotation that will be applied to the 2D texture.
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Texture Angle''': rotation that will be applied to the 2D texture.'''
''' '''Align to World Coords''': if the texture coordinates should align to world. This is useful to avoid seams on planes that are next to each other.
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Align to World Coords''': if the texture coordinates should align to world. This is useful to avoid seams on planes that are next to each other.'''
  
  
More on primitives [[:hpl2:tools:editors:level_editor:primitives|here]].
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More on primitives [[HPL2/Primitives|here]].

Latest revision as of 18:46, 15 August 2020

Primitive EditMode

Primitives are basic geometrical objects that can be used to shape up map geometry along with Static Objects.


The creation window looks like this:


Primitive Type: what type of primitive will be created. At the moment, this EditMode can only create planes. Material: material file that the object will use. Tile Amount: the number of repetitions in the texture for a plane sized 1×1 Tile Offset: a vector that will indicate how much the texture should be displaced over the object. Texture Angle: rotation that will be applied to the 2D texture. Align to World Coords: if the texture coordinates should align to world. This is useful to avoid seams on planes that are next to each other.


More on primitives here.