Difference between revisions of "HPL2/Tools/Level Editor/Combine Editmode"

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(Added a note about unconfirmed data)
(Documented the use cases)
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This mode is used to create combinations of static geometry (combos).  
 
This mode is used to create combinations of static geometry (combos).  
  
It is useful for optimizing{{confirm}}, creates groups of static geometry that will be loaded by the engine as a whole.
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It is useful for optimising{{confirm}}, as it creates groups of static geometry that will be loaded by the engine as a whole.
 
 
{{warning|This seems to not be used by the main game. It might actually not work as described and requires testing.}}
 
  
 
[[File:combineeditmodewin.jpg|right]]
 
[[File:combineeditmodewin.jpg|right]]
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* '''Geometry objects list''': will display a list of all the object names added to the currently edited combo.
 
* '''Geometry objects list''': will display a list of all the object names added to the currently edited combo.
 
[[File:combine02.jpg]]
 
[[File:combine02.jpg]]
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==Use cases==
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Combos were used only in the following maps:
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*02_entrance_hall.map
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*20_sewer.map (the combo contains only a single object)
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*22_torture_chancel.map
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*27_torture_chancel_redux.map
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Except for the sewer, all cases are the only combos in the entire map. They were used to combine big rooms.

Revision as of 16:23, 24 July 2020

Combine EditMode

This mode is used to create combinations of static geometry (combos).

It is useful for optimising[Confirm], as it creates groups of static geometry that will be loaded by the engine as a whole.

Combineeditmodewin.jpg
  • Show all combos: when enabled, all created combos will be displayed.
  • Combinations: this ComboBox is used to pick the currently edited combo.
  • Add/Rem buttons: used to add a new combo / remove the currently edited combo.
  • Add/Remove|Toggle checkboxes: this selects the way the current combo will be edited. Moving the mouse on the viewport will highlight geometry objects.
    • Add: will add geometry objects to the combo when clicking on them.
    • Remove: will remove geometry objects from the combo when clicking on them (and they were part of the combo).
    • Toggle: will switch clicked objects between added or not added.
  • Color: this determines the tint that the objects in a combo will display.
  • Geometry objects list: will display a list of all the object names added to the currently edited combo.

Combine02.jpg

Use cases

Combos were used only in the following maps:

  • 02_entrance_hall.map
  • 20_sewer.map (the combo contains only a single object)
  • 22_torture_chancel.map
  • 27_torture_chancel_redux.map

Except for the sewer, all cases are the only combos in the entire map. They were used to combine big rooms.