- 14 Nov 2024
- 5 Minutes to read
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Level Editor
- Updated on 14 Nov 2024
- 5 Minutes to read
- Print
- DarkLight
- PDF
The user will define the boundaries of the compartments, control transit within and between the compartments, add layers to rooms and save migrations. In addition, they will run Auto-Transit and create portals, doors, and stairs.
How to use 2D Editor
2D Editor presents the top-down view of the geometry within the 3D Scene. Use to define sections of geometry. After compartment definition, the software calculates the transactability (walkability) of that compartment using geometry. Compartment data, stored in the Level Editor Database, supports the Avatar environment.
2D Editor Controls
Create Vertex C [C]:
Unlock a layer.
Select the scene.
Right-click.
Select the Create Vertex option to create a vertex at the current mouse position.
Create Line L [L]:
Unlock a layer
Select two vertices
Right-click and select the Create Line option to create a line between the selected vertices
Create Compartment [Space]
Unlock a layer.
Select a series of lines to create a closed shape.
Right-click and select the Create Compartment option to create a new compartment using the selected lines.
Delete Item
Unlock a layer.
Select any number of visual items.
Press Delete.
Select All [Control A]
Select the scene.
Press Ctrl-A.
NOTE
All visual items select automatically.
Toggle Dude Units [H]
Select a compartment.
Press H to view toggle the visibility of dude units.
Dude Units
Dude units adjust camera heights and transit states.
Move Vertices [Arrow keys]
Select vertices.
Use the arrow keys to move the selected vertices.
Modify speed with Ctrl (x5), Shift (x15), or Ctrl-Shift (x75).
NOTE
Vertices also move with a mouse when the layer is unlocked.
3D Editor Controls
3D Editor functions as a free-camera view of the data aggregation’s loaded geometry and compartments.
3D controls function as follows:
Right-click + WASD:
Move the camera view within the scene.W key
Moves the user forward.A key
Moves the user to the left.S key
Moves the user backward.D key
Moves the user to the right.Shift key
Moves the user down.Spacebar
Moves the user up.
Right-click + mouse movement:
Move the camera position within the scene.
Right-click + Q or Shift:
Move down along the camera’s current position.
Right-click + E or Space:
Move up along the camera’s current position.
Other Useful Hotkeys:
Control + S - Open Save Dialog
F3 - Open Load 0xi Dialog
F4 - Toggle Layer Editor
F5 - Toggle Help
F6 - Toggle 2D Editor
F7 - Toggle 3D Editor
F9 - Toggle Color Mode selects a random color scheme.
Setting Options
Save functions to save migrations. Think of migrations as “checkpoints” and saving work creates a new version. When opening Level Editor, it reads through all the migrations to build the Level Editor Database.
Squash Migrations removes all migrations and creates a single, new migration based on the saved data.
Toggle Dark Mode functions to change the interface.
Create 3D Files from Compartment Bounds creates a 3D mesh from compartment bounds.
Select Clear Migration Directory before closing Level Editor when opening a different workspace or repo to delete data from previously selecting Remember Selection on Startup.
Import Geometry Files loads Beast Code format files to viewer.
Layer Editor edits 2D scene layers.
2D viewport contains the transit grid and remains open by default.
3D viewport enables users to fly around the 3D models.
(Fly around by right clicking in the 3D viewport and using the WASD keys.)
Delete geometry from the 3D scene and refresh scene to blank.
Opening Level Editor for the First Time
Open Level Editor.
Select a migration directory by clicking BROWSE and START.
Select the folder location for the project/repository.
Example: C:/Users/tbreidenbaugh/Desktop/Banana Boat
Click the import button.
Locate and select the .0xi files (usually located in: inputsmodels\Official Geometry Source)
Select only necessary files.
NOTE
Importing too many files causes Level Editor to lag.
Creating Compartment Bounds
When creating a compartment, outline the wall geometry in lines:
Place all vertices at the corners.
Connect those vertices.
Next, create the compartment.
Connect the compartment.
Name the “space.”
Choose the space ceiling and floor using the 3D viewer pane.
Adding Layers to Rooms
Vertices cannot stack on top of each other. However, compartments can separate into layers, typically by decks.
Layers develop compartments above or below existing compartments without affecting those compartments.
Click Add/Edit 2D Scene Layers on the left side bar to view existing layers.
The Layers widget opens.
A breakdown of the options available for each layer follows:
Show/Hide Layer
Lock/Unlock Layer for Editing
NOTE
(Red = Locked; Green = Unlocked)
Layer Name
Layer Number
NOTE
0 remains as the default value arbitrarily beyond setting the layer list order. The layer name does not matter.
Delete Layer
Select A Layer
Click a space that is not a button in the layer.
Green highlight indicates a selected layer.
Lock and hide unselected layers to avoid confusion.
Saving Migrations
After making changes, save the changes.
A prompt populates with options to edit a major version, minor version, and description.
Leave the major and minor versions unchanged.
Add a description.
Beast Core Editor typically titles migrations based on the file name.
Running Auto-Transit
Auto-transit creates a base for movement within Beast Core.
When running auto-transit, select all compartments to transverse.
Navigate to the Transit button under the layers panel.
A prompt populates with a confirmation page of the compartments selected for auto-transit.
Confirm the compartments listed, then another prompt populates with a file explorer window.
Navigate to the Avatar folder containing the Converted .0xi files and select the folder.
Auto-transit takes the .0xi files and generates a transit grid based on the geometry within the compartment and select the folder.
Creating Portals Automatically
After setting up the transit grid, link compartments together with portals.
Portals include any transition from one compartment to another, such as a door, hatch, ladder, or staircase.
Level Editor creates door portals automatically if the platform includes Doors.0xi.
The following steps automatically create portals:
Check that the workspace includes Doors.0xi, usually located within the Transit folder.
Select compartments to link with the script in Level Editor.
Ensure selected compartments appear on the room list.
Select Portals under the layers panel.
Confirm and select Doors.0xi located in the appropriate workspace.
Level Editor creates door portals automatically if the platform includes Doors.0xi.
Manual Door Creation
The following steps explain manual door creation:
Select an area between two rooms to make a portal.
Right-click
Create the portal.
NOTE
The portal must have the same name as the door in the Doors.0xi.
Uncheck Maintain Individual Camera Heights.
Set Transit States to Standing.
Manual Stair Creation
Thoroughly test all stairs. Stairs require a specific configuration of transit grid. Follow the directions provided to make stairs:
Locate the stairs with the Ceiling/Floor clip planes in the 3D view window.
NOTE
Check which sides represent the top and bottom of the staircase.
Manually make both rails intransitable by changing the Transit States to Intransitable in the Dude Unit Editor.
Create a portal linking the room above or below.
The portal name must match the hatch name, which exists as the name of the component in the geometry file corresponding with the hatch.
Select an area in the staircase and select Create gradient height
Set the bottom and top gradient height and select Apply