VEdit ----- Copyright (c) 1997 QASoft Use VEdit to create your own levels or modify existing levels. This is accomplished by creating vertices and polygons then assigning properties to them. Vertices are the starting point for anything in the level. A vertex can be used to create polygons or assigned properties to become a player starting position, an item, life form, sprite, trigger, or noise. After a polygon is constructed it is also assigned properties such as texture, animations, motion, or physical properties. Tool Icons ---------- There are 9 tool icons located on the left side window margin. They will be described here briefly from left to right, starting at the top row and proceeding downward. Pointer tool Arrow Used to move selected vertices. Vertex selection tool Arrow over filled red circle Selects or deselects vertices. Polygon selection tool Arrow over red square Selects or deselects polygons. Group selection tool Arrow over dashed red square Selects groups of vertices and polygons. Vertex creation tool Filled red circle Creates new vertices. Polygon creation tool Red square Connects vertices to create new polygons. Polygon rotation tool Curved black arrow in red square Rotates vertices within a polygon. Polygon flipper tool Two curved black arrows in red square Flips the visible side of a polygon. Polygon linking tool Several black rectangles. Links the texture of one polygon to another. View Controls ------------- The view controls are located in the upper portion of the right side window margin. These control the view position, rotation, tilt, and magnification. View parameters can also be directly set under "Options" in the "View" menu. Grid Controls ------------- The grid controls are located in the lower portion of the right side window margin. These control the grid position, rotation, and tilt. Grid parameters can also be directly set under "Options" in the "View" menu. View Window ----------- This is the window which shows a wire frame representation of the current level. Vertices show up as red dots, player start or life forms as blue dots, items as yellow dots, sprites as grey dots, and triggers or noises as purple dots. Selected vertices show up as green dots. Polygons are shown in red wire frame. Selected polygons are green. The grid shows up in blue with green lines representing the grid axes. Creating a Vertex ----------------- Adjust the grid to the appropriate z height. Adjust the viewing position as necessary for convenient viewing of the grid and placement of vertices. Click on the vertex creation tool. Click in the view window to create new vertices. The new vertices are placed on the 2D grid, but do not remain attached. Once created, a vertex is independent of the grid. Creating a Polygon ------------------ Click on the polygon creation tool then click on the vertices which will make up the polygon. As each vertex is chosen, a white line will show the path of the polygon as it is constructed. The polygon must have no more than 8 vertices. It must also be planar (all the vertices lie in the same plane), and convex (you can't create an "L" or "V" shaped polygon for example, but you could create a triangle or a rectangle even if all the sides are different sizes). Also, most polygons are single sided, meaning that the texture or animation applied to the polygon is visible from only one side. When the polygon is created the drawing order of the vertices determines which side is visible. VEdit uses a clockwise convention for polygons with the visible side facing the viewer and counterclockwise if the visible side is facing away. Use the polygon flipper tool to change the visible side if its wrong. When the last vertex has been selected, close the polygon by selecting the first vertex. At this point the white lines disappear and the polygon is complete. Later, if desired, the polygon rotation tool can be used to change which vertex is the first vertex. This is sometimes desired to reorient the corresponding texture or animation. Assigning Properties to a Polygon --------------------------------- Click on the polygon selection tool then click on the polygon(s) to which you wish to assign properties. If there are other polygons getting in the way, select them first then choose "Hide" from the "Edit" menu. Select "Polygon Properties..." from the "Edit" menu. Assign the polygon properties as follows: Double Sided Specifies that the polygon is visible from either side. Use this only when necessary since excessive use of double sided polygons can slow down game speed. Invisible Specifies an invisible polygon. Use this to keep the player (and life forms) from accessing specific areas. Invisible polygons do not block weapons fire or even grenades. Walk Through These are visible polygons which can be "walked through." They do not block player (or life form) motion. Animated An animated polygon. The animation plays in a loop continuously. If the polygon is not animated then a texture must be assigned to the polygon unless the polygon is invisible. Animation Sound For animated polygons only, specifies a sound to be played each time the animation repeats. Motion Animated Similar to an animated polygon except that the animation must have only 2 frames and is controlled by a motion. The first frame is shown when the associated motion is inactive and the second when the motion is active. Switch polygons use this technique to show active motion. Moving Polygon Ties a motion definition to the polygon. When the motion is triggered, the polygon tracks it. Use to create lifts and moving walls. Damage Animated Specifies an animation to be played when the polygon is damaged. This can be used with animated or textured polygons. When a polygon is damaged the damage animation is played and the polygon is automatically marked as walk through. The damage animation stops on the last frame. Any weapon can damage a polygon. Damage Sound A sound to be played when a polygon is damaged. Secret Place This property should be assigned to the first polygon that the player would have to step on to get to a secret area. This allows secret areas to be credited to the player at the end of a level. Assigning Properties to a Vertex -------------------------------- Click on the vertex selection tool then click on the vertices to which you wish to assign properties. Select "Vertex Properties..." from the "Edit" menu. Assign the vertex properties as follows: Sprite Specifies that the vertex is a sprite. Select a sprite from the list shown. Life Form Specifies that the vertex is a life form. Select a life form from the list shown. The difficulty levels at which this life form will appear can be specified in the "Difficulty Level" check boxes. The life form's initial orientation is the sum of the "Orientation" check boxes. Item Specifies that the vertex is an item. Select an item from the list shown. The difficulty levels at which this item will appear can be specified in the "Difficulty Level" check boxes. Noise Specifies that the vertex is a noise. Select a noise from the list shown. Trigger Specifies that the vertex is a trigger. Select a trigger from the list shown. Player Start Specifies that the vertex is a player start position. Selecting a Group of Vertices and/or Polygons --------------------------------------------- Click on the group selection tool then drag out a selection by holding the left mouse button and dragging the mouse. Moving a Group of Vertices -------------------------- Select the vertices to be moved using the vertex selection tool or group selection tool. Select "Vertex Position..." from the "Edit" menu. The upper row of coordinates are the absolute coordinates of the vertices. If there is more than one vertex selected those coordinates which don't match will appear blank in the upper boxes. The delta values can be entered in the lower boxes. For example, to move all the vertices up by 500 (half a meter), enter 500 in the lower Z box. Make sure that moving the vertices did not cause any polygons to become non-planar. If the result is not satisfactory, select "Undo" from the "Edit" menu. Dragging a Group of Vertices ---------------------------- Select the vertices as was done above then click on the pointer tool. The selected vertices can now be dragged by holding down the left mouse button. The offset can be observed in the "Relative" coordinate boxes. Release the mouse button when the desired position is obtained. The positioning increment is equal to the grid spacing as defined under "Options..." in the "View" menu. Make sure that moving the vertices did not cause any polygons to become non-planar. If the result is not satisfactory, select "Undo" from the "Edit" menu. Copying a Selection ------------------- Select the vertices and/or polygons to be copied using the vertex, polygon, or group selection tools. Select "Copy" (or "Cut" to delete and copy) from the "Edit" menu. This places a copy of the source vertices and polygons on the clipboard. Move the grid to the desired position. The change in the grid position, rotation, and tilt determines where and how the copied vertices and polygons will be placed. For example, to place a copy of a group of polygons and vertices 20 meters in the positive x direction from their original position, increase the grid x position by 20000 before pasting. Select "Paste" from the "Edit" menu. If the result is not satisfactory, select "Undo" from the "Edit" menu. ------------------------------------------------------------------------------ For more information see our web site at www.aliencabal.com or the Alien Cabal BBS at (619) 571-8658. ------------------------------------------------------------------------------