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I could'nt understand these dialogs ...

Posted: Wed Oct 04, 2006 9:08 pm
by mustafaatall
can any one explains :

- face properties dialog
- brush properties dialog

of genesis3d world editor

thanks

Posted: Wed Oct 04, 2006 11:08 pm
by Spyrewolf
- face properties dialog
- brush properties dialog

of genesis3d world editor
this is the RFeditPro editor, this relate to the panel on the side,

brush properties dialog
this refers to the properties a certain brush contains (i.e water, window, clip, ...ect)

Face properties Dialog
this refers to the specific face on a brush (i.e one side of a cube) to access this window select the brush by clicking on it then pressing Pgdown button all the face turn purple on the selected brush either click the face or use the arrow keys to scroll to the face you want to edit.

for more info please refer to the Docs
http://docs.realityfactory.info/0.76.1/index.htm

Posted: Thu Oct 05, 2006 11:00 pm
by hike1
RF FAQ

http://terrymorgan.net/rffaq.zip

Game Demo
http://terrymorgan.net/asylum.htm

Tutorials http://terrymorgan.net/download.htm

search 'CTRL-F' for worldedit or wrldedit

Posted: Wed Oct 11, 2006 7:35 pm
by mustafaatall
thank you friends ,
but i need deatails of these dialogs
any details please ...

Posted: Wed Oct 11, 2006 8:08 pm
by QuestOfDreams
The editor has it's own help file (Help->Help Topics) :!:
The Face Attributes dialog allows you to change attributes of the selected face. To view this dialog, press PgDn to go into Face selection mode, and select the faces that you want to modify. Then, click on the Face/Brush Attributes toolbar button to display the Face Attributes dialog.
Because the Face Attributes Dialog is a modeless dialog box, you can edit face attributes and then select different faces to edit without closing the Face Attributes dialog. The changes that you made to the first set of faces will be saved when you switch faces. This allows you to edit many faces without having to repeatedly open and close the Face Attributes dialog box.

When multiple faces are selected, the values displayed in the dialog box are from the first selected face. If you change a value in the dialog box, that value is set in all of the selected faces.
To select multiple faces, hold the Ctrl key and click on the face in the 3D view.
The attributes you can modify are:

Attribute Description
Mirror Set this flag if you want the face to be a mirror.
Sky This flag instructs the rendering engine to treat the face as though it's a view of the sky. The sky will animate in this face--moving as specified in the level's sky options.
Full Bright
Light Set this flag if you want the face to emit light. If you set this flag, then be sure to set the light's Intensity value as well.
Texture Offset The offset into the base texture that you want to be in the upper-left corner of this face.
Draw Scale The scale at which you want the texture drawn.
Light Map Scale The size of the light map that you want to use for this face. A larger light map size produces a more efficient level, but with softer lighting and shadows.
Angle The angle you want to rotate the texture on the face.
Flip Vertical Flip the texture vertically on the face.
Flip Horizontal Flip the texture horizontally on the face.
The Brush Attributes dialog box allows you to change the attributes of the selected brushes. To view the Brush Attributes dialog, select one or more brushes, and then click on the Face/Brush Attributes toolbar button.
This dialog allows you to set the brush's type to one of the six brush types described in the table below.

Brush Type Description
Solid A solid piece of geometry such as a wall, floor, ceiling, door, etc. A solid brush blocks visibility and blocks passage.
Empty An empty space. Empty is useful for creating pools and other things that contain liquids. An empty brush is translucent but doesn't block passage.
Window A translucent piece of geometry. Allows visibility but blocks passage.
Clip A clip brush is an invisible piece of geometry that blocks passage, but is entirely see-through. Clip brushes are useful for preventing access to parts of a level without having to build a solid wall.
Hint A hint brush is invisible and doesn't block passage. Hint brushes instruct the level compiler to split along a particular plane. Their sole purpose is to help the level compiler generate a more efficient level.
Cut A Clip brush carves a hole in existing geometry.
You may also set other attributes, based upon the brush type. For example, if the brush's type is Empty, you can set any (or none) of Wavy, Transparent, or Detail. For a Solid brush, however, Translucent isn't an option. The attributes are described in the table below.

Attribute Description
Translucent If the brush's Translucent flag is set, then you will be able to see through the brush. The Value setting determines how see-through the brush is, with a Value of 0 representing transparent and a Value of 255 representing completely opaque.
Hollow A hollow brush is a piece of geometry with a hole cut out of it. You aren't allowed to set this flag from the Brush Attributes dialog (only from the brush template dialogs), but you are allowed to set the Hull (wall) Thickness for hollow brushes.
Wavy If you enable the Wavy flag for an Empty brush, the texture with which the brush is filled will "wave" or animate to simulate moving liquid.
Detail The Detail flag helps the compiler run more efficiently by removing some pieces of geometry from visibility and lighting calculations. Window brushes, for example, are always set to Detail.
Area The Area flag is set on model brushes (such as doors) that physically separate two parts of a level. This flag allows the rendering engine to ignore very large portions of the world if the area brush is visible, which makes rendering much faster.
When multiple brushes are selected, the values displayed in the dialog box are from the first selected brush. If you change a value in the dialog box, that value is set in all of the selected brushes.

thanks

Posted: Sun Oct 15, 2006 6:09 pm
by mustafaatall
ooh
thank you very much friends :) :wink: