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You build levels in The Last Exterminator out of meshes, known in this engine as '''Geo'''. They are the basic building blocks everything from world geometry, to doors, windows and moving structures. If you are familiar with classic Quake and Goldsource era level design, they are comparable to brush primitives, only using a versatile and modern [[wikipedia:Static_mesh|static mesh]] workflow .
You build levels in The Last Exterminator out of meshes, known in this engine as '''Geo'''. They are the basic building blocks everything from world geometry, to doors, windows and moving structures. If you are familiar with classic Quake and Goldsource era level design, they are comparable to brush primitives, only using a versatile and modern [[wikipedia:Static_mesh|static mesh]] workflow .


== Let's Start Building ==
== Geo Shapes ==
[[File:Create Geo Dropdown.png|thumb|The Create Geo button with drop down]]
[[File:Create Geo Dropdown.png|thumb|The Create Geo button with drop down]]
You start creating a new piece of Geo with the '''Create Geo''' button up on the toolbar, and then selecting the type from the drop-down. Currently there are three types: '''Box, Plane''' and '''Cylinder'''.
You create a new piece of Geo by clicking the '''Create Geo''' button up on the toolbar, and then selecting the shape from the drop-down.  
 
Currently there are three types: '''Geo (Box), Plane''' and '''Cylinder'''.


All Geo shapes are actually scripted, and can be modified with options relative to the chosen shape. Once a Geo shape is selected look at the '''Inspector Panel''' for more options on what you are about to draw.
All Geo shapes are actually scripted, and can be modified with options relative to the chosen shape. Once a Geo shape is selected look at the '''Inspector Panel''' for more options on what you are about to draw.


==== [[File:CreateGeo.png]]  Geo: ====
=== [[File:CreateGeo.png]]  Geo ===
Draws a six-sided box shape. Dragging out the shape draws the bottom plane (relative to whatever viewport you start drawing in), and then you drag out the volume (height or width depending on the viewport) next. In the Inspector Panel you will have the option to draw it inverted (e.g. with the face normals reversed).
Draws a six-sided box shape. Dragging out the shape draws the bottom plane (relative to whatever viewport you start drawing in), and then you drag out the volume (height or width depending on the viewport) next.  


=== [[File:CreateGeoPlane.png]] Geo Plane: ===
{| class="wikitable"
Draws a flat one-sided plane only, essentially just the first part of drawing out the regular box Geo. Options in the Inspector Panel include drawing with a surface offset, making the face double-sided and drawing it with the texture auto-scaled to the draw size.
|-
=== [[File:CreateGeoCylinder.png]] Geo Cylinder: ===
| '''Inverse:'''
Draws a configurable cylinder. Like the default Geo, the bottom plane will be drawn first, then the cylinder's volume will be dragged out. In the Inspector Panel you can configure the number of sides, the material for the end caps, and invert the faces like the default Geo.{{Note|text=The cylinder remains configurable after creation, and locked out of vertex, edge or face editing. In order to begin modifying it like the other Geo types you must click Convert to Geo in the Inspector Panel to bake it down to a regular mesh.|type=info}}[[File:Create_Geo_Options_Common.png|thumb|Geo options common to all shapes]]
|| Draws the box with the face normals reversed, the same as clicking Flip Normal in the Face Subobject Mode.
There are two options in the Inspector Panel common to all Geo shapes. The first is to align the chosen Geo to the surface it's drawn on ('''Orient to Surface)''', useful for building off slopes or odd surfaces'''.''' The second is where it should be placed in the Scene Tree '''(Parent)'''. The default, Selected Group, is useful in most circumstances, but you have the following options:
|}


=== Scene: ===
=== [[File:CreateGeoPlane.png]] Geo Plane ===
The new Geo will be created at the bottom of the whole Scene Tree.
Draws a flat one-sided plane only, essentially just the first part of drawing out the regular box Geo.  


=== Clicked Geo: ===
{| class="wikitable"
The new Geo will be created as a child of any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
|-
| '''Surface Offset:'''
|| Draw the plane with the chosen offset from the grid or surface plane it's drawn over (default: 0).
|-
| '''Double-Sided:'''
|| Draws the plane with double-sided, the same as checking the  '''Double-Sided''' flag in the '''Face Subobject Mode'''.
|-
| '''Fit Texture:'''
|| Draws the plane it with the currently selected texture auto-scaled to the draw size.
|}


=== Clicked Group: ===
=== [[File:CreateGeoCylinder.png]] Geo Cylinder ===
The new Geo will be created in the same Group as any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
Draws a configurable cylinder. Like the default Geo, the bottom plane will be drawn first, then the cylinder's volume will be dragged out.


=== Selected Geo: ===
{| class="wikitable"
The new Geo will be created as a child of whatever Geo is currently selected in the Scene Tree. If nothing is selected it will create it at the bottom of the Scene Tree.
|-
| '''Segments:'''
|| The number of sides the cylinder will have. The more sides, the smoother it looks.
|-
| '''Inverse:'''
|| Draws the cylinder with the face normals reversed, the same as clicking '''Flip Normal''' in the '''Face Subobject Mode'''.
|-
| '''Material Caps:'''
|| Allows you to set a different material for the end caps of the cylinder. This can always be done after creation.
|}


=== Selected Group: ===
{{Note|text=The cylinder remains configurable after creation, and locked out of vertex, edge or face editing. In order to begin modifying it like the other Geo shapes you must click "Convert to Geo" in the Inspector Panel to bake it down to a regular mesh.|type=info}}[[File:Create_Geo_Options_Common.png|thumb|Geo options common to all shapes]]
The new Geo will be created as a child of whatever Group is currently selected in the scene tree, or the same group a selected Geo belongs to. If nothing is selected it will create it at the bottom of the Scene Tree. This is the default selection.


Once you have selected a type, simply draw on one of the 4 viewports to begin creating the Geo. You can do this on both the 2D and 3D viewports.
=== Shared Options ===
There are two options in the Inspector Panel common to all Geo shapes.  


== Subobject Modes ==
==== Parent ====
With a piece of Geo created and selected, the Inspector Panel will now display some new buttons relevant to building out your geometry. The most important here are the '''Subobject Modes'''. Clicking any one of these will take you in and out of the below modes, as well as revealing new mode-specific actions on the Inspector Pane. These are covered in more detail in [[Geo Editing (Advanced)]].
This is a drop-down panel to select where the Geo should be placed in the Scene Tree. The default selection, '''Selected Group''', is useful in most circumstances, but you have the following choices:


You can also enter these modes with the '''<code>1</code>''' (Vertex), '''<code>2</code>''' (Edge),  '''<code>3</code>''' (Face) and '''<code>4</code>''' (Texture) hotkeys.
{| class="wikitable"
[[File:InspectorPanelGeo.png|thumb|The Inspector Panel with Geo selected (Face Subobject Mode)]]
|-
| '''Scene:'''
|| The new Geo will be created at the bottom of the Scene Tree.
|-
| '''Clicked Geo:'''  
|| The new Geo will be created as a child of any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
|-
| '''Clicked Group:'''  
|| The new Geo will be created in the same Group as any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
|-
| '''Selected Geo:'''  
|| The new Geo will be created as a child of whatever Geo is currently selected in the Scene Tree. If nothing is selected it will create it at the bottom of the Scene Tree.
|-
| '''Selected Group:'''
|| The new Geo will be created as a child of whatever Group is currently selected in the scene tree, or the same group a selected Geo belongs to. If nothing is selected it will create it at the bottom of the Scene Tree. This is the default selection.
|}


=== [[File:ModeVertex.png]] Vertex Subobject Mode: ===
==== Orient To Surface ====
The Vertex Subobject Mode allows you to select and modify the [[wikipedia:Vertex_(geometry)|vertices]] of your selected Geo. Once selected you can modify one or more vertices with the Move, Rotate and Scale manipulators in the [[Editor Overview#The Toolbar|Toolbar]]. The Vertex Subobject Mode has the following Inspector Panel actions: '''Collapse''', '''Merge Overlap''', '''Target Weld''' and '''Remove'''.
This option aligns the chosen Geo to the surface it's drawn on, useful for building off slopes or odd surfaces.


=== [[File:ModeEdge.png]] Edge Subobject Mode: ===
Once you have selected a shape and your options, simply drawing on one of the 4 viewports will begin creating the Geo. You can do this on both the 2D and 3D viewports. Next let's learn about Subobject Modes.
The Edge Subobject Mode allows you to select and modify the [[wikipedia:Edge_(geometry)|edges]] of your selected Geo. Once selected you can modify one or more edges with the Move, Rotate and Scale manipulators in the [[Editor Overview#The Toolbar|Toolbar]]. The Edge Subobject Mode has the following Inspector Panel actions: '''Select Ring''', '''Select Loop''', '''Select Boundary''', '''Collapse''', '''Remove''', '''Dissolve''', '''Merge Overlap''', '''Bridge''' and '''Target Weld'''.


=== [[File:ModeFace.png]] Face Subobject Mode: ===
== Subobject Modes ==
The Face Subobject Mode allows you to select and modify the [[wikipedia:Face_(geometry)|faces]] of your selected Geo. Once selected you can modify one or more faces with the Move, Rotate and Scale manipulators in the [[Editor Overview#Global Tools|T]][[Editor Overview#The Toolbar|oolbar]]. The Face Subobject Mode has the following Inspector Panel actions: '''Create Faces''', '''Flip Normal''', '''Detach Faces''', '''Extract Faces''', '''Bridge Faces''', '''Merge Overlap''' and '''Clear Lightmap'''.
[[File:InspectorPanelGeo.png|thumb|The Inspector Panel with Geo selected]]When a piece of Geo is selected, the Inspector Panel will display some new options relevant to building out your geometry. The most important here are the '''Subobject Modes'''. Clicking any one of these will toggle the mode, as well as revealing new Inspector Panel actions. These are covered in more detail in [[Geo Editing (Advanced)]].


=== [[File:ModeTexture.png]] Texture Subobject Mode: ===
You can also enter these modes with the '''<code>1</code>''' (Vertex), '''<code>2</code>''' (Edge),  '''<code>3</code>''' (Face) and '''<code>4</code>''' (Texture) hotkeys.
This Subobject Mode is not relevant to sculpting geometry. It is a local version of the [[Editor Overview#The Toolbar|Texture Manipulator]] for working purely on one piece of Geo. It is covered in more detail in the [[Geo Texturing]] page.
=== [[File:ModeVertex.png]] Vertex Subobject Mode ===
The Vertex Subobject Mode allows you to select and modify the [[wikipedia:Vertex_(geometry)|vertices]] of your selected Geo. Once selected you can modify one or more vertices with the Move, Rotate and Scale manipulators in the [[Editor Overview#The Toolbar|Toolbar]].


== Additional Tools: ==
Holding '''<code>Shift</code>''' and dragging a vertex will duplicate it, creating a new, orphaned vertex.
In addition to the Subobject Modes, there are some additional tools when a Geo is selected with '''no''' Subobject Mode active:
[[File:InspectorPanelGeoExtras.png|thumb|Additional Geo tools with no Subobject Mode selected]]


==== Attach Geo: ====
The Vertex Subobject Mode has a number of advanced actions on the Inspector Panel, covered [[Geo Editing (Advanced)#Vertex Actions|here]].
With a piece of Geo Selected, click on this then another piece of Geo to merge them into one. As the name suggests it attaches the last selected piece to the original, preserving the name and properties of the original. Use '''<code>Escape</code>''' to cancel.


==== Cut Tool: ====
=== [[File:ModeEdge.png]] Edge Subobject Mode ===
The Cut Tool allows you to slice up the faces of your selected Geo in order to make holes, or add additional vertices and edges. You can begin cutting Geo by clicking a face of your your selected Geo. A line will be drawn demonstrating the cut, then additional cuts can be made, continuing from the last placed cut. Use '''<code>Escape</code>''' to cancel, or '''<code>Enter</code>''' to finalise your cut.
The Edge Subobject Mode allows you to select and modify the [[wikipedia:Edge_(geometry)|edges]] of your selected Geo. Once selected you can modify one or more edges with the Move, Rotate and Scale manipulators in the [[Editor Overview#The Toolbar|Toolbar]].  


==== Edit Pivot: ====
Holding '''<code>Shift</code>''' and dragging a edge will extrude a new edge and face out, to rapidly build new Geo.
Allows you to move the pivot point of the object, otherwise known as its origin. By default this is the center of the object, but can be moved as this is the point the [[Editor Overview#Toolbar:|Rotate Manipulator]] and [[Geo Components#Animatable:|Animateable Geo Components]] will rotate around, and can be useful with advanced Geo construction with the [[Editor Overview#Toolbar|Pivot Toggle]].  


==== Clear Lightmaps: ====
The Edge Subobject Mode has a number of advanced actions on the Inspector Panel, covered [[Geo Editing (Advanced)#Edge Actions|here]].
This will clear all the lightmaps on the selected Geo. Not to be confused with the Clear Lightmap option within the Face Subobject Mode, which only clears the lightmap on a selected face. This is not relevant to building out your Geometry, but covered under [[Lighting]].


==== Flip X / Y / Z: ====
=== [[File:ModeFace.png]] Face Subobject Mode ===
Flip the Geo on the selected axis.
The Face Subobject Mode allows you to select and modify the [[wikipedia:Face_(geometry)|faces]] of your selected Geo. Once selected you can modify one or more faces with the Move, Rotate and Scale manipulators in the [[Editor Overview#Global Tools|T]][[Editor Overview#The Toolbar|oolbar]].  


==== Material: ====
Holding '''<code>Shift</code>''' and dragging a face will duplicate it, creating a new, orphaned face.
The material(s) on the selected Geo. This will have multiple values if the geo has multiple textures.You can select a material, or drag one from the Browser Panel to overwrite every texture on the geo (mostly useful for TriggerVolumes).  


==== Collision Mask: ====
The Face Subobject Mode has a number of advanced actions on the Inspector Panel, covered [[Geo Editing (Advanced)#Face Actions|here]].
Here you can set the Collision Mask for the selected Geo. This influences how various elements interact with Geo in-game. There are multiple collision masks relevant to many different uses. They are covered in more detail on the [[Collision Masks]] page.


==== Collision Only: ====
=== [[File:ModeTexture.png]] Texture Subobject Mode ===
Toggling this will remove the visual element of the Geo in-game, making it purely collision-only. Useful for invisible walls, and [[Geo Components|Push/Trigger Volumes.]]
This Subobject Mode is not relevant to sculpting geometry. It is a local version of the [[Editor Overview#The Toolbar|Texture Manipulator]] for working purely on one piece of Geo. It is covered in more detail in the [[Geo Texturing]] page.


==== Unlit: ====
== Recommended Topics ==
This will remove lightmaps from the selected Geo and force it to always render unlit (full bright). Covered under [[Lighting]].
==== [[Geo Editing (Advanced)]] ====
 
==== Add Component: ====
This allows to you add one ore more [[Geo Components|Components]] to the selected Geo (for more advanced elements like doors and destructible walls).
{{Note|type=info|text=Hotkeys for these tools, as well as subobject-specific actions are currently unimplemented}}
 
== What's Next? ==


=== Recommended: [[Geo Texturing]] ===
==== [[Geo Texturing]] ====
 
==== [[Lighting|Lighting Your Level]] ====
 
==== [[Scripting an Encounter]] ====
 
==== [[Building and Running]] ====
 
== Advanced Topics ==
 
==== [[Geo Editing (Advanced)]] ====


==== [[Geo Components]] ====
==== [[Geo Components]] ====
==== [[Collision Masks]] ====
==== [[Adding Custom Assets]] ====


== Related Topics ==
== Related Topics ==

Latest revision as of 05:55, 28 August 2026

What is Geo?

You build levels in The Last Exterminator out of meshes, known in this engine as Geo. They are the basic building blocks everything from world geometry, to doors, windows and moving structures. If you are familiar with classic Quake and Goldsource era level design, they are comparable to brush primitives, only using a versatile and modern static mesh workflow .

Geo Shapes

The Create Geo button with drop down

You create a new piece of Geo by clicking the Create Geo button up on the toolbar, and then selecting the shape from the drop-down.

Currently there are three types: Geo (Box), Plane and Cylinder.

All Geo shapes are actually scripted, and can be modified with options relative to the chosen shape. Once a Geo shape is selected look at the Inspector Panel for more options on what you are about to draw.

Geo

Draws a six-sided box shape. Dragging out the shape draws the bottom plane (relative to whatever viewport you start drawing in), and then you drag out the volume (height or width depending on the viewport) next.

Inverse: Draws the box with the face normals reversed, the same as clicking Flip Normal in the Face Subobject Mode.

Geo Plane

Draws a flat one-sided plane only, essentially just the first part of drawing out the regular box Geo.

Surface Offset: Draw the plane with the chosen offset from the grid or surface plane it's drawn over (default: 0).
Double-Sided: Draws the plane with double-sided, the same as checking the Double-Sided flag in the Face Subobject Mode.
Fit Texture: Draws the plane it with the currently selected texture auto-scaled to the draw size.

Geo Cylinder

Draws a configurable cylinder. Like the default Geo, the bottom plane will be drawn first, then the cylinder's volume will be dragged out.

Segments: The number of sides the cylinder will have. The more sides, the smoother it looks.
Inverse: Draws the cylinder with the face normals reversed, the same as clicking Flip Normal in the Face Subobject Mode.
Material Caps: Allows you to set a different material for the end caps of the cylinder. This can always be done after creation.
info: The cylinder remains configurable after creation, and locked out of vertex, edge or face editing. In order to begin modifying it like the other Geo shapes you must click "Convert to Geo" in the Inspector Panel to bake it down to a regular mesh.
Geo options common to all shapes

Shared Options

There are two options in the Inspector Panel common to all Geo shapes.

Parent

This is a drop-down panel to select where the Geo should be placed in the Scene Tree. The default selection, Selected Group, is useful in most circumstances, but you have the following choices:

Scene: The new Geo will be created at the bottom of the Scene Tree.
Clicked Geo: The new Geo will be created as a child of any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
Clicked Group: The new Geo will be created in the same Group as any Geo first clicked on (in the 3D view) when dragging out the new shape. Clicking on no Geo will create it at the bottom of the Scene Tree.
Selected Geo: The new Geo will be created as a child of whatever Geo is currently selected in the Scene Tree. If nothing is selected it will create it at the bottom of the Scene Tree.
Selected Group: The new Geo will be created as a child of whatever Group is currently selected in the scene tree, or the same group a selected Geo belongs to. If nothing is selected it will create it at the bottom of the Scene Tree. This is the default selection.

Orient To Surface

This option aligns the chosen Geo to the surface it's drawn on, useful for building off slopes or odd surfaces.

Once you have selected a shape and your options, simply drawing on one of the 4 viewports will begin creating the Geo. You can do this on both the 2D and 3D viewports. Next let's learn about Subobject Modes.

Subobject Modes

The Inspector Panel with Geo selected

When a piece of Geo is selected, the Inspector Panel will display some new options relevant to building out your geometry. The most important here are the Subobject Modes. Clicking any one of these will toggle the mode, as well as revealing new Inspector Panel actions. These are covered in more detail in Geo Editing (Advanced).

You can also enter these modes with the 1 (Vertex), 2 (Edge), 3 (Face) and 4 (Texture) hotkeys.

Vertex Subobject Mode

The Vertex Subobject Mode allows you to select and modify the vertices of your selected Geo. Once selected you can modify one or more vertices with the Move, Rotate and Scale manipulators in the Toolbar.

Holding Shift and dragging a vertex will duplicate it, creating a new, orphaned vertex.

The Vertex Subobject Mode has a number of advanced actions on the Inspector Panel, covered here.

Edge Subobject Mode

The Edge Subobject Mode allows you to select and modify the edges of your selected Geo. Once selected you can modify one or more edges with the Move, Rotate and Scale manipulators in the Toolbar.

Holding Shift and dragging a edge will extrude a new edge and face out, to rapidly build new Geo.

The Edge Subobject Mode has a number of advanced actions on the Inspector Panel, covered here.

Face Subobject Mode

The Face Subobject Mode allows you to select and modify the faces of your selected Geo. Once selected you can modify one or more faces with the Move, Rotate and Scale manipulators in the Toolbar.

Holding Shift and dragging a face will duplicate it, creating a new, orphaned face.

The Face Subobject Mode has a number of advanced actions on the Inspector Panel, covered here.

Texture Subobject Mode

This Subobject Mode is not relevant to sculpting geometry. It is a local version of the Texture Manipulator for working purely on one piece of Geo. It is covered in more detail in the Geo Texturing page.