Geo Editing: Difference between revisions
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Fleshed out the parent options when creating geo |
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== Let's Start Building == | == Let's Start Building == | ||
[[File:Create_Geo.png|thumb|The Create Geo button with drop down]] | [[File:Create_Geo.png|thumb|The Create Geo button with drop down]] | ||
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. You start creating a new piece of Geo with the | 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. 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'''. | ||
All Geo shapes are actually scripted, and can be further configured with options relative to the chosen type. Once a Geo type is selected look to the | All Geo shapes are actually scripted, and can be further configured with options relative to the chosen type. Once a Geo type is selected look to the '''Inspector Panel''' for more options for 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 height | 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. An option in the Inspector Panel allows it to be drawn inverted (e.g. with the face normals reversed). | ||
=== [[File:CreateGeoPlane.png]] Geo Plane: === | === [[File:CreateGeoPlane.png]] Geo Plane: === | ||
Draws a flat one-sided plane only, essentially just the first part of drawing out the regular box Geo. | 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 it double-sided and drawing it with the texture auto-scaled to the draw size. | ||
=== [[File:CreateGeoCylinder.png]] Geo Cylinder: === | === [[File:CreateGeoCylinder.png]] Geo Cylinder: === | ||
Draws a configurable cylinder. Like the box Geo, the bottom plane will be drawn first, then the | Draws a configurable cylinder. Like the box Geo, the bottom plane will be drawn first, then the 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.{{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]] | [[File:Create_Geo_Options_Common.png|thumb|Geo options common to all shapes]] | ||
There are two options in the Inspector Panel common to all Geo shapes. The first is to align | 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: === | === Scene: === | ||
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=== Clicked Geo: === | === Clicked Geo: === | ||
The new Geo will be created as a child of any Geo first clicked on when dragging out the new shape. | 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: === | === Clicked Group: === | ||
The new Geo will be created in the same Group as any Geo first clicked on when dragging out the new shape. | 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: === | === Selected Geo: === | ||
The new Geo will be created as a child of whatever Geo is selected in the Scene Tree. | The new Geo will be created as a child of whatever Geo is currently selected in the Scene Tree. | ||
=== Selected Group: === | === Selected Group: === | ||
The new Geo will be created as a child of whatever Group is selected in the scene tree, or the same group a selected Geo belongs to. This is the default selection. | 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. 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. | 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. | ||
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=== [[File:ModeVertex.png]] Vertex Subobject Mode: === | === [[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 [[Editor Overview# | 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#Toolbar:|Toolbar]]. Vertex Subobject Mode has the following Inspector Panel actions: '''Collapse''', '''Merge Overlap''', '''Target Weld''' and '''Remove'''. | ||
=== [[File:ModeEdge.png]] Edge Subobject Mode: === | === [[File:ModeEdge.png]] Edge Subobject Mode: === | ||
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 [[Editor Overview# | 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#Toolbar:|Toolbar]]. 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: === | === [[File:ModeFace.png]] Face Subobject Mode: === | ||
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 [[Editor Overview#Global Tools| | 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#Toolbar:|oolbar]]. 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:ModeTexture.png]] Texture Subobject Mode: === | === [[File:ModeTexture.png]] Texture Subobject Mode: === | ||
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==== Edit Pivot: ==== | ==== Edit Pivot: ==== | ||
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: ==== | ==== Clear Lightmaps: ==== | ||
Revision as of 07:39, 25 August 2026
Let's Start Building
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. 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.
All Geo shapes are actually scripted, and can be further configured with options relative to the chosen type. Once a Geo type is selected look to the Inspector Panel for more options for what you are about to draw.
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. An option in the Inspector Panel allows it to be drawn inverted (e.g. with the face normals reversed).
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 it double-sided and drawing it with the texture auto-scaled to the draw size.
Draws a configurable cylinder. Like the box Geo, the bottom plane will be drawn first, then the 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.

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:
The new Geo will be created at the bottom of the whole 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.
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. 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.
Geo Sculpting
With a piece of Geo 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 mode-specific functions on the Inspector Panel, covered below in Advanced Geo Sculpting.
You can also enter these modes with the 1 (Vertex), 2 (Edge), 3 (Face) and 4 (Texture) hotkeys.
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. Vertex Subobject Mode has the following Inspector Panel actions: Collapse, Merge Overlap, Target Weld and Remove.
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. Edge Subobject Mode has the following Inspector Panel actions: Select Ring, Select Loop, Select Boundary, Collapse, Remove, Dissolve, Merge Overlap, Bridge and Target Weld.
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. Face Subobject Mode has the following Inspector Panel actions: Create Faces, Flip Normal, Detach Faces, Extract Faces, Bridge Faces, Merge Overlap and Clear Lightmap.
This Subobject Mode is not relevant to sculpting geometry, and is covered in more detail in the Geo Texturing page.
Additional Tools:
In addition to the Subobject Modes, there are some additional tools when a Geo is selected with no Subobject Mode active:
Attach Geo:
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 Escape to cancel.
Cut Tool:
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 Escape to cancel, or Enter to finalise your cut.
Edit Pivot:
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 Rotate Manipulator and Animateable Geo Components will rotate around, and can be useful with advanced Geo construction with the Pivot Toggle.
Clear Lightmaps:
Not relevant to building out your Geometry, but covered under Lighting.
Advanced Geo Sculpting
With a Subobject Mode active, more options will appear on the Inspector Panel, covered here.
Common Functions:
Select More and Select Less:
These will expand or shrink your current selection of vertices, edges or faces (by one) in all directions.
Collapse:
Merge Overlap:
Target Weld:
Remove:
Merge (by distance):
Select Ring:
Select Loop:
Select Boundary:
Collapse:
Remove:
Dissolve:
Merge Overlap:
Bridge:
Target Weld:
Connect (by count):
Create Faces:
Flip Normal:
Detach Faces:
Extract Faces:
Bridge Faces:
Merge Overlap:
Clear Lightmap:
Not relevant to building out your Geometry, but covered under Lighting.