Eden Editor: Switching from 2D Editor: Difference between revisions

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While Eden Editor is based on the good old 2D Editor, there are some major differences. Apart from obvious addition of 3D view, many new features were introduced or improved, while a few other, less important ones, had to be discontinued.
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While Eden Editor is based on the good old 2D Editor, there are some major differences.
Apart from the obvious addition of the 3D view, many new features were introduced or improved, while a few other, less important ones, had to be discontinued.
 


== Discontinued Features ==
== Discontinued Features ==
* Map object interaction (e.g., attaching waypoints to map objects)
* Map object interaction (e.g., attaching waypoints to map objects)
* AND and OR waypoints for logics
* AND and OR waypoints for logics
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** ''Formation'' is available in the context menu.
** ''Formation'' is available in the context menu.
** ''In Cargo'' is achieved by moving characters to vehicles directly.
** ''In Cargo'' is achieved by moving characters to vehicles directly.


== Placing Entities ==
== Placing Entities ==
To place an entity in 2D editor, you first had to select an editing mode (e.g., Objects), then double-click in the map and select type in the attributes window.


In the Eden Editor, the order is different. You first pick a type from the Asset Browser (e.g., Rifleman in Objects) and then simply click '''Left Mouse Button''' in the view to place the new entity. Holding '''Ctrl''' while clicking will let you place multiple entities of the same type in a row.
To place an entity in the 2D editor, you first had to select an editing mode (e.g., Objects), then double-click in the map and select type in the attributes window.
 
In Eden Editor, the order is different. You first pick a type from the Asset Browser (e.g., Rifleman in Objects) and then simply click {{Controls|LMB}} in the view to place the new entity.
Holding {{Controls|ctrl}} while clicking will let you place multiple entities of the same type in a row.
 


== Logics and Modules ==
== Logics and Modules ==
Logics and Modules are now grouped together under systems. Their icons were tweaked to make them easily recognizable.


== Groups Mode==
Logics and Modules are now grouped together under systems. Their icons were tweaked to make them easily recognisable.
Groups (F2) were renamed to '''Compositions''' and apart from infantry or tank formations, you can also find composition of props there. Perfect when you want to quickly build a camp or an outpost.
 
 
== Groups Mode ==
 
Groups ({{Controls|F2}}) were renamed to '''Compositions''' and apart from infantry or tank formations, you can also find composition of props there. Perfect when you want to quickly build a camp or an outpost.
 


== Empty Vehicles ==
== Empty Vehicles ==
Empty Vehicles are no longer mixed together under '''Props'''.
Empty Vehicles are no longer mixed together under '''Props'''.


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When the vehicle has visible crew positions (e.g., soldiers sitting inside a car), you can also see icons directly on each member.
When the vehicle has visible crew positions (e.g., soldiers sitting inside a car), you can also see icons directly on each member.


== Placing Waypoints ==
== Placing Waypoints ==
While placing waypoints from the Waypoints (F4) list is still possible, you can also hold '''Shift''' and press '''Right Mouse Button''' to quickly add a waypoint.
 
While placing waypoints from the Waypoints (F4) list is still possible, you can also hold {{Controls|ctrl}} and press {{Controls|RMB}} to quickly add a waypoint.
 


== Attaching Waypoints ==
== Attaching Waypoints ==
When you place a waypoint on another object, it will be attached to it. While in 2D Editor there was no way how to detach it afterwards, you can now simply drag it away from the object. Dragging the waypoint back onto the object will attach it again.


== Synchronization ==
When you place a waypoint on another object, it will be attached to it. While in 2D Editor there was no way how to detach it afterwards, you can now simply drag it away from the object.
Dragging the waypoint back onto the object will attach it again.
 
 
== Synchronisation ==
[[File:3den entityMenuConnect.jpg|300px|center]]
[[File:3den entityMenuConnect.jpg|300px|center]]
Synchronization mode is gone. Instead, you can pick a specific connection type from the entity context menu (press '''Right Mouse Button''' on it).
Synchronisation mode is gone. Instead, you can pick a specific connection type from the entity context menu (press {{Controls|RMB}} on it).
 
Grouping characters together can also be achieved by holding {{Controls|ctrl}} and dragging a line from one character to another.


Grouping characters together can also be achieved by holding '''Ctrl''' and dragging a line from one character to another.


== Group Entity ==
== Group Entity ==
Group is now an editable entity, its icon shown above its leader. Selecting it will also select all of its members. You can also access its attributes when you double-click on it.
Group is now an editable entity, its icon shown above its leader. Selecting it will also select all of its members. You can also access its attributes when you double-click on it.


To avoid scene cluttering, group icons are not drawn above a lone unit unless it is selected.
To avoid scene cluttering, group icons are not drawn above a lone unit unless it is selected.


== Editing Multiple Entities ==
== Editing Multiple Entities ==
[[File:3den attributesMulti.jpg|300px|center]]
[[File:3den attributesMulti.jpg|300px|center]]
Double-clicking on an entity will open its attributes. When you have multiple entities selected, you can edit their attributes together by opening the context menu ('''Right Mouse Button''') and picking the '''Attributes''' option.
Double-clicking on an entity will open its attributes.
When you have multiple entities selected, you can edit their attributes together by opening the context menu {{Controls|RMB}} and picking the '''Attributes''' option.
 
If the attribute value is not shared by all selected entities, the attribute will be disabled in the window. To apply its value to all selected entities, you have to manually enable it using a check box on the right.


If attribute value is not shared by all selected entities, the attribute will be disabled in the window. To apply its value to all selected entities, you have to manually enable it using a check box on the right.


== Undo ==
== Undo ==
And last, but not least, you can now undo recent changes you've made.
And last, but not least, you can now undo recent changes you've made.


Please keep in mind that history is reset every time you play the scenario or load another one.
Please keep in mind that history is reset every time you play the scenario or load another one.


[[Category:Eden Editor: Getting Started|Switching from 2D Editor]]
[[Category:Eden Editor: Getting Started|Switching from 2D Editor]]

Latest revision as of 13:23, 21 March 2024

While Eden Editor is based on the good old 2D Editor, there are some major differences. Apart from the obvious addition of the 3D view, many new features were introduced or improved, while a few other, less important ones, had to be discontinued.


Discontinued Features

  • Map object interaction (e.g., attaching waypoints to map objects)
  • AND and OR waypoints for logics
  • Special object attribute:
    • Flying is set by increasing altitude.
    • Formation is available in the context menu.
    • In Cargo is achieved by moving characters to vehicles directly.


Placing Entities

To place an entity in the 2D editor, you first had to select an editing mode (e.g., Objects), then double-click in the map and select type in the attributes window.

In Eden Editor, the order is different. You first pick a type from the Asset Browser (e.g., Rifleman in Objects) and then simply click Left Mouse Button in the view to place the new entity. Holding Ctrl while clicking will let you place multiple entities of the same type in a row.


Logics and Modules

Logics and Modules are now grouped together under systems. Their icons were tweaked to make them easily recognisable.


Groups Mode

Groups (F2) were renamed to Compositions and apart from infantry or tank formations, you can also find composition of props there. Perfect when you want to quickly build a camp or an outpost.


Empty Vehicles

Empty Vehicles are no longer mixed together under Props.

To place a vehicle without default crew, find it under its side (e.g., BLUFOR Hunter) and hold Alt while placing it.

Vehicle Crew

3den crewBox.jpg

You can now edit vehicle crew individually. When you hover the cursor over a vehicle, an interactive list of all crew members inside will be expanded next to the vehicle icon.

When the vehicle has visible crew positions (e.g., soldiers sitting inside a car), you can also see icons directly on each member.


Placing Waypoints

While placing waypoints from the Waypoints (F4) list is still possible, you can also hold Ctrl and press Right Mouse Button to quickly add a waypoint.


Attaching Waypoints

When you place a waypoint on another object, it will be attached to it. While in 2D Editor there was no way how to detach it afterwards, you can now simply drag it away from the object. Dragging the waypoint back onto the object will attach it again.


Synchronisation

3den entityMenuConnect.jpg

Synchronisation mode is gone. Instead, you can pick a specific connection type from the entity context menu (press Right Mouse Button on it).

Grouping characters together can also be achieved by holding Ctrl and dragging a line from one character to another.


Group Entity

Group is now an editable entity, its icon shown above its leader. Selecting it will also select all of its members. You can also access its attributes when you double-click on it.

To avoid scene cluttering, group icons are not drawn above a lone unit unless it is selected.


Editing Multiple Entities

3den attributesMulti.jpg

Double-clicking on an entity will open its attributes. When you have multiple entities selected, you can edit their attributes together by opening the context menu Right Mouse Button and picking the Attributes option.

If the attribute value is not shared by all selected entities, the attribute will be disabled in the window. To apply its value to all selected entities, you have to manually enable it using a check box on the right.


Undo

And last, but not least, you can now undo recent changes you've made.

Please keep in mind that history is reset every time you play the scenario or load another one.