Spark Editor - Tutorials - Advanced Techniques *reworking it*

JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
edited November 2013 in Mapping
...i will release these tutorials, when they are all finished...

Advanced Techniques:

1. Layers: Techniques are a time saver working on video
1.1. Layer - Notice: select all (CTRL+A) selects always everything indepently from the layer-display-options.
1.1. Layer - Options:
main: + (create empty layer), garbage (delete selected (=blue) layers), Cursor (activate layer-objects in perspective), layer lock (only selected layers (=blue) are ingame selectable)
list: Eye (show), mark (add to/remove from layer), select - ALL (shift first to last), select - DIFFERENT (CTRL + multiple), Eye/Mark + ALL Layers (shift first to last + click on Eye / Mark)

1.1. Layer - Management - 1. Select object only: Layer "object" & selected, layer lock: on
1.1. Layer - Management - 2. Display object only:
1.2. Techniques - 1. select - 1. untextured object: using perspective / Front / Side Views to select faces, edges, vertices faster
1.2. Techniques - 1. select - 2. textured object: Welded geometry, Layer "Texture": add "Teture Replacement Tool" + select faces" + click on this texture in welded group
1.2. Techniques - 2. distance - 1. navigation: click on "location layer" + cursor (to activate in perspective) + zoom to selected elements
1.2. Techniques - 2. distance - 2. moving objects: Layer "All": dont display, Layer "Place A": display, Layer "Place B": display, movement-snap
1.2. Techniques - 3. garbage (deleting unnecessary vertices, edges): Layer "All": faces, props, lights, entities + dont display, then delete garbage
1.2. Techniques - Conclusion: use "1.2.1. select - 1. untextured object" to select faces faster for texturing, use "1.2.1. select - 2. textured object" to select (or change) textures faster

2. Texture - Alignment - Rotation: Technique is a time saver working on video
2.0. Without this technique: each texture with a face, which is not on a "rotation-snap"-angle has to be aligned manually
2.1. Technique - Basic Idea: 1. activate texture lock, 2. rotate geometry to horizontal to floor/ceiling (if not already), 3. create 3D ("unflat") geometry (if its flat), 4. apply texture with 0°, 90° 5. do (3.) & (2.) backwards
2.2. Technique - Examples - Flat, 3D, Complex (Geometry)
2.2. Technique - Examples - Summit

3. Texture - Alignment - Fitting (on NOT planar faces): Technique introduces something, what was impossible before working on video
3.0. Without this technique: if one single texture should FIT on more faces and these faces are not on the same plane, you have to carefully change the scale & shift each face until it fits perfectly, this is nearly impossible (on many faces)
3.1. Technique - on faces with equal size: 1. texture lock: on, 2. recreate the faces on a plane with the same scale to each other, 3. apply the texture ("treat as one"), 4. movement-snap
3.2. Technique - on faces with unequal size (worst case): -same as above - BUT: for each face with different size 2.1. "fit" on old face, 2.2. "apply" on new face, 2.3 texture lock: off, 2.4. new face - scale to "texture border"

4. Lightning - Making edges smooth: Technique is a time saver working on video
4.0. Without this technique: you click on each [horizontal] edge manually - this takes a lot of time
4.1. Layer - getting a clean working environment: to be able to select only "our" object in a front/side perspective - Layer "All": dont show, Layer "Object": show
4.2. View: Front / Side - Make edges smooth [horizontal / vertical]: horizontal: select all horizontal edges suddenly in fron/side perspective + hit smooth-key, vertical: select all edges + hit smooth-key + now do the "horizontal-way"

Personal Notes:
-Selection Helper == Texture Replacement:
--Selection Helper + search == texture replacement tool + selected target faces
--Selection Helper - get Filename with Eye Dropper: Texture Replacement Tool -> Eye Dropper -> texture_title + copy
--both select ALWAYS all these texture_title texture, no matter of selected objects, layer-display-options
--how to select all same textures on object only ?
---1. select all same textures: texture replacement tool + Eye dropper + selected target faces
---2. new layer: "selected texture" + add + layer lock + activate/select (=blue) this layer
--- DO THIS with DEV-textures - only display DEV-Layer + layer lock = easier to texture things

-Select All:
--(CTRL+A) == Groups: dbl click in white area
---(CTRL+A): select ALWAYS everything
---GROUPS-ALL: select ALWAYS everything, but only whats selected on the select-options
-Select vertical only or horizontal ONLY (View: Front / Side):
--to be sure to select these only, activate "vertices", if you accidently selected the "other" lines you see the vertices flashing up / being selected

-Layer:
-- select all layers: Shift first to last == shift first + hold mouse and move downwards
-- select everything NOT on a layer (depends on select-options): Layer-list -> select NO layer (means nothing blue) + click on cursor
-- 2 Layers: Layer A&B, Layer B (Notice: Layer All + Layer Object)
--- show A only: impossible - possible with workaround: delete Layer A&B + Layer B: dont show
--- show A only: recreate Layer A&B fast - dbl click "layer list" white area -> select ALL not on a layer: add to new empty Layer A&B
--- show B only: possible - Layer A&B dont display, Layer B display
--- show A and B: possible - Layer A&B display, Layer B doesnt matter
-- what about "2 layers" for current work + "other layers" situation ?
--- need to check...

-Create Face on backside Fast:
-- select frontside + copy + insert + flip-side

--Check if faulty selection:
--- open scale tool and see "dimension"

-if you want to delete only a part of a welded group - you only need to delete ONLY the faces:
-- because: 1. Layer - 1.2. Techniques - 3. garbage (the unnecessary vertices, edges can be deleted easily when you dont display all faces, props, entites, lights)

-Paint tool - Bug:
--what: sometimes you change the scaling and nothing happens
--solution: enter a value of 0

-Welded Groups with Subwelded Groups:
-- only possible on geometry not fitting exactly together:
-- draw an edge between the 2 groups and weld them
-- get 2 supgroups: delete the edge

-Model Flipping:
-- Flipping: easy way - select prop + open scale + click on arrows -> switch between: 1, 0, -1 to flip it
-- Rotate: select tool -> Angles: 45, 90 degree
-- Scale:
--- quadrat: scale 1 side with scale tool + select tool -> scale: search for 2 almost equal number & get them equal
--- length on 1 side without back to 90 degree+scale+back-to-fine-rotation

Comments

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    That's a pretty neat trick. I think you should maximise the images, though, so you don't have to click every image.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited October 2013
    4 and 5 aren't showing up for me. Did they disappear, or have you just not gotten to them yet?
    #1 is a great trick. I never thought about opening up a second instance of editor.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Opening a 2nd editor is great for copying and moving things between one file and the other, but it is like running 2 games of NS2 at once on your PC, so only do it if you have a machine that can handle it ;)
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited October 2013
    Soul_Rider wrote: »
    Opening a 2nd editor is great for copying and moving things between one file and the other, but it is like running 2 games of NS2 at once on your PC, so only do it if you have a machine that can handle it ;)

    i use it a lot as a clean working environment / empty layer mechanic (without using real layers).

    i have a large map and its really slow, so its a big performance improvement for me this way.
    if i am working on a special part i cut the working part and paste it on second instance of the editor.
    when i am done, i cut & paste it back again, much faster for me.

    i could close the first instance of the editor each time,
    but i didnt encounter any performance decrease on the second instance,
    if the first instance is in the background doing nothing.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Joseppe wrote: »
    i have a large map and its really slow. if i am working on a special part i cut the working part and paste it on second instance of the editor.
    when i am done, i cut & paste it back again, much faster this way for me.

    i could close the first instance of the editor each time, but i didnt encounter any performance decrease on the second instance if the first instance is in the background doing nothing.

    I do similar, but I don't go as far as running a second instance of the editor. I just maintain a workshop file that I open & paste into whenever I have notable changes to make to a section. I also use it for general experimentation and iteration.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Making good progress!

    Question: How can I see the effect of smooth edges in the editor?
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited October 2013
    How can I see the effect of smooth edges in the editor?

    If "Show Edges" is enabled, you will see... white lines: not smooth, green lines: smooth
    If "Textured Lit" is enabled, you will see smooth lightning transitions on horizontal "green lines".

    Example: (left & right image is the same - only edges are not shown / shown)
    Ey1gdxa.jpgYTwk6Dz.jpg
    JPIY21r.jpg7dFvMo8.jpg

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Awesome! Thank you for the quick response!
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Making rooms themselves make it easier when you inevitably need to restart the editor due to bugs. Much faster loading. Then just copy over with texture lock on.
  • prevertmaximusprevertmaximus Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    Would be great if the video's had sound, during the tutorial. Thanks
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited October 2013
    SamusDroid wrote: »
    Making rooms themselves make it easier when you inevitably need to restart the editor due to bugs.

    Sorry, but i dont really understand what your saying.
    If i make a room and the editor is bugged at this time i have to restart... this is faster and i copy something with texture lock enabled. I dont get it.
    Would be great if the video's had sound.
    Ok, i will redo the videos with voice. Tried to avoid this ;)


  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited October 2013
    Hey Joseppe, on that texture alignment one, when you're dragging each edge into place... I've got a faster way :)

    Select the edge, then, select the top vertex. Then, with the move tool activated, click and drag on the VERTEX (NOT the move gizmo, NOT the edge, the VERTEX) and drag it over to one of the vertices of the thing you're trying to match. It'll snap to it.

    I think I'll do my 4th tutorial on this... ;)

    EDIT: Also, I think the default for non-smooth lines is black, not white... or maybe I'm just going crazy.
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited October 2013
    WOW, awesome... didnt knew that!

    BIG Thank YOU!

    btw: the non-smooth color could be black (by default), its set to white on my config.

    EDIT: i just tried this on models... and i encountered something else i didnt knew.

    a) if you move the model by holding the gizmo its moving trough everything
    b) if you move the model by holding the model (= dont click / hold on gizmo) its moving on geometry (not going through)


  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Wow, looks like there is lots of useful stuff incoming. I just discovered that you can select EVERYTHING that's not in a layer by clicking the select-everything-in-selected-layer-mouse-pointer-button without selecting a layer (this sounds confusing, try it in the editor).

    Also, reworking the keybinds speeds up the workflow a LOT. I use it similar to commanding now. A = Select tool, W = Line tool, S = Extrude, E = Rectangle tool, F = Scale Tool, Shift + D = Rotate tool, Shift + E = Create face, Shift + Q = Flip Face, and, last but not least, Spacebar = Delete.
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited October 2013
    Thank You! That was exactly the feature i was searching for since morning (select everything not on a layer) :D

    1 question, maybe a bit stupid BUT
    when you use WASD keys for the tool selection, how do you navigate in 3d perspective ?
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Right click + WASD. You can't move without right click anyway.
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    Right click + WASD. You can't move without right click anyway.

    Ok, stupid question solved ;) Thanks, didnt really noticed i was using the right mouse button when i am moving, right now. (strange but true)

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Joseppe wrote: »
    Right click + WASD. You can't move without right click anyway.

    Ok, stupid question solved ;) Thanks, didnt really noticed i was using the right mouse button when i am moving, right now. (strange but true)

    I know that feel^^
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