Mapping Guide
From Savage 2 Strategy Wiki
Translations: /de DEUTSCH
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Savage 2 Mapping Guide
Introduction
Interface
Brushes
The deform, texture, foliage, and blockers tools are your basic painting and sculpting tools, and as such, provide a series of brushes to choose from in order to give you precise control over what areas of the map you’d like to work with.
To select a brush, click on the small icon with a black background and the number “32” at the topleft. The brush list will open and you’ll be able to click on the desired brush to select it. All brushes have the number “32” on them. The brushes are as follows:
| Single cell – smallest brush | Small circular brush, hard edges | Large speckled brush with very soft edges | 2x2 Square brush |
| Small circular brush, soft edges | Medium circular brush, hard edges | Large cloudy speckled brush | Small square-ish brush |
| Medium circular brush, soft edges | Large circular brush, hard edges | Large cloudy spotted brush | Small ring brush (soft edges) |
| Large circular brush, soft edges | Huge circular brush, hard edges | Large cloudy brush (lots of spots) | Medium circular brush with very soft edge ring |
| Huge circular brush, soft edges | Gigantic circular brush, hard edges | Straight vertical brush | Large circular brush with very soft edge ring |
| Gigantic circular brush with soft edges | Massive circular brush, hard edges | Straight horizontal brush | Large sparse spotted brush |
| Biggest circular brush with soft edges | Biggest circular brush with hard edges | Straight diagonal brush | Cloudy circular brush |
| Medium speckled brush with hard edges | Large speckled brush with medium edges | Straight diagonal brush | (Empty) |
The brush strength setting applies to layer 2 textures, the deform tool, and the foliage tool, and control how fast layer textures transitions from opaque to transparent, how fast terrain moves when being deformed, and how fast changes to foliage are applied.
Brush Notes
- The ring brushes on the right hand side look as if they should have a very strong ring effect with hard edges, but seem to have the reverse while texturing (layer 2). The ring effect with hard edges is most apparent when deforming (raise/lower).
- The brushes with soft edges or faded areas are treated as solid brushes for applying layer 1 textures in the texture sub-tool of the texture tool as well as the blocker tool since they do not allow for varying strengths of application.
- The straight brushes are great for deforming around the edges of placed structure entities and when making areas that are walled in by arena wall and other entities.
- The hard-edged circular brushes seem to be best for mountain deforming, as they naturally add a bit of crinkle to otherwise overly smooth and mound-like mountains. It’s generally easier to smooth mountains than to make them a little rougher around the edges.
- The soft-edge brushes are great for tweaking terrain up and down a bit (using a low strength value). The largest of the soft-edge brushes are great for slowly and gradually ramping up the height of areas for smooth transitions between high and low areas of a map (again, usually with a low strength value).
- The speckled and cloudy brushes with a low strength value are good for adding a bit of variation and bumps to mountains.
Tools
Deform
Raise/Lower
The raise/lower sub-tool allows you to raise and lower areas of terrain. Left-clicking will raise the terrain, and right-clicking will lower the terrain. Hold down either mouse button to continue to apply the effect. The strength value controls how quickly terrain raises and lowers.
Flatten
The flatten sub-tool allows you to flatten out areas of terrain. The height that the terrain conforms to is the terrain height where you click the left mouse button, and you can hold down the left mouse button to continue to apply that height to the terrain. The strength value allows you to specify how quickly terrain reaches the chosen height.
Chop
This sub-tool allows you to instantly reduce the height of any terrain that’s above a certain height. The chop height value plus roughly 11 or 12 (or -11 or -12 if you enter a negative value) is the height the terrain will be restricted to. Terrain that’s above that height value will be reduced to the specified height, and terrain that’s below that height will be unaffected.
Smooth
This sub-tool smoothes terrain and allows you to soften rough or sharp edges. Using the larger brushes allows you to more easily create long subtle slopes. The strength value allows you to set how quickly the smoothing effect takes place.
Clear
The clear sub-tool allows you to gradually adjust terrain to a particular height. The brush strength value allows you to set the speed at which terrain reaches the specified height.
Noise
The noise sub-tool allows you to quickly add significant rough variations to terrain. Larger noise octave values create more space between the terrain height variations. The brush strength value allows you to control how quickly the terrain rises and lowers.
Harmonic
The harmonic sub-tool is similar to the noise tool, allowing you to add variations to the terrain. The default harmonics value of 6 will produce much more gradual variations than the noise tool. Higher harmonics values significantly increase the speed at which terrain raises and lowers, as well as the size of the mounds and craters that it creates. Values higher than 8 for a brush strength of 128 are not recommended, as the terrain can quickly go to -30,000 height in less than a few seconds. Lower harmonics values will make the brush perform very similarly to the noise tool, with very rough terrain variations. The brush strength value allows some control over the speed at which terrain is raised and lowered.
Texture
Color
The color tool allows you to tint areas of terrain, allowing for effects such as subtle color variations across large swaths of textures, accentuating the placement of entities, accentuating terrain features such as roads, and embellishing shadows. Left-click on terrain to paint with the primary color (this defaults to red (1.0 0.0 0.0)). Right-click on terrain to paint with the secondary color (default is white (1.0 1.0 1.0)). The brush strength setting affects how quickly and strongly the color is applied.
- The blending style for the painted area is most similar to the "multiply" layer blending mode in Adobe Photoshop; brighter colors closest to white are the most transparent, while darker colors closest to black are most opaque.
- Generally, for most color work, a brush strength of 4-6 is suitable. This allows for subtle effects that blend well with the existing terrain texturing and don't look out of place.
Texture
This is the sub-tool of the texture tool that applies textures to the map. To apply a texture, you'll need to do the following:
- Click on a texture in the texture list to select it for use (the title reads "Terrain Textures", you may need to click the up or down arrow on the right side of the title bar in order to expand the list).
- Press the "Layer 1" or "Layer 2" button to select which layer you'd like to apply the texture to.
- Layer 2 smoothly blends with any layer 1 texturing below it.
- Layer 2 will not blend smoothly with nearby applications of layer 2 if those nearby applications use a different texture.
- Layer 1 does not blend at all.
- Click on the currently selected brush to open the brush list and choose your desired brush.
- If you're using using layer 2, set your desired brush strength. Stronger brushes apply the texture and reach 100% opacity (fully visible) faster. Lower brush strength applies the texture more slowly and stays at lower opacity (less visible) longer.
- Layer 1 is always applied at full opacity regardless of brush strength.
- Left-click to apply the texture.
- With layer 2, you can right-click to erase the texture. Lower brush strength allows you to have the layer 2 texture fade out slowly.
- Layer 1 texturing cannot be erased, only painted over/replaced.
Alpha
The alpha sub-tool allows you to hide layer 2 texturing in a very precise manner, allowing for fine edges and detail normally not afforded by the normal texture sub-tool. To hide layer 2 texturing, right-click over an area that has been painted on layer 2 with the texture sub-tool. To have the painted area visible again, left-click over that area. Because the alpha tool allows much finer control than the normal texture tool, you'll need to use a MUCH larger brush than normal to affect a similar area. The brush strength setting controls how quickly layer 2 texturing is hidden and restored.
- Bear in mind that the alpha tool cannot paint new layer 2 texturing; it only allows for the fine control of the visibility pre-existing layer 2 texturing.
- You're not actually erasing the layer 2 texture, just hiding and revealing any that may exist in an area.
Entity
Create
The create sub-tool allows you to place an entity on the map by left-clicking anywhere on the map. It’s best to at least select a model before placing an entity to get an idea of its size and position, but all properties of an entity can be modified after placement simply by selecting the desired entity and changing its properties.
- Entities cannot be selected while using this sub-tool.
Entity Types and their Properties
These properties define what type of object the entity is (such as gold mine or scar), as well as things such as the model to use, how much gold might be available (for mines), and what team the entity is for (0 by default and for NPC’s, 1 for Human, and 2 for Beast).
Scenery Scenery is the most common entity type. These entities are generally just decorations and miscellaneous terrain features which don’t have any special properties. Trees, rocks, ruins structures and walls, and bushes are all scenery entities.
- This entity type is similar to the doodad object type in Warcraft 3, or the tile object type in Command & Conquer: Renegade.
Mine The mine entity type is for gold mines on which humans can build steam mines and beasts can build grove mines. The model to use for gold mines is /world/props/mine/mine.mdf. For mine entities, you’ll need to set the “Gold” value, which is the total amount of gold available in the mine, as well as the “Harvest Rate” value, which is the amount of gold harvested per upkeep tick. When entering in gold and harvest rate values, make sure to press enter after typing the value in so that the editor saves the value.
It’s best to refer to existing maps for an idea of what to set for each gold mine. Some example values are below.
- Deadlock, bases – 47,000 total, 275 harvest rate
- Deadlock, sides – 25,000 total, 150 harvest rate
- Deadlock, center – 40,000 total, 175 harvest rate
- Hellpeak, bases – 30,000 total, 200 harvest rate
- Hellpeak, towards center – 25,000 total, 150 harvest rate
- Hellpeak, sides – 40,000 total, 250 harvest rate
- Crossroads, bases – 50,000 total, 275 harvest rate
- Crossroads, center – 40,000 total, 200 harvest rate
- Crossroads, corners (Northeast/Southwest) – 35,000 total, 150 harvest rate
- Crossroads, sides – 20,000 total, 90 harvest rate
Scar
The scar entity type allows you to define where teams can build a sacrificial shrine (hell shrine) in order to purchase hellbourne units with souls. The model to use for scars is /world/props/scar/scar.mdf.
Base Building The base building entity type is for defining where the stronghold and lair are placed on the map. For humans, set the model to /human/buildings/stronghold.mdf and the team to 1. For beasts, set the model to /beast/buildings/beast_lair.mdf and the team to 2.
Critter The critter entity type is used for basic NPCs, such as grandars, cickles, and dark rogues. The model should be set to /npcs/npcname/character.mdf (/npcs/monkit/character.mdf for example). When the type is set to critter, a critter properties window will appear at the bottom of the map editor interface. There, you need to choose the critter definition file in the “definition” dropdown which matches your npc (monkit.npc for example). Make sure to leave the team as 0 for critter entities.
Nav Flood Fill Point
- NOTE: This entity type is very likely not in use anymore, due to updates in the pathfinding system in Savage 2. This entity type will likely be removed sometime in the future.
Entities of this type help to indicate to the game’s AI which areas of the map are traversable. Placing these at the center of the major traversable areas on your map (such as next to all mines, scars, and bases – as well as in smaller tighter areas that the AI might have difficulty navigating to) will help the AI navigate your map.
- Entities of this type should have their model set to null (/core/null/null.mdf).
Select
This sub-tool allows you to select entities without the risk of translating, rotating, or scaling the entities. Single entities can be selected by clicking on them with the left mouse button. Groups of entities can be selected by clicking and holding down the left mouse button and moving the mouse to create a box around the desired entities. To de-select entities, click on an area without entities using the left mouse button.
- Most of the other sub-tools allow you to select entities by clicking on them or dragging the mouse to create a box around entities.
Translate XY
This sub-tool allows you to move an entity forwards, backwards, left or right, by clicking and holding the left mouse button down on an entity and moving the mouse. The entity retains its Z position relative to the ground as it is moved.
- Entities can be cloned by holding shift before moving them with the translate XY and translate Z sub-tools. Entities that are cloned using this method retain their properties, such as model, type, gold, and harvest rate.
Translate Z
The translate z sub-tool allows you to modify the position of an object relative to the ground by clicking and holding the left mouse button down on an entity and moving the mouse. Entities can be embedded in the ground or raised to the point of floating in mid-air. Please bear in mind that most entities floating in mid-air will hold their position and not fall to the ground in game.
Rotate Yaw
This sub-tool allows you to turn an entity to the left or right by clicking and holding the left mouse button down on an entity and moving the mouse.
- Trees and other entities which use speedtree such as some bush entities cannot be rotated with any of the rotation sub-tools.
Rotate Roll
This sub-tool allows you to tip an entity to the left or right by clicking and holding the left mouse button down on an entity and moving the mouse. It rolls relative to the direction the entity is facing, and its effect is easiest to understand when rotating an object with an easy to see front side. Think of it like doing a barrel roll with an aircraft.
Rotate Pitch
This sub-tool allows you to tilt an entity up or down by clicking and holding the left mouse button down on an entity and moving the mouse. Think of it like diving and climbing with an aircraft.
Scale
The scale sub-tool allows you to increase and decrease the size of an entity by clicking and holding the left mouse button down on an entity and moving the mouse.
Pivot in the center of the selection
This sub-tool affects the rotate yaw, rotate roll, and rotate pitch sub-tools. Selecting it modifies the rotation control to pivot based on the center a group of selected entities.
Pivots per object in selection
This sub-tool affects the rotate yaw, rotate roll, and rotate pitch sub-tools. Selecting it modifies the rotation control to have each entity rotate with individual pivot points at the center of each entity.
Pivot based on the object the mouse is over
This sub-tool affects the rotate yaw, rotate roll, and rotate pitch sub-tools. Selecting it modifies the rotation control to pivot based on the current entity that the mouse is hovering over.
Toggle grid snap
This sub-tool affects all of the rotation and translation sub-tools. The translate XY sub-tool becomes locked to a grid, making it easier to align objects next to each other. The translate Z sub-tool is locked to a similar but smaller grid on the Z axis. The rotation tools become locked to rotating in 45-degree increments.
Lock selection
This sub-tool allows you to lock the current selection so that any actions taken with other sub-tools will only affect the selected entity or entities, and you will be unable to select or de-select entities. Click the lock selection tool again to unlock the current selection.
Reset height (Z translation)
This sub-tool resets the height of selected entities relative to ground level that were made using the translate z sub-tool.
Reset rotation
This sub-tool resets any changes to the orientation of selected entities that were made with the rotate yaw, rotate roll, and rotate pitch sub-tools.
Reset scale
This sub-tool resets any modifications to the size of selected entity that were made by the scale sub-tool. The entity is essentially reset to the default size that the entities would have upon being placed with the create sub-tool.
Environment
The environment tool allows you to control how the terrain is lit and how the lighting and shadows appear.
Environment Controls
- All of the color values from entity ambient to sky FG color can be edited by clicking on the box which shows the current color and moving the sliders at the bottom of the environment controls window.
Basic Lighting
These controls set how terrain and objects are lit. You'll probably need to experiment with these controls to get a good feel for how they work. It's important that you run the map editor with the graphics settings turned as high as you can manage (especially higher than you would ordinarily run Savage 2), so that things like shadows are displayed.
Entity Ambient
This value controls how the shadows cast on entities are displayed. Generally this is set to be a darker color than the entity sun.
- This lighting is most visible with shadows turned on in the Savage 2 graphics settings.
Entity Sun
This value controls how the shadows cast on terrain are displayed. Generally this is set to be a darker color than the terrain sun.
Terrain Ambient
This value controls how the shadows cast on terrain are displayed. This is usually set to be a darker color than the terrain sun.
- This lighting is most visible with shadows turned on in the Savage 2 graphics settings.
Terrain Sun
This value controls how the majority of the terrain is displayed, depending on how you've set up the sun. Any area lit by the sun will show with the selected light color.
Sun Controls
Sun Sprite Enabled
Removing the check in this checkbox removes the sun from the sky. The lighting cast by it continues to be visible.
Sun Sprite Color
This settings controls the color of and brightness of the sun. Colors closer to white are the most visible.
Sun Altitude
The sun altitude value controls how high in the sky the sun sprite is shown, and will affect how shadows are cast.
Sun Azimuth
The sun azimuth value controls the angle of the sun and the direction in which shadows are cast.
Fog Controls
The fog controls act differently based on the mode that's selected, and thus this section will be separated by mode rather than by each control.
Fog Mode: None
No visible fog. Map is visible up to the distance specified in scene_worldfarclip (or scene_farclip, if it's a smaller value than scene_worldfarclip).
- Fog controls have no effect when using this fog mode.
Fog Mode: Linear
This is the most commonly used fog mode, and the easiest to work with.
Fog Scale: Determines the overall strength of the fog - the fog visibility at the end of the "fog far" value should be 100% (obscuring everything behind it using the fog color).
Fog Density: No Effect
Fog Near: The distance before the fog starts to become visible.
Fog Far: The maximum distance where terrain and objects on the map are visible before being completely obscured by the fog.
Fog Color: The color of the fog.
Fog Mode: Exponential
Fog Scale: No Effect
Fog Density: Controls how thick the fog is and how far the terrain and objects can be seen until being completely obscured by the fog.
Fog Near: No Effect
Fog Far: No Effect
Fog Color: The color of the fog.
Exponential^2
This mode is a bit stronger than exponential, but functions roughly the same.
Fog Scale: No Effect
Fog Density: Controls how thick the fog is and how far the terrain and objects can be seen until being completely obscured by the fog.
Fog Near: No Effect
Fog Far: No Effect
Fog Color: The color of the fog.
Hermite
This mode is most similar in functionality to linear, but applies the fog differently. Flip between the two modes to get an idea of how they differ.
Fog Scale: Determines the overall strength of the fog - the fog visibility at the end of the "fog far" value should be 100% (obscuring everything behind it using the fog color).
Fog Density: No Effect
Fog Near: The distance before the fog starts to become visible.
Fog Far: The maximum distance where terrain and objects on the map are visible before being completely obscured by the fog. Fog Color: The color of the fog.
Sky Settings
Sky Enabled
This checkbox controls whether or not the sky texture is visible. If it's not visible, all that will be visible is the sky foreground color.
Sky Skin
This is the texture that's shown (usually clouds) higher up in the sky (generally above the horizon).
Sky FG Color
Sky BG Color
Cloud Settings
Cloud Projections
Cloud Scale
Cloud Spd X
Cloud Spd Y
Cloud Tex
Sub-Tools
The sub-tools for the environment tool allow you to create and manipulate point lights. These lights emit an equal amount of light in all directions, in the color specified. For a selected light, the start falloff indicates the distance where the light starts to fade and the end falloff is the maximum distance that the light can reach. The scale sub-tool allows quick and easy control over the area that the light object affects, and thus the start and end falloff controls are for finer, more precise control.
Create
The create sub-tool allows you to place a light object on the map by left-clicking anywhere on the map.
Select
This sub-tool allows you to select lights without the risk of translating or scaling lights. Single lights can be selected by clicking on them with the left mouse button. Groups of lights can be selected by clicking and holding down the left mouse button and moving the mouse to create a box around the desired lights. To de-select lights, click on an area without lights using the left mouse button.
- Most of the other sub-tools allow you to select lights by clicking on them or dragging the mouse to create a box around lights.
Translate XY
This sub-tool allows you to move an entity forwards, backwards, left or right, by clicking and holding the left mouse button down on an entity and moving the mouse. The entity retains its Z position relative to the ground as it is moved.
- Lights can be cloned by holding shift before moving them with the translate XY and translate Z sub-tools. Lights that are cloned using this method retain their properties, such their color and falloff values.
Translate Z
The translate z sub-tool allows you to modify the position of an object relative to the ground by clicking and holding the left mouse button down on an entity and moving the mouse. Lights can be embedded in the ground or raised to the point of floating in mid-air. Please bear in mind that lights floating in mid-air will hold their position and not fall to the ground in game.
Rotate Yaw
Because the light objects radiate light equally in all directions, there is no need for a rotate yaw tool. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Rotate Roll
Because the light objects radiate light equally in all directions, there is no need for a rotate roll tool. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Rotate Pitch
Because the light objects radiate light equally in all directions, there is no need for a rotate pitch tool. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Scale
The scale sub-tool allows you to increase and decrease the falloff of a light by clicking and holding the left mouse button down on a light and moving the mouse.
Pivot in the center of the selection
Because the light objects radiate light equally in all directions, there is no ability to rotate lights and thus no pivot points. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Pivots per object in selection
Because the light objects radiate light equally in all directions, there is no ability to rotate lights and thus no pivot points. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Pivot based on the object the mouse is over
Because the light objects radiate light equally in all directions, there is no ability to rotate lights and thus no pivot points. The button for this sub-tool does not work in the environment tool, and will not switch you out of the currently selected sub-tool.
Toggle grid snap
This sub-tool affects all of the rotation and translation sub-tools. The translate XY sub-tool becomes locked to a grid, making it easier to align objects next to each other. The translate Z sub-tool is locked to a similar but smaller grid on the Z axis.
Lock selection
This sub-tool allows you to lock the current selection so that any actions taken with other sub-tools will only affect the selected lights, and you will be unable to select or de-select lights. Click the lock selection tool again to unlock the current selection.
Foliage
The foliage tool is used to paint grass, flowers, and other types of vegetation onto a map. The vegetation can be applied to one of two layers, each of which operates separately from each other.
- Most of the foliage sub-tools will have no effect unless there is visible foliage in an area.
Texture
The texture sub-tool of the foliage tool allows you to set the texture used for foliage in an area. To set the foliage texture, left or right-click on an area.
- This sub-tool does not make use of the brush strength setting.
Density
The density sub-tool sets the amount of foliage that appears in an area (blades of grass, amount of flowers, etc.). The primary density value is applied by left-clicking and the secondary density value is applied by right-clicking. The brush strength setting controls how quickly the density of the foliage is changed.
- As there are no layer selection buttons in the density sub-tool, you will need to select another sub-tool to choose the layer that you want to work with, and then go back to the density sub-tool.
Size
The size sub-tool allows you to set the width and height of foliage in an area in a very precise manner. Left-click to apply the primary settings and right-click to apply the secondary settings. The brush strength value controls how quickly the foliage settings are applied.
- Height sets how tall the foliage is.
- Width sets how wide the foliage is.
- Rand. Height allows you to set random variations in the height of foliage in an area. Higher values mean a larger difference between the height of terrain in an area.
- Rand.Width allows you to set random variations in the width of foliage in an area. Higher values mean a larger difference between the height of terrain in an area.
- The up and down arrow buttons allow you to copy the primary foliage size settings to secondary and vice versa.
Scale
The scale sub-tool can set a scale multiplier on areas of foliage which affects all size and height values. The primary scale value is applied with the left mouse button, and the secondary scale value is applied with the right mouse button. The brush strength setting controls how quickly scale settings are applied.
Smooth
The smooth sub-tool averages all foliage settings except for texture across an area. This can allow you to have smoother edges in patches of foliage or more gradual variations between different heights and sizes of terrain. Left or right-click in an area to smooth the foliage. The brush strength value controls how quickly foliage is smoothed.
Lazy
The lazy foliage sub-tool is the easiest method for applying foliage. It applies the configured settings (or the defaults, if you have not made any changes) from all of the other sub-tools). The primary foliage settings are applied by left-clicking, and the secondary settings are applied by right-clicking. The brush strength slider controls how quickly the foliage settings are applied.
- This is the easiest to use and most powerful way to apply foliage. With the default settings for all other foliage tools left intact, you can left-click to apply foliage (default primary settings for all foliage sub-tools), and right-click to erase it (default secondary settings for all foliage sub-tools).
Occluder
It's not clear whether or not the occluder tool is intended to be used - currently it does not function. Occluders would generally be used to prevent objects behind the occluder from being visible, they're generally placed inside large objects.
- The terrain in Savage 2 occludes objects automatically.
- Savage 1 had the ability to set up functional occluders; they were generally placed inside large terrain walls to prevent objects from behind them from being rendered (generally this is done to improve performance).
Sound
The sound tool allows you to set the abmient sound on a map (such as storm or wind sounds) as well as create and manipulate sound emitters.
With the sound tool selected, a "Sound Controls" window will appear. You can type in the path to an ambient sound ("/shared/sounds/environmental/wind_3.mp3" for example) and set the volume to have that sound be audible across the entire map.
- Ambient sounds and sound emitters are generally not used for setting map music. Music is configured in the worldconfig file in the map archive.
Sub-Tools
The sub-tools for the sound tool allow you to create and manipulate sound emitters. These sound emitters emit an equal amount of sound in all directions, using the specified sound.
- The falloff indicates the maximum distance from the emitter where the sound is audible.
- Click in the field labeled "Sound:" to open a dropdown list where you can select the sound to use.
- The loop delays are used to determine how often a sound is repeated. The delay is a random value between the two numbers (in milliseconds) before the sound repeats. A value of 0 in both fields causes the sound to repeat instantly.
- The volume slider allows you to control how loud the sound is.
Create
The create sub-tool allows you to place a sound emitter on the map by left-clicking anywhere on the map.
Select
This sub-tool allows you to select sound emitters without the risk of translating them. Single sound emitters can be selected by clicking on them with the left mouse button. Groups of sound emitters can be selected by clicking and holding down the left mouse button and moving the mouse to create a box around the desired sound emitters. To de-select sound emitters, click on an area without sound emitters using the left mouse button.
- Most of the other sub-tools allow you to select sound emitters by clicking on them or dragging the mouse to create a box around sound emitters.
Translate XY
This sub-tool allows you to move a sound emitter forwards, backwards, left or right, by clicking and holding the left mouse button down on an entity and moving the mouse. The emitter retains its Z position relative to the ground as it is moved.
- Sound emitters can be cloned by holding shift before moving them with the translate XY and translate Z sub-tools. Sound emitters that are cloned using this method retain their properties, such their sound, falloff, and loop delay values.
Translate Z
The translate z sub-tool allows you to modify the position of a sound emitter relative to the ground by clicking and holding the left mouse button down on an entity and moving the mouse. sound emitters can be embedded in the ground or raised to the point of floating in mid-air. Please bear in mind that sound emitters floating in mid-air will hold their position and not fall to the ground in game.
Blockers
Blockers allow you to designate areas of the map that players should not be able to have access to. Players are restricted from entering areas painted with the blocker tool regardless of how high or low they are on the map.
To paint with the blocker tool, select a brush and then left-click on the area that you wish to prevent access to. The area will be marked in red. To allow access to an area that has been marked with blockers, right-click on that area (the red marking will be removed).
- Ranged siege units cannot fire over blockers.
- The blocker tool should generally be used to paint entire areas that are meant to be inaccessible (for example, outside of the intended play area) and not used as walls (players would be able to place spawn portals behind your blockers if you simply draw a line between accessible/inaccessible and not fill in the area).
- There are a couple of invisible blocker models (/world/props/tools/blocker_med.mdf for example) that you can use with the entity tool (set them to the scenery entity type) to block off areas that are in the main play area without interfering with ranged weapons or ranged siege units.

