Post by ©³~ SilentK on Jan 19, 2011 13:07:22 GMT -6
I will be covering basic things, highlighting upon:
Render modes and when to use them
Camera look issue and how to avoid
Points of origin
Duplicating multiple items
Teleporters
Weapon deletion issue and how to avoid
Vehicle duplication and swapping issue and how to avoid
Vehicle and scenery importation issues and how to avoid
Multi-permutation rocks
Render Modes-
Render modes are often overlooked by the average user, but often should be the first thing you consider setting before beginning work.
The default render mode (Textured Mesh) is fine for everyday work.
Issues with this render mode will occur if you have any bitmap data internalized into your map file. Spark Edit doesn't know how to deal with internalized bitmaps being called by the map file so you get a jumble of different non-static bitmaps texturing your map that often looks like corruption. This is normal for maps with internalized bitmap data. With such a corrupted look, it can be hard to work with objects in Spark Edit, so in this case, changing your render mode will help. For corrupted bitmaps switch your render mode to Shaded Wireframe.
If you have trouble locating an object in Spark Edit, often times the render mode Wireframe will help.
Other render modes are more or less useless.
Below is a preview of the above mentioned render modes.
Textured Mesh:
Textured Mesh with Corruption:
Shaded Wireframe:
Wireframe:
Camera Look Issue-
Often times when using Spark Edit for prolonged periods of time you may notice the camera loosing much of its ability to look up or down, inhibiting your ability to work, a simple fix is to hit the Reset Camera button as shown below:
Point of Origin-
If you've ever run into an issue with scenery not rendering in-game, it is most likely due to a point of origin being through the BSP. If a point of origin is not within the BSP the entire item will not render. You can spot points of origins by selecting your object and looking for the point where all 6 lines intersect. That intersect point is called the point of origin.
Duplicating Multiple Items-
Often times it is useful to duplicate entire clusters of objects at a time instead of rebuilding. Using left-ctrl selection may allow you to select multiple items at once on Spark Edit, but it doesn't allow you to duplicate all of those items at once. A way around that is to select one object at a time from your cluster, and duping them one by one, not moving them till duplication is complete. The distance an item is placed by Spark Edit after duplication is static, so in the end you will effectively have created a clone of your existing cluster. Once duplication is complete use left-ctrl selection to move them together all at once and place where desired. Shown below:
Teleporters-
When working with teleporters, users often have trouble figuring out which teleporter node is which, what teleporters link to which and which direction to face nodes for a smooth passage.
When spawning teleporter nodes, the teleporter node pointing towards the other is always the sender node, however if you loose track, hitting View Object Info on the right always helps. In addition to providing information on which node is which, the info window also provides information on what teleporter set the selected teleporter belongs to, for instance, the selected node in the picture is sender node number two, which corresponds with receiver node two, next to it.
When placing nodes you will always want to have the sender node facing away from the direction players will approach and enter the teleporter, and the sender node must face the direction you want the player to exit facing, as shown above.
Weapon Deletion Issue-
When deleting multiplayer equipment, for example weapons, you will notice that the visual models will change for other weapons across the map, it will appear as if the weapon is 'hopping' spawn points. However, if you select a 'hopped' weapon and view object info, you will see that only the visual model has changed and the weapon itself has not. This error only occurs in Spark Edit and does not effect the actual weapon itself. To resolve this issue, you must restart Spark Edit.
Vehicle Duplication and Swapping Issue-
When duplicating vehicles to swap, you will always want to dis-select and re-select your duped vehicle or upon swapping you will end up with the original vehicle changing and not the selected item. Issue shown below:
Vehicle and Scenery Importation issues-
When importing vehicles or scenery you often notice that you cannot swap an existing vehicle or scenery for the new item if you originally had the Vehicle or Scenery selection setting selected. To get around this simply dis-select from the Vehicle or Scenery setting to None, and then go back again. You will now notice you can select and swap your new item. Shown below:
Multi-Permutation Rocks-
Multi-permutation rocks are common in maps, but not diverse. There are only three types, two kinds seen below.
These rocks have multiple permutations and will randomly change in relative shape and size, so make sure to give them plenty of space when placing.
Render modes and when to use them
Camera look issue and how to avoid
Points of origin
Duplicating multiple items
Teleporters
Weapon deletion issue and how to avoid
Vehicle duplication and swapping issue and how to avoid
Vehicle and scenery importation issues and how to avoid
Multi-permutation rocks
Render Modes-
Render modes are often overlooked by the average user, but often should be the first thing you consider setting before beginning work.
The default render mode (Textured Mesh) is fine for everyday work.
Issues with this render mode will occur if you have any bitmap data internalized into your map file. Spark Edit doesn't know how to deal with internalized bitmaps being called by the map file so you get a jumble of different non-static bitmaps texturing your map that often looks like corruption. This is normal for maps with internalized bitmap data. With such a corrupted look, it can be hard to work with objects in Spark Edit, so in this case, changing your render mode will help. For corrupted bitmaps switch your render mode to Shaded Wireframe.
If you have trouble locating an object in Spark Edit, often times the render mode Wireframe will help.
Other render modes are more or less useless.
Below is a preview of the above mentioned render modes.
Textured Mesh:
Textured Mesh with Corruption:
Shaded Wireframe:
Wireframe:
Camera Look Issue-
Often times when using Spark Edit for prolonged periods of time you may notice the camera loosing much of its ability to look up or down, inhibiting your ability to work, a simple fix is to hit the Reset Camera button as shown below:
Point of Origin-
If you've ever run into an issue with scenery not rendering in-game, it is most likely due to a point of origin being through the BSP. If a point of origin is not within the BSP the entire item will not render. You can spot points of origins by selecting your object and looking for the point where all 6 lines intersect. That intersect point is called the point of origin.
Duplicating Multiple Items-
Often times it is useful to duplicate entire clusters of objects at a time instead of rebuilding. Using left-ctrl selection may allow you to select multiple items at once on Spark Edit, but it doesn't allow you to duplicate all of those items at once. A way around that is to select one object at a time from your cluster, and duping them one by one, not moving them till duplication is complete. The distance an item is placed by Spark Edit after duplication is static, so in the end you will effectively have created a clone of your existing cluster. Once duplication is complete use left-ctrl selection to move them together all at once and place where desired. Shown below:
Teleporters-
When working with teleporters, users often have trouble figuring out which teleporter node is which, what teleporters link to which and which direction to face nodes for a smooth passage.
When spawning teleporter nodes, the teleporter node pointing towards the other is always the sender node, however if you loose track, hitting View Object Info on the right always helps. In addition to providing information on which node is which, the info window also provides information on what teleporter set the selected teleporter belongs to, for instance, the selected node in the picture is sender node number two, which corresponds with receiver node two, next to it.
When placing nodes you will always want to have the sender node facing away from the direction players will approach and enter the teleporter, and the sender node must face the direction you want the player to exit facing, as shown above.
Weapon Deletion Issue-
When deleting multiplayer equipment, for example weapons, you will notice that the visual models will change for other weapons across the map, it will appear as if the weapon is 'hopping' spawn points. However, if you select a 'hopped' weapon and view object info, you will see that only the visual model has changed and the weapon itself has not. This error only occurs in Spark Edit and does not effect the actual weapon itself. To resolve this issue, you must restart Spark Edit.
Vehicle Duplication and Swapping Issue-
When duplicating vehicles to swap, you will always want to dis-select and re-select your duped vehicle or upon swapping you will end up with the original vehicle changing and not the selected item. Issue shown below:
Vehicle and Scenery Importation issues-
When importing vehicles or scenery you often notice that you cannot swap an existing vehicle or scenery for the new item if you originally had the Vehicle or Scenery selection setting selected. To get around this simply dis-select from the Vehicle or Scenery setting to None, and then go back again. You will now notice you can select and swap your new item. Shown below:
Multi-Permutation Rocks-
Multi-permutation rocks are common in maps, but not diverse. There are only three types, two kinds seen below.
These rocks have multiple permutations and will randomly change in relative shape and size, so make sure to give them plenty of space when placing.