Add some docs for editor

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Jackzie 2024-07-13 23:01:31 -05:00
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# Overview
* [Guide to using editor - editor_guide.md](editor_guide.md)
* [Guide to prop spawner - props_guide.md](props_guide.md)
* [File Information - files.md](files.md)

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The editor lets you move, rotate, color, an existing entity or create new ones from the prop spawner.
# Modes
There are 3 modes:
- Move & Rotate
- The main mode, the entity will move to your cursor location, and can be rotated.
- Tools:
- Stacker Tool - Let's you automatically snap the next prop you spawn to the specified side of the previously spawned item. This lets you build a fence, automatically setting the next prop to the right
- Collision Rotation - Let's you have entities change their rotation to be off the normal vector of your cursor's location. This means when you looking at a wall, our a ceiling, the prop will act like that surface is the ground.
- Color
- Lets you change the color of the entity
- Scale (Wall Editor only)
- Let's you change the dimensions of the invisible wall
- Free Look
- Lets you freely use your weapons and move around, to confirm the placement of your entity.
# Controls
The controls differ for each mode
### Global (all modes)
- Done / Spawn - `Use (E)`
- Cancel - `Walk (SHIFT) + Use (E)`
- Change Mode - `Zoom (MIDDLE MOUSE)`
### Move & Rotate
- Change spawn type (dynamic -> physics -> dynamic non-solid) - `Duck (CTRL) + Use (E)`
- Rotate - Hold `Reload (R)`
- Move `mouse left/right` to change heading (or roll if axis changed)
- Move `mouse up/down` to change pitch
- While holding, `Left Mouse` to cycle axis from heading/pitch to roll
- While holding, `Right Mouse` to cycle through snap angles
- While holding, `Jump (SPACE)` to cycle the stacker tool
- While holding, `Walk (SHIFT)`, to toggle collision
- While holding, `Crouch (CTRL)`, to toggle collision rotate
- `Left Mouse` to move entity farther away
- `Right Mouse` to move the entity closer
### Color
Color components refer to the letter in RGBA (Red Green Blue Alpha)
- Change color component (R G B A) - `Use (E)`
- Decrease value of color component - `Left Mouse`
- Increase value of color component - `Right Mouse`
### Free Look
No specific controls
### Scale
Only active when editing / creating invisible walls
(broken)

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docs/l4d2_editor/files.md Normal file
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These are information about the files in `<sourcemod>/data/prop_spawner`:
## models
This contains the data for every prop spawning category. All \*.txt files will be read as categories, where the first line will be the name of the category.
The prop spawner also folders, including nested folders. The name of the folder will be displayed as `[Folder Name]`.
Categories can also contain some extras, such as `Type:` to specify some custom spawning behaviors (example: items, bodies).
## saves
This contains all saved scenes (all props spawned in session) for a map. These files will be saved in a folder, with the current map's id. The file's default name is a timestamp of format `YYYY-MM-DD_HH-mm-DD.txt`. The file is a comma-separated (CSV) file. The format is, in order from left to right:
| **Field** | Type | Description |
| ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- |
| model path | string | The path to the entity's model, or in case of weapons, their id's |
| type | int | The type of the prop, 0 being `prop_dynamic`, 1 being `prop_physics`, and `prop_dynamic` but non-solid. |
| origin[3] | float array | The coordinates to spawn the entity. |
| angles[3] | float array | The angles to spawn the entity with. |
| color[3] | float array | The color to spawn the entity with |