![LOGO](https://raw.githubusercontent.com/andreasdr/tdme2/master/resources/github/tdme2-logo.png) # 1. What is Editor? - Editor is our TDME2 project content editor, featuring tabs for the following type of content - Empties - Triggers - Environment Maps - 3D Models - Particle Systems - Terrains - Scenes - TDME2 UIs - Texts - Sounds - Textures - Fonts - It has a hierarchal project folder view - It has a folder content view with preview for each file if available - It has a hierarchal outliner for each tab managed by the tabs itself - It has context menus for outliner and folder content view - It also provides search functions at certain places in the editor # 2. Tabs ## 2.1. Model Editor Tab - model loading - DAE, Wavefront OBJ, FBX, TM model files and TMM meta data files - model meta data file saving - TMM - stores its model as TM file additionally - render with generated ground, shadowing, bounding volume - rotate, zoom - setting up the model pivot - set up rendering options - shader - contribute/receiving dynamic shadowing - set up as render group - setting up bounding volumes - none - sphere - capsule - bounding box - oriented bounding box - convex mesh - multiple convex meshes can be automatically generated from any mesh using V-HACD - or be imported from a given model with each top level node representing a convex mesh - concave terrain mesh - bounding volumes can be transformed by using a gizmo - setting up physics properties - body type, mass, bounciness, friction, inertia tensor - setting up model properties - key, value map for what ever reason - LOD level editor - type, distance, model, adjustment add/mul color, ... - material editor - adjust colors, textures, masked transparency - animations editor - create, edit and delete animations - relate sounds to animations - preview to test your model - set up base animation and up to 3 animation overlays - attach models on bones - sound - attach sounds to optional animations with optional additional key - also set up gain, pitch, looping, fixed and offset for each sound - tools - be able to generate LOD2/LOD3 as billboard or imposter - be able to compute smooth normals - be able to optimize models in terms of mesh nodes and materials - see statistics - opaque faces - transparent faces - material count ## 2.2. Particle System Editor Tab - particle system loading - particle system saving - render with generated ground, shadowing, bounding volume - rotate, zoom - setting up particle system properties - key, value map for what ever reason - setting up a particle system group which consists of multiple particle systems, for each you can - set up the type - object particle system - point particle system - fog particle system - set up and edit the emitter - point particle emitter - bounding box particle emitter - circle particle emitter - circle particle emitter with velocity on circle plane - sphere particle emitter - emitters can be transformed by using a gizmo - setting up bounding volumes - none - sphere - capsule - bounding box - oriented bounding box - convex mesh - bounding volumes can be transformed by using a gizmo - sound - attach sounds to optional animations with optional additional key - also set up gain, pitch, looping, fixed and offset for each sound ## 2.3. Terrain Editor Tab - setting up terrain properties - key, value map for what ever reason - create terrain from 1m x 1m up to 4000m x 4000m - load and save terrains - use a brush to alter terrain with predefined or user generated textures - operations are add, subtract, flatten, delete, smooth - load a predefined or user generated texture as brush, whereas the rgb color space is used as strength base - set up the texture scale - set up the strength which will be multiplied with strength base derived from texture rgb color space - foliage gets updated after terrain height change - the terrain brush is displayed on top of terrain - create water meshes with a auto fill like algorithm at grabbed brush terrain height - use a brush to add or remove foliage with predefined or user generated textures - operations are place, delete - load a predefined or user generated texture as brush, whereas the rgb color space is used as density base - set up the texture scale - set up the density which will be multiplied with density base derived from texture rgb color space - each prototype that will be painted has the following properties - scale min, max - rotation range X axis min, max - rotation range Y axis min, max - rotation range Z axis min, max - slope min, max - height min, max - normal align - the foliage brush is displayed on top of terrain - use the ramp tool to connect higher terrain with lower terrain - mirror the map around x and/or z axis optionally flipped ## 2.3. Scene Editor Tab - prototype library - in general - setting up prototype properties - key, value map for what ever reason - models - see model editor - particle systems - see particle system editor - terrain - see terrain editor - empties - trigger - environment mappings - scene editor - setting up a grid where to place prototypes on - setting up snapping where to align prototypes at - load, save scenes, showing scene dimension - import scenes from model files like FBX, DAE or TM - setting up scene properties - key, value map for what ever reason - entities, which are instances from prototypes - set up name, description - see prototype name, center - setting up entity transform for a single or multiple entities - translation - scaling - rotation - color your entities - center entities - remove entities - reflection using a environment mapping - entities can be transformed by using a gizmo - setting up entity properties - key, value map for what ever reason - set up up to 8 lights (for now) - see and select entities(models, particle systems, empties and trigger) from prototype library to place them in the scene - rotate, zoom and pan scene - copy and paste - other - large models like terrain meshes can be partitioned in 64mx64mx64m objects # 3. Other information ## 3.1. Links - TDME2 Philosophy, see [README-Philosophy.md](./README-Philosophy.md) - TDME2 Engine, see [README.md](./README.md) - TDME2 Editor, see [README-Editor.md](./README-Editor.md) - TDME2 How to build, see [README-BuildingHowTo.md](./README-BuildingHowTo.md) - TDME2 Screenshots, see [README-Screenshots.md](./README-Screenshots.md) - The Mindty Kollektiv [Discord Server](https://discord.gg/tMqrmcp23Q) ## 3.2. Additional notes - Note: This document is WIP