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Texturieren == around a level or also articles to texturieren, proceeds one as follows: # the level or the article (3DS or ZEN) into the Spacer load # the Mesh compile. Individual or also whole Polygongruppen activates the check box "editor mode" be selected after compiling can now with the mouse: * With one mouse-click can individual polygon be selected and/or deselektiert. * With pressed mouse button one can "drive" these with the mouse over several polygone and so successively select and/or deselektieren. * With the key X a selection far away * with the space bar is hidden the selection to visibly assign the texturierung thus briefly around the selected polygonen now a material (inclusive its texture) uses one the two upper Button in the vertical Toolbar: * "Apply material with mapping" assigns the material selected in the material editor to the polygonen and turns the adjusted Mapping (way, like the texture on the polygone becomes "tapeziert") on. * "Apply material without mapping" does not accomplish renewed Mapping. Thus the positioning, scaling and rotation of the texture on the polygonen remains. With pressed space bar the textures can be shifted, scaled and rotated on the polygonen. With the key G thereby a LockGrid can be switched on (adjustable into the Spacer Settings): * The cursor keys shift the texture * with the number block the texture scaled * distance and BILDAB rotate the Texur, just like EINFG and PICTURE ON (other incrementation) * with PAD_DIV and PAD_MUL can one the Texur horizontal shear * with PAD_MINUS and PAD_PLUS can one the Texur vertically shear * finally can one with PAD_EINFG and PAD_ENTF the texture reflect == [ [ Anchor q2]]Materialien == the material editor is an important tool in the editor mode of the Spacers. A material possesses a texture as probably the most important characteristic. Further important characteristics can be specified either in the material editor or in the Objects dialogue. === [ [ Anchor q3]]Materialpool and material bill === [ [ picture material_list.jpg ] ] in the material bill the materials the available are listed. The Spacer administers a material pool, which is divided into different filterfilter filters. In the file Matlib.ini (in _ work/tools/data) are stored the individual filters. Per filter a pml file is put on there, which contains all materials. Storing the material pool can be accomplished over the Settings menu (save material filters). If a texture from the level cannot be assigned to a filter, this lands only once in the TRASH filter. With the two Buttons NEW ONES and DEL in the material bill can new filters be put on and/or existing be removed. Assigning from materials to a filter happens in the material editor. In order to load a material into the material editor and/or the Objects dialogue, is enough more simply mouse-click on the desired material in the list. === [ [ Anchor q4]]Material editor === [ [ picture material_ed.jpg ] ] the material editor offers some possibilities, which are here briefly enumerated: * Creation of new materials * Zweisung of textures * filter allocation * group allocation * allocation to Quickslots we want now once a new material to put on. In addition we click on the Button NEW ONE and enter a name for the material. Afterwards we can still select, in which material filter it is to be stored. (nose alarm: The window over the latch cross do not terminate!). Now we know the material still another texture (Button "...") and other characteristic assign. The material can be removed simply thereby again by assigning it the filter "TRASH" (therefore it the name). Now we want to hit a somewhat simpler way around materials to produce. Above all we want to put on directly several with an impact. In addition we use the ADD Button in the material editor. Now a selection of files dialogue opens, with which we select ourselves the textures, which we would like to load as new material into the material pool. A selection of several textures is possible. After we confirmed the selected textures, again the well-known dialogue appears for the selection of a filter. One can put the materials * only once into the TRASH (if one the material only briefly needed), * an existing filter to assign or * directly into a new filter store. Now we want to assign existing materials to a filter. In addition there is the selection box in the material editor "filters". Now, it is simple to shift an individual material into a filter. But it becomes pedantic, if we want to make this with a lot of materials. In addition we can activate the Button FIXED with a texture from the goal filter. Then pushed with everyone mouse-click in the material bill the clicked material into the fixed filter. A further partitioning of the materials takes place in the form of firmly given materials groups. These determine some further characteristics of the material (e.g. step noises). The QuickSlots was introduced, in order to make the simple Texturieren possible to the Freelook mode (key F3). In this mode the polygone can very comfortably with the mouse selected (link mouse button) and a selected texture (right mouse button) become assigned. With the Quickslot keys (1-9) now maximally 9 materials can be selected directly, without stepping out of the Freelook mode. Further attitudes in the material editor determine the Mapping, with that the texturetexture texture on the polygone are put (see "texturierung") as well as the refinement, with which textures can be moved ("Tex.Move"). This attitude has an effect with switched on Grid (key G) all thing. The color of a material indicates, how is this to be drawn, if the texture is not represented (e.g. if the texture were not found). Here the average color (Avg.Color) in most cases offers itself. The color is indicated as according to colored edge around the Texur in the material editor. The alpha value of a texture indicates finally the transparency of a texture: 0=Komplett transparent, 255 = completely obscurely. === [ [ Anchor q5]]Materialeigenschaften === [ [ picture material_props.jpg ] ] a few further attitudes can be made in the Objects dialogue (when editing do not forget the Button APPLY!). The individual fields are actually quite well avowed in the on-line assistance of the Spacers (see Help windows).