Here, it is up to you to choose. Will you lead the desperate people of Celenheim and save them from destruction, or will you ally with the dark hordes of the Outlands and overrun the Enclave to get back what you claim to be yours? Make your decision and experience incredibly atmospheric and intense medieval combat action!

Post tutorial Report RSS Enclave FAQ

Quick reference for the game's level editor. Originally posted on the developer's forum.

Posted by on - Basic Mapping/Technical

Originally posted on Starbreeze's forum. Mirrored here for archival purposes.

Dear enthusiasts.

My name is Jens and I made the textures for the levels in Enclave. I also built a map or two.
I suggest that some clever person with knowledge of forums and such put together a FAQ that can be filled with all your discoveries of Ogier.
As we are in crunch mode currently at Sbz, few of us will have time to support this forum, but I'll drop by as often as I can.

Below you'll find the old(?) Quick Reference that is included in the installer (according to Jesse), which would serve as a base for a FAQ. But first I'll throw in some additional stuff as well (might be the same information in some cases as the Quick Reference).




NAVIGATION:
-----------------

Using your left hand little finger press the left shift key. Use keys "A","D","W","S" (these are your arrow keys, never use the ones that have arrows on them) to navigate quake style in 3d view, and zoom in and out in 2d view. Mouselook works in 3d view so use that one to look around. You'll navigate the view that your mouse arrow is in, so release shift and move your mouse to another view to navigate that one.
Pressing Tab as you go backwards or forwards in 3d view will make you leap. This is useful for large maps.
Press PageUp to increase travelling speed in 3d view (speed is visible in bottom right corner).
Press PageDown to decrease travelling speed in 3d view (speed is visible in bottom right corner).
WARNING! If you hold PageUp you may set the speed dial to such an extreme number that you instantly fly so far from the map that you can't find your way back. If this happens select any brush in one of the 2d views and press and hold Ctrl+W. This will bring the camera back to the selected object, but it may take a while.




CLIPPING DISTANCE:
--------------------------

You can set the clipping distance in the 3d view. This is useful for extremely polygon intensive scenes that kills your framerate.
Ctrl+PageUp - increase distance.
Ctrl+PageDown - Decrease distance.





TOOLS:
---------

Use space to cycle forward and Shift+Space to cycle backwards.
The Spline tool will only work on spline brushes.



GENERATING BRUSHES:
-----------------------------

Press "1","2","3","4", etc. to generate different kinds of brushes.
Press Shift+"1","2","3","4", etc. to generate different kinds of SPLINE BRUSHES (these are also called curved surfaces I believe, but we use the word spline for some reason, so get used to it).

To make brushes that has more faces than the default ones, press "<" and fiddle with the numbers in the Creation Params. Then press "Close" and press "5", "6", or "7" to see the new shapes. Save before you do this, because some high numbers may crash the program.



SELECTIONS:
----------------

Left click on object to select.
RIGHT click anywhere to deselect.
Hold RIGHT mouse button to draw a selection frame.
Ctrl+LEFT mouse button to add/remove object from selection.




GROUPING:
--------------

Press "G" to group several objects.
Press "F" to step down the group hierarchy.
Press Ctrl+"F" to step up the group hierarchy.
(This is extremely useful, so use it)






MOVE OBJECTS OR VERTEX/SPLINE HANDLES:
------------------------------------------------------

Select the objects or vertexes/spline handles you wish to move, then use "A","D","W","S" (the arrow keys) to move them in the 2d view your mouse pointer is in. Of course you can use the mouse to drag them around as well, but this way is better Smile
Pressing Ctrl+"A","D","W","S" when having an object selected will modify it's shape. Pretty useful sometimes.




COPYING:
-------------

Ctrl+C to copy.
Ctrl+V to paste.
Ctrl+P to paste in the exact same position as the copied object. This is extremely useful, but make sure you don't end up with several object in the same place.




GRID:
--------

Press "Q" to decrease grid size.
Press Ctrl+"Q" to increase grid size.
Ogier supports infinitely small grid, but for beginners I recommend you never go below 1 in grid size.



FORCE SNAP:
-----------------

For inexplicable reasons vertextes may on occasion end up ever so slightly off-grid. This may cause trouble when compiling. To correct this you may select the entire level, or certain areas and objects and force snap them to a preferred grid size. Vertexes that are off grid, or on less than 1 unit grid will show up as red. Spline handles will be red ever so often, but I don't think you'll have to worry about those. Leave them red if you wish.



TEXTURING:
---------------

Select one or more objects. Enter Texture mode.
Left click on any face you wish to texture.
Ctrl+Left click on any face you wish to add/remove from texture selection.
Press "~" to open the texture browser in any 2d/3d view that your mouse pointer is in (you can have different texture packs in different views). Press "~" again to go back to your previous view.
Select a desired texture.
Press "K" to paste that texture onto your selected faces.
Press "Enter" to modify texture settings.
To flip a texture simply put "-" in front of the scale (for example -0.25).




TEXTURING ADVANCED:
-----------------------------

This is the really cool stuff in Ogier, so if you can get used to it right away go for it.
Once a face is selected and a texture is in place you can offset it by moving your mouse pointer over a 2d view and press "A","D","W" or "S".
Pressing "I" will copy the selected texture.
Pressing "K" will paste the copied texture on a selected face.
Pressing "O" will copy the selected texture with it's settings intact.
Pressing "L" will paste the copied texture with it's settings intact on to a selected face.

Pressing "M" will cycle the texturing mode. These are:
For brushes: Box Mapping and Planar Mapping.
For splines: Box Mapping, Fixed ST-Mapping and ST-Mapping.
You'll see which mode is active in bottom left corner of screen.
Different mapping types have different colors.

Planar Mapping will retain the projection direction of the texture when altering the face to shapes that would otherwise cause the face to have the texture projected from another direction. Try playing around with the vertextes to learn more.

Fixed ST-Mapping will emulate how Box Mapping works, but follow the shape of the spline.

ST-Mapping will allow you to decide how many pixels from the texture that will be drawn on the spline surface. For example, if you map a 512*512 texture onto a face you can enter 512 in the scale boxes in the texture settings and the face will be completely covered by the texture regardles of the shape of the face. Try it, you'll like it.

NOTE: Flipping or rotating a texture on a spline may involve unorthodox procedures. For example, instead of writing -0.25 in X scale you may have to write -0.25 in Y scale and rotate the texture 180 degrees. Play around.

Select all faces on selected objects by pressing "X" in texture mode.

You may select all faces bearing a particular texture in any selection by selecting a texure ("I", or from the browser), then select any amount of brushes (like the whole map or a group or a single brush) and press "Select Surface Faces" in the "selection" window.




STRUCTURE:
----------------

This is an art form. I'll give you a quick summary, but this section would benefit from more detail by someone better than me.
Structure is what the engine uses to find out what polygons to exclude when rendering the world. Basically, if the polygon is behind a Structure block it won't be rendered.
The thing is that a Structure brush is extremely taxing for the cpu so unless it covers a lot of polygons it's cheaper to just render the polygons.
STRUCTURE SHOULD BE BUILT AS PRIMITIVELY AS POSSIBLE WITH AS FEW BRUSHES AS POSSIBLE. Basically, if you bulid a room you should encase it in a box of structure that has as small holes as possible for the doors.
Never make structure at an angle (unless you really really know what you're doing). Always let the brushes follow the grid lines.

A Structure brush should always have the "NoOverlap" texture on all faces. This will make it invisible in the engine as long as it is inside of a regular visible brush (the face of the structure block can be in the exact same space as a regular visible face if you wish).

To create a structure brush do this:
Press "1".
Map the brush with NoOverlap texture.
Select the brush.
Check the Structure box on the panel to the right of the screen.
Now you have a structure brush.
Press Ctrl+R to show only structure brushes.
Press Ctrl+R again to go back to normal view.

A map will have to be encased in structure in order to compile, so just build a Structure box (six brushes) outside your level when you begin working on it.


That's it for now. Below is the old Ogier Quick Reference. It may yield some additional information, but the above should at least get you started.

Take care and good luck.


- Jens





-------------------------------------------



Appendix 1 - Quick reference

All views:

Holding Shift, Middle mouse-button:
Mouse look

F5:
Redraw all views

Alt+S or Ctrl+F12:
Save document

Ctrl+O:
Load document

Ctrl+N:
New world

Ctrl+Z, Alt+Backspace:
Undo
Ctrl+Y:
Redo

Ctrl+'C', Ctrl+Insert:
Copy
Ctrl+'V', Shift+Insert:
Paste
Ctrl+'P':
Paste with the same postitions

Instert, '<':
Create new object

Ctrl+'<':
Change class of object

'Q':
Grid up
Ctrl+'Q':
Grid down

Paragraph:
Toggle surface browser

Space:
Next tool
Shift+Space:
Previous tool
Alt+'1':
Scale tool
Alt+'2':
Rotate tool
Alt+'3':
Edge tool
Alt+'4':
Vertex tool
Alt+'5':
Texture tool

'1':
Create cube
'2':
Create wedge
'3':
Create spike
'4':
Create spikewedge
'5':
Create cylinder, param0 = segments
'6':
Create cone, param0 = segments
'7':
Create sphere, param0 = x-segments, param1 = z-segments
Shift+'1':
Create spline-cube
Shift+'2':
Create spline-pie
Shift+'3':
Create spline-cylinder
Shift+'4':
Create spline-arc 1
Shift+'5':
Create spline-arc 2
Shift+'6':
Create spline face (use with care)


'G':
Group selected
Ctrl+'G':
Ungroup selected
'F':
Step into group
Ctrl+'F':
Step out of group
Ctrl+Alt+'F':
Step into group with selection intact

Alt+'D', Delete:
Delete selected brushes

'C':
Center on selection
Alt+'C'
Center all views on selection

'V':
Fast rotate selection 45 degrees
Shift+'V':
Fast rotate selection -45 degrees

Ctrl+Alt+'C', 'I':
Copy surface from selected brush/brushes
Ctrl+Alt+'V', 'K':
Paste surface on selected brush/brushes (face/faces if using TextureTool)

'R':
Toggle Structure for selected brushes
Ctrl+'R':
Toggle View Structure mode

'H':
Toggle Hidden for selected brushes
Ctrl+'H':
Toggle view Hidden on/off
Ctrl+Alt+'H':
Toggle Type Hide for selected classtype

Alt+'X':
Flip selection in X-Axis
Alt+'Y':
Flip selection in Y-Axis
Alt+'Z':
Flip selection in Z-Axis

Alt+'R':
Run simulation
Ctrl+'+':
Increase timescale
Ctrl+'-':
Decrease timescale

F3
Select all
F4
Forcesnap
F6
Select surface faces
F5
Redraw all
F6
Select surface faces
F8
View map info
F9
Toggle showing of models

Ctrl+F9
Toggle buttonbar
Ctrl+F10
Toggle nodebar
Ctrl+F11
Toggle workspace


2D-view specific:
Holding Shift:
Arrow up or 'W':
Zoom in
Arrow down or 'S':
Zoom out

'+':
Zoom in
'-':
Zoom out

Arrow up or 'W':
Fast move up
Arrow down or 'S':
Fast move down
Arrow left or 'A':
Fast move left
Arrow right or 'D':
Fast move right


3D-view specific:
Tab:
Toggle Wireframe/Solid/Textured view

Holding shift:
"Blink crossing"

Arrow up or 'W':
Move forward
Arrow down or 'S':
Move backward
Arrow left or 'A':
Move left
Arrow right or 'D':
Move right

PageUp
Increase 3D-Speed
PageDown
Increase 3D-Speed

Ctrl+PageUp
Increase clip-plane
Ctrl+PageDn
Increase clip-plane


ScaleTool:
Left mouse-button:
Scale in selected plane
Holding Ctrl will force to scale in only one axis.

Right mouse-button:
Skew in selected plane

'M':
Open scale dialog


RotateTool:
Left mouse-button:
Rotate with 5 degrees step in selected plane
Holding Shift will allow stepping 1 degree at a time instead of 5

Right mouse-button:
Quick rotate 45 degrees in selected plane

'M':
Open rotation dialog

'X':
Toggle if the rotation-wheel should lie in the center of the selection or not.


EdgeTool:
Holding CTRL while clicking on a handle selects/deselect the handle. Holding CTRL
while using selection rectangle will add handles to the selection. The standard
fast-move keys will move selected handles instead of selected objects.

Left mouse-button:
Move handle

'+':
Decrease the number of edge-points when using static tessellation

'-':
Increase the number of edge-points when using static tessellation

'I':
Show length of selected edges (test)

VertexTool:
Holding CTRL while clicking on a vertex selects/deselect the vertex. Holding CTRL
while using selection rectangle will add vertices to the selection. The standard
fast-move keys will move selected handles instead of selected objects.

Left mouse-button:
Move vertex/vertices

Right mouse-button:
Move vertex/vertices "hard" (for splines)

'B', Return:
Hide/Show Rotate axis (test)


TextureTool:
Holding CTRL while clicking on a face selects/deselect the face. The standard
fast-move keys will move the offset of selected faces instead of move selected objects.

Left mouse-button:
Move texture offset

Right mouse-button:
Rotate texture

Ctrl+Right mouse-button:
Fast rotate 45 degrees

'B', Return:
Brings up the texture dialog

'M':
Toggle between box-mapping and fixed ST-mapping on splines.

'X':
Selects all faces (or none if all is already selected)

Post comment Comments
MrBriggs18
MrBriggs18 - - 56 comments

This had to appear long ago.

Reply Good karma Bad karma+1 vote
LithTechGuru AuthorOnline
LithTechGuru - - 404 comments

I got it off archive.org. It was posted in the early 2000s.

Reply Good karma+1 vote
Amran
Amran - - 11 comments

This document is also included with the 'Ogier Documentation (PDF & Reference Doc)' download in the Files section. I definitely recommend taking a look through this and the rest of the official documentation for anyone interested in learning Ogier!

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