Part 4 covers:
... much more
Call of Juarez 2 Level Design Part 4: Object Props
CoJ2 Bound in Blood Video Notes:
Mask is ability to search through CoJ2 model directory
If you use * (asterisk) in front of your keyword it will search for all the models that has that particular search in the title. It widens your search.
When placing Object Selections, they are multiple objects grouped together. To open up a selection group, RMB click on the model and Open Group.
Same to close the group. RMB click on the model and Close Group
Parent other objects to a group by going to Object's Attribute Property by double clicking on an object.
Under Parent, Browse and select a group that you want to parent to.
To deselect it, follow the same steps but now click Deselect.
X = centers the object in your viewport
1. Hide Helpers
2. Hide Selected Objects
3. Hide Unselected Objects
4. Unhide Selected Objects
5. Unhide All Objects
S = Select Objects
Space Bar = Locks Select Objects
Impulse Physics will place an object into your scene using physics. More natural way to place your models.
Object Attributes --> Shadow Maps.
Allows to reduce or increase the distance of rendering shadows for selected objects.
Greater the number, the futher away the shadows will render for that object
Hold Cntrl+RMB = add to current selection
Hold Alt+RMB = remove from current selection
More precise control over object transformation, select from World to Local coordinates.
A = place/move selected object by RMB anywhere in your viewport
Object List of all your objects in your scene.
Object Attributes --> Skins
Object Attributes --> Class --> LawmanASP = assigns physics to the selected object in your scene.
ASP = Actor Single Physics. Use LawmanASP only in single player mode.
Shift+Drag Object = Duplicate
Using Layers organizes your scene for better management
Going to Object Attributes --> Layers, change which layer the object will be on.
To create subLayers, hold Cntrl+LMB and drag a layer into another layer.
Call of Juarez 2: Bound in Blood Level Design Tutorial List
- Installing Tools. File Structure of Custom Maps,Support
- Interface and Navigation Advanced Mode
- Creating the Initial Environment
- Bonus: Terrain Workflow
- Adding Objects and Environment Props
- Custom Objects: Maya to ChromEd
- Adding Roads and Working with Terrain
- Detailing and Using Brushes
- AI, Waypoints, Fightnodes
- AI Sensors, Action Chains
- AI Scripts and Triggers
- AI Behaviors and Actions Overview
- Setting up Objectives
- Setting up Objectives and Quests
- Item Types
- Optimization and Class Types
- Publishing a Map and Release