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Stage Editor Manual
Stage Editor Manual
2013/5/16
Table of Contents
Upon successfully loading the Stage Editor, this screen will be displayed.
General Interface
Stage Editor Interface
①・・・・・・・・
Map preview and Camera control panel
②・・・・・・・
Stage parts menu
③・・・・・・・
Stage scenery menu
④・・・・・・・
Stage component selection menu
⑤・・・・・・・
Stage element display/boundary menu
⑥・・・・・・・
Overhead Map
FILE Menu
NEW
Discards current map and creates a new one.
SAVE
Saves and/or renames the current map.
Saved stages may be used in-game and freely edited later.
LOAD
Discards the current map and loads a previously saved map.
QUIT
Exits the stage editor.
EDIT Menu
UNDO
Reverses the last change made.
REDO
Reapplies the last revision made.
DELETE
Deletes the selected object.
PREVIEW Menu
SCREEN
Allows the player to move through the map as if they were in-game.
(b) Display/Hide ground icons
When set to [OFF], [Water] and [Grass] icons will not be displayed on the
overhead map.
Clicking the yellow circle next to [Height Field] will toggle the
display of elevation differences on the overhead map.
When [ON] the map displays elevation differences between stage elements
through color.
When set to [OFF], PART elements such as these rocks will not be
displayed on the overhead map.
When set to [OFF], stage objects such as these TEAM MARKs will not
be visible on the overhead map.
Clicking on the yellow circle next to [Polygon Field] will toggle the
display of polygon density on the overhead map.
When set to [ON], the overhead map will display polygon density in a grid
format. Polygon density is represented through color. High poly areas
will have a red overlay on the overhead map.
You can move through your custom stage through the preview panel by
clicking on different parts of the screen.
Forwards
Backwards
Left clicking on a portion of the screen will allow you to move across the
X and Z axis.
Ascend
Descend
Right-clicking on a portion of the screen will allow you to move across the
X and Y axis.
(b) Shortcut Keys
F1~F8
Each layer is assigned to the Function keys F1-F8.
Press the key to switch to the corresponding layer.
CTRL+Z
Shortcut key for the UNDO function.
Reverts the last change made.
CTRL+Y
Shortcut key for the REDO function.
Reapplies the last revision made.
CTRL+F
Shortcut key for the PREVIEW function.
CTRL+C
Copies the currently selected PARTS or OBJECTS on the
overhead map and places them onto the clipboard.
CTRL+V
Places any PARTS or OBJECTS that are on the clipboard and
applies them to the overhead map.
ALT+1~6
Switches between functions available from the Palette panel
located on the lower left half of the screen.
In order, they are [Ground Height], [Ground Tiles], [Objects].
[Lighting], [Entities], and [Camera Position].
DELETE
Deletes the currently selected element(s).
Modifying Stage Parts
Elements that can be placed into a stage are organized
into [Sets] of similar elements
A [Standard Set] is comprised of Parts that can be used to build your stage.
You may switch between sets at any time by selecting them from the menu
and clicking on the [Apply] button.
(b) Selecting an Extended Set
Extended sets operate in much the same manner as Standard Sets, but will not
necessarily contain interchangable objects. Switching between incompatible
sets will result in the removal of all incompatible elements.
(c) Distance Settings
球面描画 OFF
The smaller the value, more The higher the value, less
of the sphere will be visible. of the sphere will be visible.
Environment Settings
Changing the Environment
Changing the Environment Effects will cause the landscape and
general environment of the stage to reflect the new setting.
DE_nightsun1 DE_snow1
PY_rain2 GN_moon1
The X value represents the horizontal axis and will change the width of the
stage accordingly.
The Y value represents the vertical axis and will change the height of the
stage accordingly.
The Altitude Limit determines how high into the air a player may
travel before running into a boundary.
Button functions
^
Copies the bottom half of the map and reflects it across the X axis
to create an identical version of it on the upper half of the map.
V
Copies the upper half of the map and reflects it across the X axis
to create an identical version of it on the lower half of the map.
>
Copies the left half of the map and reflects it across the Y axis
to create an identical version of it on the right half of the map.
<
Copies the right half of the map and reflects it across the Y axis
to create an identical version of it on the left half of the map.
Basic Controls
Ground elements such as grass, trees, and water may be placed by clicking
the appropriate tile in the palette and then dragging the mouse across the
desired position on the map. Objects can be dragged from the palette onto
the map and moved, raised, or rotated once placed.
Regarding Layers
Layers can be thought of as transparent canvases that exist on top of each
other. Each layer is a plane upon which parts and objects may be placed, but
any modifications made to objects within the selected layer will take effect.
In example, a set of trees placed in Layer 2 cannot be selected or deleted
while operating in Layer 3. The division of elements across layers allows for
the organization of like elements and higher levels of precision while
creating stages
* In the case that the user intends to create a stage with a large number of
parts and/or objects, dividing the elements across multiple layers will make
editing them afterwards much easier.
Layer 1 Layer 2
The [Set Ground Height] tool may be accessed by clicking on its icon,
located at the top left corner of the tool Palette or by pressing [ALT+1].
With this tool it is possible to elevate a portion of the stage to a desired level.
The [Height] slider determines the elevation to be applied to the area.
The [Size] slider determines the size of the cursor when applying the
height tool.
The [Place Ground Tiles] tool may be accessed by clicking on its icon, located
at below the terrain height tool at the top left corner of the tool palette, or
by pressing [ALT+2].
Ground tiles will become the "floor" of the stage and should be placed first.
Placing tiles
After selecting the desired tile type, clicking and dragging the mouse across
the overhead map will cause that tile to appear as the "floor" within the
stage.
AUTO BORDER
When checked, tiles placed will attempt to match borders with the
surrounding tiles.
When making changes for fine details, this function should be left
unchecked.
Size changes
The [Size] slidebar dictates how many of the selected tile will be placed
at once. Naturally, the larger the number, the more tiles will be placed.
The [Place Objects] tool can be accessed by clicking on its icon, as shown
below, or by pressing [ALT+3].
A selection of available objects will be displayed, each of which can be
dragged and dropped onto the overhead map.
Rotating objects
An object can be rotated to any of the 4 cardinal directions by pressing the
[Rotate] button located at the top right.
(e) Light Sources
The [Place Light Source] tool can be accessed by clicking on its icon, as
shown below, or by pressing [ALT+4].
With this tool, it is possible to create a light source that will illuminate the
surrounding area.
Position
The values determine the location of the light source and represent the
X, Z, and Y axes, respectively
* Light sources may be selected and moved via the overhead map as well.
Range
Determines the light source's effective range.
Color
Changes the color of the light source.
Type
Switches between [POINT] and [SPOT] lighting.
Shadow
Determines whether or not the light source will create shadows.
(f) Placing Entities
Regarding Powerspots
Up to 2 powerspots per team may be placed within a stage.
■CatapultSkew
Places an entity that launches a player at an upwards angle.
■CatapultSide
Places an entity that launches a player horizontally.
■Powerspot0
Places a powerspot usable by [TEAM0]
■Powerspot1
Places a powerspot usable by [TEAM1]
■Metactus・Tallcactus
Places a destructible entity shaped like a cactus.
*Metactus will deal damage to players that touch it.
■Tree_R・Tree_G・Tree_W・Tree_A
Places a destructible entity shaped like a tree.
* 4 colors available (Red, Green, White, Gray)
■TotemS・TotemM・TotemL
Places a destructible entity shaped like a Totem Pole.
* 3 sizes available.
■Snowman_R・Snowman_G・Snowman_B
Places a destructible entity shaped like a Snowman.
* 3 colors available (Red, Green, Blue)
■Mush_G・Mush_P
Places a destructible entity shaped like a mushroom.
* 2 colors available (Green, Pink)
■Drum_B・Drum_R・Drum_Y
Places a destructible entity shaped like a barrel.
* 3 colors available (Blue, Red, Yellow)
Placing Environmental Objects
After selecting an entity to place, clicking on the [Attach] button will make it
appear with other objects ready to be placed on the overhead map.
While the entity is selected, clicking and dragging from the [DROP THIS]
button onto the map will place the entity within the stage.
Position
The values determine the location of the entity and represent the
X, Z, and Y axes, respectively
* Entities may be selected and moved via the overhead map as well.
Facing
Changes the direction the entity faces.
Entities may be rotated 360 degrees freely.
Setting Player Spawn Points
This function is used to determine the possible locations for players to
spawn from.
Team Settings
Dictates the location of each team's spawn points. As with other
entities, spawn points can be freely moved around the stage.
Each team requires 5 spawn points each.
Position
The values determine the location of the spawn point and represent the
X, Z, and Y axes, respectively
* Spawn points may be selected and moved via the overhead map as well.
Facing
Changes the direction the spawn point faces.
Spawn points may be rotated 360 degrees freely.
Selecting [EDIT STAGE] will bring up a list of the custom Stages saved to
disk. Select the desired custom stage to load it for the room.
Custom stages will appear in the Team Fight listings as shown below.
Once the required number of players have entered the matching list,
it will be possible to begin the battle.