e - eyedrop. Not sure of it's use.
r - toggles rotate snap
u - 'view from object' moves the camera to the center point of the object selected. Useful for seeing if your objects are floating.
i - moves the camera to the object selected
o - similar to 'i' but zoomed much farther out
p - gives the coordinates of the selected object, and allows numeric input for position (the vector field) and scale/rotation (the Quat field). The scale is only a visual representation, doesn't show up that size in-game, but position (vector) works.
g - shortcut key to ground an object
h - toggles 'place' off
j - shortcut key for the place button. To place another of the object selected.
n - moves to the next object on the object list
m - shortcut key for multiselect
shift - in multiselect mode, it makes a white selection cube that selects everything inside of it
b - finds the next ungrounded object. Seems to work intermittantly.
1 & 2 - if you have multiple objects selected, 1 does a copy of that group, and 2 will place a copy of that group. Although, it annoyingly resets the camera.
[ - Toggles the camera to orthographic view
] - Toggles the camera to perspective view.
alt+f - Toggles FPS among other scene stats on/off
ZeroEditor resolution modification
Another thing I found nice when messing around one night was editiing the config.ini file in the same directory as ZE. ZE defaults to 1024x768, but if you have a higher or lower resolution, you can adjust for that in this file.
- open config.ini in notepad
- set these two lines to your resolution
windowWidth = 1024
windowHeight = 768
or, alternatively, you can set this line to 1
maximizeWindow = 0
Wavefront *.obj export
While in Object Edit Mode click on Multi Select, then select an object and click Save As OBJ located at the bottom of the left panel. In the popup dialog give the *.obj a name and save destination then click Open (which is actually "Save").
The new *.obj can be opened in any 3d package that can import *.obj files, but all parts of the object including collision etc will be merged into one and there will be no UVs or material information.
Export terrain as Wavefront *.obj
You can save your terrain as a high-poly *.obj file by going to File>Save and in the File name input of the Save Terrain or World window simply change the .wld extension to .obj then click Save. When the ZeroEditor warning window comes up just click Yes. The *.obj file will be saved in your world1 folder unless you changed the save destination.
Save *.OBG (OBject Group) files for easy placement
ZeroEditor gives you the ability to save multiple objects to a single file for easy placement.
Lets say you carefully placed all sections of a capital ship in ZeroEditor and you want to create a new map with those same objects placed exactly the same without the hassle of placing them again.
To save an object group in Object Edit Mode you would click Multi Select then select the objects that you want to place simultaneously in the new map, then click on Save Group on the left panel and give it a name and save destination then click Open (which is actually "Save").
To load this new group into your new map just go into Object Edit Mode and click on Multi Select then click on Load Group (beneath "Save Group") and browse to and select it then press Open and place it like you would any ODF.
This *.obg file can be used as much as you need though the objects that this group file contains must be accompanied by their respective odf, msh and textures located in their corresponding folders.
squipple wrote:
If there are more things you find that aren't in the docs, post here so we can keep a list. I know the 'b' key does something too, but I'm not sure what.
C:\BF2_ModTools\data_USE\Editor\Config\editor\object If you take a look at the gzeditor_object_enter.cfg, 'b' seems to mean, go to ungrounded object(Bind("b", "editor.object.find.ungrounded");).
and there is more that can be found in those files, I see
--
Thanks for finding all those binds .
Hey, thanks RC-1290. That file gives a much better idea of what those keys do. I see all the other modes in tehre as well. I'll update the list as I figure them out. Looks like you could also bind your own keys if you wanted.
I am not sure if this is documented but I was also playing around with key strokes (panning and zooming)
and found when, in perspective mode, and not in top down view (tilted slightly using the up down arrows)
you can raise and lower the camera view by simulataniously pressing the W or S key with the number pad
8 or 2 keys. This is very helpful for multi level maps and for getting under the terrain such as was my need
for my map. It takes a bit of getting use to example start by pressing W (it will start zooming in) then press
the 8 or 2 and it will stop zooming and move up and down .
I was just in object multi-select mode, and while holding the left shift key I was able to draw a white cube in the world that selected everything inside of it. I've never seen this before, and I did a gt search and a search through the docs and it's not listed as I can see. Has any one else found this? Even if so I think it should be added to the 1st post here so more people know about it.