Getting To Know the Delta3D Editor

Welcome to the Delta3D Editor. This tutorial will guide you through the process of configuring your editor, creating a project, and building a map.

Once you run the editor, the first thing you should notice is that it prompts you to select a project context.

If the context was already set from a previous run of the editor then you will probably want to skip the next couple of paragraphs. The project context you select will become your root directory for your map. Resources of meshes, textures, and sounds imported into your project will be stored in the context you select/create. In the ‘Select a project context’ dialog pick a folder for you context and press the ‘OK’ button.

Click the apply button. The context dialog will close and you will now be in the editor.

You are probably wondering why the majority of the features are disabled. This is because you have not created a map. In order to create a map, navigate to the File menu, and select New Map, or select the icon farthest to the left on the toolbar. The New Map dialog that contains 3 fields: name, file name, and description.

The file name of the map will mirror the name you enter for it. Let’s call the map “MyCoolMap” and click the OK button. You should now see your map’s name along with the project context in the title bar of the window, and all the features of the editor should now become enabled.

The editor has a handy method that will auto save a map while it is being edited. Let’s change the number of minutes in between auto saves to make sure our new map is always backed up. Go to Edit menu and select Preferences. This should open a dialog with a list of preferences, the next to last one being the number of minutes in between auto saves.

Change the default of 5 minutes down to 1 minute and click the OK button. Now we know that our map will be backed up once every minute, just in case the power happens to go out. Note that the auto save feature will prompt you when a map being opened has a backup file.

Now that we know our map will be backed up often, let’s import some resources into the editor. A compilation of resources can be downloaded from this location . By default the rightmost side of the editor should be the Resource Browser. The resource browser may be using more window real estate than you may have available. If you click the square in the top right corner of the Resource Browser and undock the window you can then move it around.

The Actor Browser and Property Editor can also be undocked by clicking the square in the top right corner of their windows. If you click the X in the top right corner, it toggles the visibility of each window. This can also be controlled under the Window menu selection. If for some reason you want to restore everything to the default state (how the editor looked when first executed), you can do this by selecting the “Reset Docking Windows” selection from the Window menu or by pressing Ctrl+R.

It’s time to import some resources! In the Resource Browser, select the Textures tab. Now, with the Textures menu item selected, press the import button which is on the far left of the row of buttons at the bottom of the Texture Browser. This will open a dialog box.

Click the … button. This will open a file browser. Navigate to the directory on your hard drive that contains the resources you downloaded from the aforementioned website link and import the textures into the editor by pressing the Open button. Now you should see the names of the Textures in the Texture Browser. Just to make sure everything worked correctly, check the check box labeled “Auto Preview”. Now that we have auto preview enabled, click the menu item in the Texture Browser named “back.jpg”. You should see the texture in the preview box.

Now we know that importing resources works!

Next, navigate to the Static Mesh Browser by selecting the Static Mesh tab from the Resource Browser.

Just like earlier, with the Static Mesh menu item selected, click the import button. This should open another dialog box. Click the … button. Using the file browser, navigate to your Delta3D data folder on your hard drive. Open the folder named models. Select the file named “uh-1n.ive” and click the Open button to import the model into the editor. If you expand the Static Mesh menu, you should see something like this:

Now that you’re familiar with the Delta3D Editor, you can find the next tutorial right here .


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About delta3d

delta3d is a game and simulation engine appropriate for a wide variety of simulation and entertainment applications. delta3d uses best-of-breed open source technologies to create a fully integrated game engine and with content creation tools.MORE


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