11 · The Mission Editor
F11 toggles it, on the currently loaded mission [script]. Everything below is from the shipped
manual in base/scripts.vl2’s help/ directory unless marked otherwise.
The eight tools
Selected from the Window menu [script]:
| Tool | Purpose | Documented in |
|---|---|---|
| World Editor | Full-screen object movement and selection | 12 |
| World Editor Inspector | Inspect and edit object properties | 12 |
| World Editor Creator | Create new mission objects | 12 |
| Mission Area Editor | Adjust mission bounds; mirror terrain | 13 |
| Terrain Editor | Manually adjust the heightfield and square properties | 13 |
| Terrain Terraform Editor | Procedurally generate the heightfield from fractal operations | 13 |
| Terrain Texture Editor | Procedurally place terrain textures by rule | 14 |
| Terrain Texture Painter | Manually paint terrain textures | 14 |
The split runs objects vs terrain, and within terrain, procedural vs manual. The intended order is procedural first, manual second — generate a heightfield with Terraform, correct it with the Terrain Editor; place textures by rule, then touch them up with the Painter.
Movement
“The normal movement keys can be used to control both the player and the camera. The right mouse button is used to rotate the camera or adjust the player’s view.” [script]
You are editing as either the player or a free camera, and switch between them from the Camera menu. The distinction matters: the player collides with the world, the camera does not, and several object-drop rules are relative to the camera specifically.
File menu
| Item | Effect |
|---|---|
| New Mission… | Creates an empty mission with a default terrain and sky |
| Open Mission… | Opens an existing mission for editing |
| Save Mission | Writes the current mission to disk |
| Save Mission As… | Writes it under a new name |
| Import Terraform Data… | Imports terraform rules from an existing terrain file |
| Import Texture Data… | Imports terrain texture rules from an existing terrain file |
| Export Terraform Bitmap… | Terraform Editor only — exports the current terraform map to a bitmap |
The two Import items are the most useful and least known. Terraform and texture rules are stored in the
.ter file, so you can lift an entire generation recipe off a shipped map and re-run it — the fastest way
to learn what produces Tribes-like terrain is to import Slapdash’s rules and read the stack.
Save Mission is what writes the .mis. The output is SimObject::save(), which is why every shipped
.mis and .gui carries the //--- OBJECT WRITE BEGIN --- marker
(SimObjects and namespaces). It also means anything
you hand-edit into a .mis outside the marked block survives, and anything inside it does not — the
editor rewrites that region wholesale. Put your // MissionTypes = and // DisplayName = headers
above it.
Edit menu
| Item | Effect |
|---|---|
| Undo / Redo | “Undoes the last action in terrain or world editing. Not all actions can be undone” |
| Cut / Copy / Paste | Clipboard for world-editor selections |
| Select All / Select None | Selection in world and terrain editors |
| Relight Scene | Recomputes mission static lighting — see 15 |
| World Editor Settings… | Planar movement, gizmos, drop behaviour |
| Terrain Editor Settings… | Brush falloff filter, Set Height value |
Take the undo caveat seriously. It is the manual’s own wording, and terrain operations in particular are not reliably reversible. Save before any terraform Apply.
Camera menu
| Item | Effect |
|---|---|
| Drop Camera At Player | Moves the camera to the player and switches to camera mode |
| Drop Player At Camera | Moves the player to the camera and switches to player mode |
| Toggle Camera | Switches between player and camera movement |
| Slowest … Fastest | Camera speed |
These are exposed to script as client commands [script]:
commandToServer('dropCameraAtPlayer');
commandToServer('DropPlayerAtCamera');
commandToServer('ToggleCamera');
Camera speed is $Camera::movementSpeed, default 40. The Construction mod raises it to 80 for its
scaled-up TR2 missions and restores the default afterwards [mod-script] — a reminder that a mod can
retune the editor for its own content:
if( %missionType $= "TR2" )
{
$_Camera::movementSpeed = $Camera::movementSpeed;
$Camera::movementSpeed = 80;
}
else
{
%val = $_Camera::movementSpeed $= "" ? 40 : $_Camera::movementSpeed;
$Camera::movementSpeed = %val;
}
The console is part of the toolchain
The editor and the console are complementary. Anything the editor cannot express, script can — and the
object you are editing is an ordinary SimObject:
$Camera::movementSpeed = 120;
MissionGroup.getCount();
nameToID(team1flag).dump();
MissionGroup.save("missions/MyMap.mis");
MissionGroup.save() is exactly what Save Mission calls. dump() on a selected object shows every
field the Inspector can edit and several it cannot
(SimObjects and namespaces).
Under the community patches
The QoL patch extends the terrain painter from six material slots to eight, via
EPainter::setup, EPainter::onAdd and EPainterChangeMat [patch-script].
That matters for portability: a map painted using slots 6 or 7 will not paint correctly in an unpatched editor, and Sierra’s own guidance is to keep to four or fewer textures in any one area anyway (14 · Terrain texturing).
Nothing else in the editor is modified by either patch.
Related
- 12 · World Editor — the object tools in detail
- 13 · Terrain — heightfield generation and editing
- 10 · Mapping — the file set and full workflow
- Missions — the
.misformat the editor writes