A. Save File Name
- Used to specify the name of the save file
- Save button will save the progress without generating the occlusion files, similar to the /savemlo command
B. Information Fields
- Used to display information about the current MLO
- Note - These are READONLY fields
C. File Generation Option Toggles
- It is recommended to generate and use both the
Audio Occlusion YMT
file and theDat151
file Add Debug Comments
should only be used understand how the files are generated or debug issues, CodeWalker currently doesn't parse comments in XML correctly.
D. Sections Tabs
- Used to navigate between the tabs that hold additional information about the pieces of the current MLO
A. Room Select
- Used to select the room to view further information about
- This should default to the room that your ped is currently located in when the UI is opened with the /openmlo command
B. Room Information
- Used to display information about the Room that is currently selected
- Note - These are READONLY fields
C. Dat151 Settings
- Used to view and edit values for a room such as
Reverb
andEcho
A. Room Select
- Used to select the room to view further portal information for
- This should default to the room that your ped is currently located in
B. Portal Information
- Displays and allows for editing of portal occlusion settings
Enabled
Toggles allow for completely removing any possible change of sound passing through a portal, or even uni-directional soundMax Occlusion
is a value from0.0
to1.0
. The higher the value the less sound that will pass through that entity.- If an entity is marked as a door, when the door is recognized as open the game will allow sound to travel through the portal freely
Debug
switch will draw a debug border around the entity to help you find it- This can be useful in cases where the model name is unknown and only the model name hash is shown
- Note - Some cases where the object has a hash collision, or is improperly set up, this may not properly draw the debug border around the entity
- Note: Not every portal has entities (such as doors) assigned to them so if you don't see any models assigned to a portal, that's just because they aren't set up to be assigned to the portal
C. Debug Switches
- Contains the switches for portal debug functionality
Draw Portal Info
- Draws text stating portal Ids and the rooms that they connect
Draw Portal Outline
- Draws simple
[X]
shape around the limits of portals
- Draws simple
Draw Portal Fill
- Draws a transparent color fill within the limits of portals