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ui_breakdown.md

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UI Breakdown

General Tab

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 the Dat151 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

Rooms Tab

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 and Echo

Portals Tab

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 sound
  • Max Occlusion is a value from 0.0 to 1.0. 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
  • Draw Portal Fill
    • Draws a transparent color fill within the limits of portals