Worldedit help pdf




















From here on, we will assume that you have either downloaded orthophotos from the Seamless server, or that you have similar files from some other resource. The advantage to using the Seamless server is that you can download image files that have their geographic coordinates embedded in the files themselves.

WorldEditor will automatically take care of any necessary image resizing and splitting large images into smaller textures without resolution loss, as well as the creation of image format and draped polygon files. Supported image file types are:. The recommended maximum image size is up to 16, pixels per side. Note that while WED can accept images of any size and shape, some resizing or transformation may occur if the source image is not already to the power of 2, or basically square.

To get started, open the File menu and select the Import Orthophoto option. Navigate to this folder and select the orthophoto files you downloaded previously. Assuming the coordinate information in the files is correct and that the file type includes embedded coordinates , WED will automatically place the images where they should be. Use the Marquee tool to select the newly inserted images, then give them a meaningful name in the hierarchy pane. If your image did not include coordinate information, and you need to fine-tune the placement of your images, use the vertex tool to highlight the corners of you images.

With a corner selected, you can use the Selection tab in the bottom right of the window to tune its latitude or longitude coordinates, along with its other properties. This is, for obvious reasons, not nearly as accurate as putting in the exact coordinates that you want for the image.

You may want to group all your overlay orthophotos if you are using more than one. To do so, select them all by holding down the Ctrl key Windows or Command key Mac and clicking the orthophotos in turn. Once they are grouped and in place, you can keep them from being accidentally moved by clicking the lock image next to them.

WED will check the last modification date of the referenced image file every time the scenery pack is exported. If the original image is newer than the. If the corresponding. To add a runway, simply select the runway tool numbered 2 in Figure 4 , then click twice in the map pane to visually set the two endpoints of the runway.

Note that sealanes are added identically to runways, but they use the sealane tool rather than the runway tool. After your second mouse click, the green drawing line will turn into an orange outline, and the runway will appear in the object hierarchy pane, with a long list of attributes below it.

After having placed the runway roughly where it belongs, use the Airnav database or another reference to manually specify the exact endpoints of the runway, as well as its other properties.

With the runway selected either because you just drew it or because you used the marquee tool and clicked on it , click the Selection tab found among the editing tabs, described above. Beyond these attributes, the order in which you input the data does not matter. At the very least, you should specify the runway width, the surface, and, of course, the name. Having finished modifying a runway visually, you may want to lock it as described in the section on The Hierarchy Pane above.

This will allow users to get all of the menu items and approach lighting associated with a real runway, while still being able to set the surface physics and graphics themselves using a draped polygon, with its physics specified in its.

This is an advanced scenery design technique and not allowed on airports submitted to the Airport Scenery Gateway. The taxiway tool is used to draw taxiways and other pavement including aprons, parking lots, and so on using Bezier polygons.

They are functional elements of the airport and should not be used for anything but surfaces where aircraft do actually taxi. They are not to be used for roads, building footprints or other paved, grey surfaces—use polygon. Before beginning, it is important to ensure that, when drawing these polygons, there is only one enclosed area per polygon—that is, make sure that the outline does not cross over itself at any point.

To ensure the taxiway aligns correctly with the runway or other pavement when rendered in X-Plane, be sure the two surfaces overlap a bit or that the points snap together.

See the Taxiway Shapes article for more information. With this in mind, select the taxiway tool from the toolbar and create a rough outline of a section of pavement. At this point, you should not be making the shapes especially detailed—use a small number of nodes, with the intention of cleaning the shape up later.

The vertex will be deleted and a straight line will be drawn between the two remaining vertices on either side of the deleted vertex. If you are using an orthophoto, it will be helpful to change the transparency of the taxiway in order to see where the holes should be drawn. Figure 14 : The rough outlined taxiways, before and after cutting holes in them left and right, respectively. To convert a plain node to a curving one, hold down the Alt key and drag the mouse away from the point. After you let go of both the mouse and the Alt key, you can click and drag the outside arrows to further tune the curve.

You may need place an extra node between two points for the purpose of creating this curving node. To split the line connecting two points and place a node between them, highlight the points using the vertex or marquee tool, open the Edit menu, and click Split. For information on switching between the different types of nodes, see the chapter Bezier Path Tools. Now we will add markings to our runways, taxiways, and other pavement.

Markings come in two varieties: perimeter markings found around the outline of taxiways , and overlay markings like taxilines, ILS, and hold short markings. The latter are essentially stand-alone lines, so they may also be useful for coping with complicated taxiway layouts. Note that whenever you select a tool that supports markings e. When you select a default marking in this pull-down menu, that marking will be applied to that tool until you change it.

You can, however, draw the shape first and add the markings later. This is easily accomplished by selecting an entity like a taxiway with either the vertex tool or the marquee tool, then going to the attributes pane and setting the Line Attributes, Light Attributes, or both, under the Selection tab. When you do this, the markings will be applied to the entire shape. To remove the markings from one section of the taxiway, select a single node using the vertex tool.

Then, in the attributes pane Selection tab, set its Line Attributes to none. The line connecting this node to whichever node was drawn after it will no longer have that attribute. For instance, if you selected Node 9 and set its Line Attributes to none, the line connecting it to Node 10 would have no markings.

These are places you can start your flight from, where parked aircraft are drawn, or AI aircraft may taxi to and from during their operations. Select your ramp start type: gate, tie down, or hangar. AI aircraft can use the gate and tie down types only, and push back services are only available at gate type ramp starts.

Misc checked by default and hangar types are only usable by the sim pilot. This is mostly used for spawning the correct type of AI planes. Pick at least one type of plane from the list. Note that changing the Size field will change the size of the yellow icon.

This is to help visualize how much space will be taken up by the largest aircraft of that category. A runway or taxi sign is simply a directional point entity , which means it is placed and rotated just like other directional point entities. To place a new sign, select the taxi sign tool from the toolbar, then click in the map pane wherever the sign should be located. The new sign is represented as a rectangular icon with an arrow emerging from one side to indicate its heading—the front of the sign is the side with the arrow emerging from it.

Note that you can rotate the sign as you create it by clicking and dragging, or you can change its heading later using the vertex tool. Once the sign is positioned, click on the line in the hierarchy to open the sign editor and change the Name parameter to specify what the sign actually says. You can type directly on the line or click on individual icons in the editor. With the sign editor, you cannot create an invalid sign—the editor knows the syntax rules. If you see pure text, the sign is already invalid and you will need to delete the offending part or redo it.

Use the Validate option to point out sign syntax errors. Windsocks, light fixtures, and airport beacons are all placed on the airport like runway signs described above —click to place them, and, in the case of the light fixtures, drag the cursor to change their orientation. You can use the marquee tool to change their position, and, in the case of light fixtures, you can use the vertex tool to change their heading.

Airport boundaries define the edges of the area considered an airport. These are used primarily when new global terrain is generated—they enable our scenery generation algorithms to flatten the appropriate airport terrain, and to apply appropriate land use textures.

The elevation of the airport area is pre-processed to remove bumps and radar spikes flattened , and the terrain type is set to airport grass. To draw an airport boundary, select the boundary tool and click at each corner around the airport. When drawing the outline, be sure to go in one direction—either all clockwise or all counter-clockwise.

When you have placed the last corner, press the Enter key to commit the points to the boundary. At this point, the boundary will appear in the object hierarchy pane; you can then name it there. For the purpose of this tutorial, we will assume the objects to be used are already created and saved as single object. Note that scenery that uses third party resources such as OpenSceneryX cannot be uploaded or shared on the Airport Scenery Gateway. To add an object to your scenery, first find it in the library browser the pane on the right side of the screen.

Selecting an object there will also select the Object tool from the toolbar. Having selected the object, click in the map pane wherever the object should go, or click and drag your mouse around to both place the object and set its heading. Object strings and line markings are drawn by default as open Bezier paths. Airport Line Markings are intended for aircraft movement assistance, such as taxiway center or edge lines, runway hold markings, etc.

They can have lights associated with them and they are written into the apt. They will not however, align exactly with polygon shapes. Multi-purpose lines. They will align exactly with a polygon and are subject to the same compression when saved to the. Then, click in the map pane to draw the polygon as a Bezier path. A facade in WED is essentially an image wrapped around a polygon at a specified height.

This is used to build a simple building or fence quickly and easily. Users specify only the shape of the structure at its base, its height, and the. To draw a facade, select the facade tool from the toolbar or select a. Depending on what type of. Use the facade tool to trace the outline of the scenery element you would like to draw. You can modify the points later using the vertex tool—remember that holding Alt and clicking on a point with the vertex tool will change it to a point of curvature in the Bezier path.

After the facade is outlined, give it a name and change its height in the attribute pane as needed. Overlay scenery created in WorldEditor can specify forested regions with a high degree of specificity. Using the forest tool, you can draw the outline of the forested region using only plain nodes, with straight line segments.

Before or after a forest is drawn by using the tool defaults or attributes panes, respectively , you can set the following properties for it:. These carry names that specify the type and climate zone a given flora type will used for by the autogen system. An airport traffic flow defines a particular configuration of runways. It can also specify the following rules:.

The last of all flows specified should never include any wind, time or visibility rules. Note there is currently no option to force an airport to be closed due to the wind or weather rules preventing operation of any runway.

To create a traffic flow, select your airport in the hierarchy pane, open the Airport menu, and click Create Airport Flow. These rules specify under what conditions the runway should be used. It also a good idea to have a generic, catch-all flow that can be used in all conditions in case the condition-specific flows overlook a possible scenario.

Taxi networks provide guidelines on how to get from one part of an airport to another. These networks tend to have problems and are not very precise. Specifying a taxi network in WorldEditor will keep the AI-controlled aircraft moving in a reasonable manner around an airport, instead of going through buildings or off the pavement.

They also contain important data such as taxiway names and hold short information. To create taxiway routings for the AI aircraft, use the taxi routes tool and click to trace the path the aircraft should take. To do this efficiently, you may want to preset the properties of the taxi route tool using the tool defaults bar at the top of the window; then, you can draw all departure paths together, all paths for a specific runway together, and so on. If you do not set the properties that way, or need to change them later, you can select the taxiway s in the hierarchy pane, and then make your changes in the attributes pane below it.

Note that there are additional fields in the attributes pane, such as latitude and longitude, that should not be edited. Picking a runway in the Departure and Arrival fields indicates the segment is in a hot zone for that runway. The Size field determines the largest AI aircraft that is legally allowed to use the taxi route.

This prevents aircraft with large wingspans from taxiing along routes that have limited clearance. Most taxiways should be specified large enough for the largest aircraft that could use a given airport—which should match the size of the largest ramp start specified at that airport. The slop field indicates how close your point must be to another taxiway section in order to snap to it.

Larger numbers allow the paths to snap together from farther away. The other preset fields are self-explanatory. Runway segments are blue or purple , basic route segments are yellow, hot zones are red, and ILS precision areas are orange. In addition, changing the Size field will change the width of the band. Be sure to provide plenty of clearance—if any part of the band is overlapping, there will not be enough space there for the plane to pass safely in X-Plane.

WED includes a lot of validation to help catch any errors with your taxi networks because they are very complicated systems to design, but also very important. Keep the taxi network limited to the preferred and safe routes that aircraft would take at any airport. The ATC will not be able to distinguish rarely or never used taxi routes from the preferred one. Instead, it will always take the shortest and straightest path from a runway to the assigned parking position and vice versa.

Note that, in order for an aircraft to receive service, ports must have been specified in Plane Maker. To begin laying down service vehicle networks, first select the Truck Parking tool and click in the map pane to place locations where the service vehicles will park when not in use.

Only one type of vehicle is allowed per spot, which is determined by the drop down. Place parking locations near aircraft when possible so the vehicles do not have to drive a long way.

Service vehicles will avoid collisions with other service vehicles and the aircraft they are servicing, but not other objects. The awareness to avoid buildings and other objects may be available in the future. If service vehicles need to cover a long distance however, they will use ground truck taxi routes when available. Drawing the ground truck routes works exactly like drawing ATC taxi routes. Unlike ATC taxi routes, service vehicle routes can be multiple separate, unconnected networks. Service vehicle routes are not allowed to cross or be too close to any runway, so stand-alone networks separated by runways may be necessary at many airports.

Service vehicles are good at maneuvering near their docking locations and need room to do so. This means service vehicle routes should not be drawn close to ramp starts. Leave room around the ramp starts, especially the right side, to allow for this. Figure 19 : Space for the service vehicles to maneuver around the right starboard side of aircraft is indicated by the purple striped area. The truck destination tool is used to place a location that will randomly call the specified service vehicles.

Pick all the types of vehicles that will be allowed to use it in the drop down of the toolbar, then click in the map pane to place the destinations. Vehicles will drive to the spot and park there briefly in order to create more traffic activity at the airport. When you have finished customizing the airport, open the File menu and select Validate. Experimental builds for Bukkit. Stable builds for Forge. Experimental builds for Forge. Stable builds for Fabric. Experimental builds for Fabric. Stable builds for Sponge.

Universal Conquest Wiki. Undo the number of Worldedit commands used from self or other player. This restores the past stage. Left-click as pos1. Right-click as pos2. A default wand that is used to select an imaginary region. Either disable or enable the Worldedit functionality of the Worldedit wand The Minecraft Wooden Axe is set as the default wand. Change the current selection style to a specific one. Expand or grow the region selection based on the player's facing or map direction.

Contract or withdraw the region selection based on the player's facing or map direction. Set all blocks from the region to a pattern. Note: Decrease brush radius, and enabled visualization to assist with placement mid-air.

The -h flag creates hollow cylinders instead. The -a flag makes it not paste air. Without the -p flag, the paste will appear centered at the target location. With the flag, then the paste will appear relative to where you had stood relative to the copied area when you copied it.

If disabled, the closest block to the color will always be used. Randomization will allow mixing biomes when coloring with biomes. A value of 50 is the default Above 50 will prefer to color with biomes Below 50 will prefer to color with blocks. Glazed terracotta is complex, and not very pleasant for terrain, whereas stone and wool are simpler textures.

Note: Biome coloring does not change blocks: - If you changed the block to something other than grass you will not see anything. Provide an image, or worldedit mask to restrict what areas are colored The -w disableWhiteOnly will randomly apply depending on the pixel luminance. Skip to content. Star Commands Jump to bottom. Pages Overview This page is generated from the source.



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