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Menu Item

Description

New

Please see Creating a New MapLevel for information on creating a new map.

Open...

Opens an existing level.

Save

Saves the level.

Save As...

Saves the level under a different name.

Save Modified External Layers

This option allows you to save just the external layers which have
been modified since last save.

Export to Engine

Exports the level data to the level.pak file so the level can be played in
Launcher. See Preparing a Level for Playing for more information.

Generate Terrain Texture

Generates the terrain surface texture in a compressed format to the
terraintexture.pak file. This is required so that changes done by the
terrain painter will be visible in the Launcher.
See Creating a New MapLevel for more information.

Save Level Resources...

Saves all assets that are used in the level to a folder.

Export Selected Objects

Saves the selected geometry to an .obj or .fbx file.

Export Terrain Area

See Terrain Import and Export for more information.

Export Terrain Area with Objects

See Terrain Import and Export for more information.

Export Occlusion Mesh

 

Show Log File

Shows the log file containing all text that was printed in the console.

Recent Files List

Lists recently opened levels.

Exit

Closes the Editor, prompting the user to save before exiting,
if changes are detected.

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Menu Item

Description

Link

Linking is used to create hierarchies between objects. If you have one object (child)
linked to another and then move the parent object, the child object will move the
same way. To link one object to another you have to select one entity, then use the
link feature and then clicking on another entity to link them together.

Unlink

This function will break the link between the objects currently selected.

Align/Snap

Align an object to the grid or to another object will move the pivot point and
rotation parameters of the object currently selected to the one that you click on
after you press the align to button.

Fast Rotate

Quickly rotates the current selected object on the selected axis with the degree
value specified in the Rotate Angles Window.

Convert

Converts the selected object to a Brush, Geom Entity or Designer Object.
This can be a great option if you find you have existing assets which need more
or less functionality.

Set Object(s) Height

Moves the object to a certain level (in meters) above the terrain.

Rename Object(s)

Renames the currently selected object.

Goto Selection

Moves the camera to the selected object (Z).

Align Object to Surface

Moves the selected object to the surface that you next click on.

Material

  • Assign Current assigns the selected material to the current selected object.
  • Reset To Default resets the material on the object to the default one assigned
    on object creation.
  • Get From Selected gets the material from the selected object to the
    material editor. 
  • Pick Material lets you pick any surfaces and then display the surface material
    in the editor.

Physics

This feature is mainly used to make a physical simulation.
For example, you could simulate wooden planks or dead bodies falling down,
and then to cache the position of the moved objects as they would do in real life.

  • Get Physics State gets the current physics state.
  • Reset Physics State resets the physical state (to the position where it has
    been placed originally). 
  • Simulate Objects simulate Objects makes them behave like real gravity
    is on.

AIPoint Pick Link

Used to combine AI navigation modifier points.

AIPoint Pick Impass Link

Used to restrict AI navigation modifier points (so AI can not walk on these lines).

Save Objects

Save an object(s) to the game folder (Ctrl+Shift+S) as a .grp (group) file.

Load Objects

Load an object(s) from the game folder (Ctrl+Shift+L).

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Menu Item

Description

Wireframe

Enables the Wireframe rendering mode (F3).

Point Mode

This option turns on the point mode rendering. It turns off almost all
rendering features so editing particles can be done quicker, for example.

Snap to Grid (value)

This locks an objects movement or rotation to a predefined grid (G).
The current set value is displayed also.

Snap Angle

Restricts the rotation of an object to predefined angle steps,
i.e. 15, 30, 45, 60... degrees.

Ruler

Activates the Ruler tool which can be used to measure distances.

Grid Settings...

See below for more information.

Configure Layout...

Select one of the pre-configured layout settings to help keep arrange the
Sandbox Editor.
For more information, please see the information
on Docking Windows and Tools.

Cycle 2D Viewport

This function will change the current view port to the next type
(from perspective to top, to front) (Ctrl+Tab).

Goto Position

In this window you can specify a camera position in XYZ coordinates, and
then hit "Go to" button to move the current camera to this position.

Remember Location

Using this function allows you to save 10 locations that you later recall
using the Goto Location Feature.
This is useful to quickly jump to
different predefined places in Sandbox and in Game (Ctrl+F1,2,3,4 etc).

Goto Location

With this function you can quickly jump to the predefined camera
positions (Shift+F1,2,3,4 etc).

Change Move Speed

Increasing the speed will make the navigation in the editor faster.
Decreasing the speed will make the navigation in the editor slower.
Step Size changes the Step Size to higher values to quickly change
between fast and slow movement.

Switch Camera

  • Default Camera is the default camera.
  • Sequence Camera is used when you want to see through the
    Camera used in a Track View sequence. 
  • Selected Camera Object is the camera entity that you have
    currently selected.

Show/Hide Helpers

Allows you to hide all helper objects or turn them back on (Shift+Space).

Toggle Fullscreen MainWindow

From here you can toggle the perspective viewport to & from
full screen mode.
This only works when the perspective viewport is not
docked in the main editor window.

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Menu Item

Description

Edit Terrain

Opens the Terrain Editor window.

Terrain Texture Layers

Opens the Terrain Texture Layers window.

Export/Import Terrain Texture

Used to Import and Export terrain texture tiles.
Terrain tile texture
resolution can also be set here.
See this article for example usage.

Lighting

Opens the Terrain Lighting window.

Time Of Day

Opens the Time Of Day window.

Reload Terrain

Reloads the terrain.

Export Terrain Block

Exports a section of the terrain as a terrain block (.trb) file.

Import Terrain Block

Imports terrain from a previously saved terrain block file.

Resize Terrain

Opens a dialog which can set the Heightmap Resolution setting
and Meters Per Unit setting.

Terrain Modify

Opens the Modify Terrain panel with the specified tool selected.

Edit Vegetation

Opens the Vegetation ToolCreation.

Paint Layers

Opens the Layer Painter Tool.

Refine Terrain Texture Tiles

Divides the terrain tiles into more smaller sections.

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Menu Item

Description

Switch to Game

Switches to game mode so you can play the level within
the editor (Ctrl+G) (to . To exit game mode press Esc).

Enable Physics/AI

Enables the physics and AI within the editor (Ctrl+P).

Terrain Collision

Makes the editing camera collide with the terrain so you can't fly
under the terrain surface (Q).

Synchronize Player with Camera

Sets the player to the position where the current editing camera is.
This can be used to prevent the camera triggering logic such
as AreaTriggers while in Editing mode.

Edit Equipment-Packs

Opens the Equipment-Packs window.
See the Setting Up Equipment Packs tutorial for more information.

Toggle SP/MP GameRules

Switches between "SinglePlayer" and "TeamInstantAction" game rules.

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Menu Item

Description

Generate All AI

This triggers generation of all the AI navigation.
All steps listed below will be executed.

Generate Triangulation

Generates triangulation - the navigation mesh, used for outdoor.

Generate 3D Navigation Volumes

Generates navigation for 3D volumes. This type of navigation
is used by aliens. The volumes have to be
defined with AINavigationModifier and NavType of the
modifier must be set to Volume. This will make the system
process the entire environment within modifier and generate
3D navigation data for this Space.

Generate Flight Navigation

Generates type of navigation data used by helicopters, scouts, etc.
The volumes have to be defined with AINavigationModifier and
NavType of the modifier must be set to Flight. This will make system
process the entire environment within modifier and generate "2.5D"
navigation data, usable for flying AI agents within this Space.

Generate Waypoints

Regenerates links for indoor waypoints (updating connections).

Validate Navigation

This will check current navigation data for various problems
(bad object placement, overlapping forbidden areas, corruptions).
Will output warnings if problems found.

Clear All Navigation

This will remove all navigation information from the level.

Generate Spawner Entity Code

Used for scripting, it looks for appropriate classes of AI entities and
generates an .ent file for each.
This associates an Entity class name with the Lua base
file of that entity.

Generate 3D Debug Voxels

Generates debugging information for volume navigation regions
(when ai_DebugDraw entered into the Console and activated).

Create New Navigation Area

Shortcut to creating a new navigation area shape.

Request a full MNM rebuild

Performs a full rebuild of all MNM mesh data.

Show Navigation Areas

Displays MNM shapes.

Add Navigation Seed

Shortcut to add a navigation seedpoint entity.

Continuous Update

Toggles continuous MNM data updates.
If disabled, mesh data won't update until a rebuild is requested.

Visualize Navigation Accessibility

Displays inaccessible areas as Red and accessible areas as Blue.

Debug Agent Type

Selects which MNM meshes should be displayed,
based on their agent type.

Generate Cover Surfaces

Requests generation of Cover Surfaces data.

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Menu Item

Description

Reload Scripts

Provides functions to reload specific (or all) game scripts.

Reload Textures/Shaders

Reloads all textures and shaders used in the level.

Reload Geometry

Reloads geometries used in the level.

Reload Terrain

Initiates the Terrain (can be used instead of
reloading the editor).

Resolve Missing Objects/Materials

This will run a check through the level and try to resolve all
objects / materials that have problems.

Enable file change monitoring

 

Clear Registry Data

Resets the Sandbox data stored in the Windows Registry.

Check Level for Errors

Checks the level for errors (duplicate objects,
missing assets) and displays a list in the console.

Check Object Positions

 

Save Level Statistics

Saves level statistics to the "YOURLEVELNAME.xml" file
in the folder:
<root>\TestResults folder.

(Advanced) Compile Script

Compiles an entity script.

(Advanced) Reduce Working Set

Reduces Memory consumption.

(Advanced) Update Procedural Vegetation

Updates the Procedural Vegetation.

Customize Keyboard...

The Customize Keyboard window enables you configure
toolbars, menus and shortcuts.

Export Keyboard Settings...

 

Import Keyboard Settings...

 

Preferences...

Editor Preferences can be set here. See Editor Preferences.

Configure Toolbox Macros...

Function to create shortcuts to console commands.
So common commands like display AI parameters can be
accessed with just one mouse-click, for example.

Toolbox Macros

Displays the shortcuts to console and editor commands as
specified in the Configure User Commands window.

Script Help

 

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Menu Item

Description

Open View Pane

Here you can open the various Sandbox Editor windows
(i.e Flowgraph, Trackview),
as well as different view functions that aid
in object setup.

Show Rollup Bar

Shows and hides the Rollup Bar.

Show Console

Shows and hides the Console.

Show Quick Access Bar

 

Layouts

 

Save Layout...

Save the current layout. If a layout has been previously saved,
a list will appear above this menu option.
This will allow you to load,
re-save, rename or delete the user layout.

Restore Default Layout...

Restores the default layout.

Skinning

 

No Skinning

 

Set to standard Windows-style theme.

Dark Skin

 

Apply the "Dark Skin" theme. This is used by default.

Light Skin

 

Apply the "Light Skin" theme.

The Help Menu

The Help Menu contains version information as well as access to the Tip of the Day dialog box.

 

Menu Item

Description

Tip of the Day

Opens the Tip of the Day dialog box, and allows users to turn
"Show tips on startup" on and off.

About Editor

Displays CryENGINE Sandbox Editor version information.

Online Documentation

Opens the http://docs.cryengine.com website in your default browser.

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