Similar to the 4 colours available in a decal, each decal can also have 4 lights assigned.
To add a light or turn one off (hide) double-click the Light n checkbox.
These settings are similar to adding light entities in the level editor, with the exception of the Position & Rotation boxes which are used to locate the lights within the decal mesh file.
Select the desired light and drag the mouse button left or right (or left-click and right-click) to move the values up or down in the Position & Rotation boxes. This updates the light glyph in the editor in real time.
VertX\VertY\VertZ: Line up all marked vertices with the selected vert along the axis noted. This can sometimes create zero area segments so use with caution. Should use Merge Overlapping Verts command after this command
Smooth Diff\Smooth Same: Used to smooth out the final mesh when compiled in the level, but makes editing extremely slow. Usually best to set this to zero while editing and then set it back to a higher number when saving.
Vert Normals: Shows (or hides) the spline normals for the vertices. Not sure how useful it is, but there it is if that’s your thing….
Extrude Selected\Marked: Same as Extrude in the level editor
Inset\Bevel Marked: Similar to extrude, except the resulting poly is scaled down by the Inset Percent value to create a bevel
Split Edge: Adds a vertice between 2 marked vertices. Can be useful when creating freeform geometry
Split Polygon: Splits a polygon in 2 between 2 marked non-coincident verts (they can’t be right next to each other). Mark the top right and bottom left of a square, this will create 2 triangles (the quad split in 2)
Bevel Edge: Takes 2 or more planar marked vertices, and generates polygons to create a bevel edge using the value of Bevel Width. Easiest approach is 2 verts at a time until you get proficient, but this is an easy way to round over square edges. The resulting polygons are untextured.
Combine Marked Verts; Combines all marked verts into a single vertice, changing the polygon geometry. This is a quick way to turn a square into a triangle, or a cube into a pyramid for example. This can easily create some invalid geometry if you don’t pay attention
Subdivide Marked Polys into Quads: Subdivides an existing polygon into smaller 4-sided quads where possible (basically adding polygon count). For example, turns a single square into 4 squares, or a triangle into 3 quads
Switch Triangle Edges: Takes 2 adjacent triangular polygons and flips the matching side perpendicular to itself
TriA - All Non-Planar: This takes any degenerated quads and subdivides them into triangular polys
TriA - Marked Non-Planar: Same as above but only applies to marked polygons
Triangulate Vert: Mark a polygon in POLY mode, then switch to Vert mode and select a vert. This is supposed to split the poly into triangles based on the selected vert, but sometimes it chooses a different vertice
Triangulate Fan: This turns a quad into 4 triangular polygons.
Combine Two Polys: Combines 2 marked adjacent triangular polygons into a single polygon. This is similar to the Combine Planar Polys button in the Modes toolbox, except that works against the entire file
Flip Poly Normal: Flips the visible side of the selected or marked polygons.
Merge Overlapping Verts: Often used for cleanup where vertices are superimposed after editing
This page was last edited on 21 September 2018, at 15:41.
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