Giliam de Carpentier
June 9th, 2012
This document (very) briefly introducesScapeís most important features from a userís perspective, providing the minimalset of know-how to start experimenting with the Scape terrain editor.
Follow the following steps to run Scape. Obviously, only the last step is needed every time. The other steps are needed only once.
The following image shows the different basic user interface elements
All menu items show their own keyboard shortcuts. True/false values in the Properties pane can be toggled by double clicking on them. Number properties can either be typed in, or dragged to (roughly) the right value by vertically dragging the appropriate up/down widget: . The exact meaning of all these properties is very tool specific and will not be described in this brief user manual.
The keyboard / mouse mapping used in the 3D View is set through the settings file /Bin/Settings/ButtonDefinitions.xml, making it possible to fully customize the mapping using a text editor. By default, the following mapping is provided:
Note There's currently no limit to the number of undo levels kept in memory, making it possible to undo every step. The downside of this is that Scape will eventually crash after all available memory has been consumed to store the intermediate heightfield versions. So, for the time being, safe your work often and restart regularly as a precaution.
Currently, Scape does not allow the user to change the terrain size and scale from within a running instance of application. However, the default parameters can be altered by editing /Bin/Settings/Startup.conf and (re)starting Scape.
Note Importing a heightfield image that has a different size than Scape's current size will not affect the Scape's terrain size. Consequently, importing smaller images will only load over only a part of the full terrain, while importing larger images will result in a clipped heightfield.
Note Thereís currently no way to create new flat terrains, other than restarting the application, undoing all your previous editing (only in the case you didnít load a map before), or saving (once) and (re)loading a Ďdefaultí flat map manually.
The following file formats and per-channel bitdepths are supported for both reading and writing:
|File format||8-bit||16-bit||32-bit int||32-bit float|
116-bit U3 BMP: 8-bit BMP using Unreal 3ís convention to encode 16 bits
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