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ziplantil edited this page Jul 12, 2020
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Files · Layout · Renderer · Editor · Visibility · Misc
The following settings may apply instantly or only once they have been saved. Use "save" to save the changed settings, or "revert" to restore the settings from the most recent save.
These settings only apply on save.
Text | Description |
---|---|
D1 PIG | The path to Descent 1's DESCENT.PIG file. Required to see textures while editing Descent 1 levels. |
D2 PIG | The path to any of the Descent 2's PIG files. Required to see textures while editing Descent 2 levels. This is also used to adjust the level palette - because of this, the setting is actually level-dependent when it comes to the file name, but the rest of the path is still part of the setting. The level palette can be more easily adjusted from the .POG editor. |
Missions | The path to the missions folder under Descent 1 or 2. Used as the default folder when opening or saving missions and also an auxiliary path for loading mod files. |
This setting only applies on save.
Text | Description |
---|---|
horizontal | The default layout. The window is split in two into the texture list on the left and the mine view and tools on the right (with the mine view above the tools). |
vertical | The window is split in two into the tools on the left and the mine view and texture list on the right (with the mine view above the texture list). |
floating | The window is split in two into the texture list on the left and the mine view on the right. Tools are opened into their own separate windows. |
vertical (space saving) | Same as "vertical", but the texture list is moved below the tools into the same column. |
These settings apply immediately, but need to be saved in order to persist after the editor is closed.
Text | Description |
---|---|
renderer | Either third person (default) or first person. The setting controls the perspective of the camera in the mine view. |
depth perception | Controls how much depth the mine view perspective should have. |
mine center display | A shape can be set to display in the center of the mine view. The size of the "globe" depends on the active zoom level, while the crosshairs will stay the same size. |
mine render depth | Controls how many segments deep from the selected segment should segments be rendered; for example, 2 means "render only the segments that are at most two segments away from the current segment" (where 0 segments away = current segment). Walls are ignored for the purposes of this setting. The default is "all". |
These settings apply immediately, but need to be saved in order to persist after the editor is closed.
Text | Description |
---|---|
move rate: mine | Controls how many units the movement controls will move the selection at a time. |
move rate: view | Controls how many units the panning controls will move the camera at a time. |
rotate rate | Controls how many degrees rotation controls, such as selection rotation, camera turning and side turning rotate at a time. |
undo | How many undo states are kept by the editor. This controls how many times it is possible to use "undo" before the buffer runs out of states. |
Allow objects to overlap | If not checked, objects that would be directly on top of each other will be bumped in order to not be. |
Adjust texture alignment when editing segments | If checked, when the movement/rotation controls are used, the alignment of textures will be automatically updated so that the textures will not be stretched. This however does not apply when adding segments, which may still lead to stretched textures. |
These settings apply immediately, but need to be saved in order to persist after the editor is closed.
Text | Description |
---|---|
geometry: walls | Whether to show walls as crosses on the mine view. |
geometry: special segments | Whether to highlight special segments (segments with special functions) when lines are enabled. |
geometry: lights | Whether to show the light sprite for custom lights. |
geometry: shading | Whether to show lighting in the mine view. The lighting will only be visible on textures, not objects or lines. |
geometry: delta shading | Whether to animate lighting (for variable lights) in the mine view. |
geometry: hide marked | Whether to hide marked segments in the mine view. |
geometry: sky box | Whether to show sky boxes (D2X-XL only) in the mine view. |
geometry: used textures | Whether to only show textures already used in the mine in the texture list, as opposed to all textures. |
objects | Whether to show objects of the corresponding type in the mine view. |
These settings apply immediately, but need to be saved in order to persist after the editor is closed.
Text | Description |
---|---|
player profile | The name of the Descent player profile used with the "run level" function. |
face light settings: apply globally | Whether the light color setting will apply for the texture, as opposed to a specific wall. This is on by default and is not saved like other settings. |
information level | Controls the amount of messages to show. "Verbose" is the default setting and displays all message boxes. "Normal" disables some message boxes and only displays warnings or errors, while "Quiet" only displays errors. |
show splash screen on program start | Whether to show a splash screen with the DLE.NET logo when the program is started. |
Import settings | Allows importing DLE.NET settings from an XML file. |
Export settings | Allows exporting DLE.NET settings to an XML file. |
Import DLE.INI | Allows importing DLE.NET settings from an INI file, which is how DLE-XP stores its settings. |
Reset defaults | Resets all settings back to defaults. |
- Mine View & Controls
- Selection
- Moving Things Around
- Toolbar
- Texture List
- Status Bar
- .HOG Editor
- .POG (Texture) Editor
- Level Converter