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Can't view end1.lvl in Zero [Solved]

Posted: Fri Aug 05, 2016 2:10 pm
by Kingpin
Has anyone tried opening Endor in ZeroEditor? All of the objects are invisible. Anyone know why? Thanks

Re: Can't view end1.lvl in Zero

Posted: Fri Aug 05, 2016 2:35 pm
by Oceans14
I think I remember most of the objects were placed in different layers, like trees, props, etc. I can't check at the moment but if you haven't I'd poke around the layers tab. They could also have the hidden option checked.

Re: Can't view end1.lvl in Zero

Posted: Fri Aug 05, 2016 3:54 pm
by AQT
Click the Change button under Active Layers, and right-click the [Base] layer to enable Show Layer(s).

Re: Can't view end1.lvl in Zero

Posted: Fri Aug 05, 2016 4:38 pm
by Kingpin
AQT wrote:Click the Change button under Active Layers, and right-click the [Base] layer to enable Show Layer(s).
Cheers :thumbs:

Re: Can't view end1.lvl in Zero

Posted: Fri Aug 05, 2016 9:13 pm
by Marth8880
With that said, it's highly advisable and wise to organize the objects in your worlds by sorting them into layers. ;) Personally, if I'm working on, say, a large world that's mostly modular, I like to have a "Design" layer for the large structural props that form the playable space, a "Props" layer for general props that are typically used repeatedly, a "Clutter" layer for smaller props that act as, well, clutter :u, a "Lights" layer for any placed lights (other than the global directional lights, which I like to keep in the base layer) and shadow regions and directional-light-bound regions, a "SoundStreams" layer for sound stream regions, a "SoundSpaces" layer for sound space regions, a "SoundEmitters" region for sound emitter objects - and if there's an ungodly amount of really same-y props (like rocks or trees), I'll generally stick those into their own respective layers as well.

Staying organized is one of the biggest keys to success - and the ability to hide layers that you don't want to see is incredibly useful in ZE, especially if your world has >500 objects. Also, objects in hidden layers won't be taken into account when burning terrain, which is nice if the world contains trees and you want to create a world shadow map for the trees' shadows.

tl;dr: Try to make use of layers. :n