Catching Features

Menu Reference




File -> New Map

Disabled.

This originally created a blank map, but once I got the ocad converter working I never used it, so instead of keeping it updated with code changes I just took it out. If you really want a blank map just convert a simple ocad file and delete all the tris.


File -> Open Map

Loads an existing CF map. Select the map.t3d file from the map directory you want to load.


File -> Save Map

Saves the current t3d file to the same file you loaded it from. This will save the map points and tris, map chunk information, and vegetation type stuff. Does NOT save object file (controls) pts and tris, course info, or control info.


File -> Open Object File

Opens an object file for the current map. Object files contain pts+tris, like the map.t3d file, except that the object file is specific to a given event day, where the map file is used for all events on that map. Things that should be in the object file: controls, streamers, and any event site stuff that should only appear for that day like tables, tents, finish area stuff. You can specify a texture to be moved to the object file by checking the "object file texture" box on the texture properties dialog.


File -> Save Object File

This saves the object file to the same file you loaded it from. Note the difference between the object file and the map file explained above.


File -> Save Courses

Saves the control locations, course information, and AI paths for the loaded event day.


File -> Import 3DS

This loads a 3D Studio Max (.3ds) file into the current map. Useful for building complex objects that aren't easily built with CFEdit and putting them in your maps. A number of objects are included already, useful ones might be the picnic tables (picnictable1.3ds) or any of the rocks.

First select the 3ds file you want to load, then select the texture you want to load the tris under. If the texture is not already in the map, it will be loaded. It will load the point and tri informtion from the 3ds file (1 unit = 1 meter), as well as the texture coordinates. Does not import point normal information or colors.


File -> Insert Texture

This adds a texture to the current map. By default loads the texture into the map file, not the object file, but this can be switched in the texture properties dialog.

Valid texture formats are .jpg and .tga files. TGA files will load alpha channels. Use JPGs for everything else since they're smaller.


File -> Convert OCAD

Loads and converts an ocad file into a skeleton t3d file. This usually does not make a good enough map to be used as-is, it will probably require some finishing. But it gives a very good place to start.

See the OCAD conversion tutorial.


File -> Exit

Exits the program. Does NOT save anything. Careful.


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