This tutorial will go over how to use Winditor’s integrated Collision Editor.
Switching to the Collision Editor
Under the main toolbar, you will see two more options: “Actor Editor” and “Collision Editor.” Winditor will open with the Actor Editor enabled, and thus that option will be greyed out as in the image above. Select “Collision Editor” to switch to the collision editing mode.
You will not be able to select, edit, or move actors while in collision editing mode, even though they are still visible. To switch back to the Actor Editor, select that option in the toolbar.
Selecting a Room
When you switch to the Collision Editor, you may not see anything change right away. In this case, use the Scene List to select a Room. This will cause the Room’s collision mesh to appear and allow you to select its triangles.
With the collision mesh visible, you can now use the Collision Editor.
The viewport displays the collision mesh as a translucent overlay on the visual mesh of the selected Room. The triangles in the collision mesh are separated by black lines. Triangles become red when they are selected.
- Navigation controls are the same as in the Actor Editor: right-click and drag to rotate the view, and use the W, A, S, and D keys while holding the right mouse button to move around the map.
- Left-click a triangle to select it. Its collision properties will be displayed in the Mode Panel to the right of the Viewport.
- Hold shift while left-clicking to select multiple triangles. This allows you to edit the properties of all the selected triangles at once.
- Hold control while left-clicking to remove unwanted triangles from the current selection.
The Hierarchy View can be found on the top right side of the program. It displays the hierarchy of nodes within the collision mesh.
- Left-click the arrow to the left of a node to display its children.
- Left-click a node to access its node properties, which are described below.
- Double-click a node to select all of the triangles that belong to that node.
The Properties Panel displays the editable properties of the currently selected triangle, group of triangles, or node.
Collision triangles have a number of properties that can be modified. Here is a key that explains what each property means:
- Sound ID:
- Exit Index: This determines if Link will exit the map when he is above the triangle. If the Exit Index is 63, there is no exit. Otherwise, the value of the Exit Index indicates the index of the Exit (SCLS) entry to exit the map with.
- Wall Type:
- Special Type:
- Attribute Type:
- Ground Type:
- Camera ID:
- Camera Behavior:
- Link Number:
The nodes that make up the collision mesh’s hierarchy have their own set of properties. These can be accessed by selecting the node in the hierarchy view.
- Terrain Type: Whether the triangles in this group are considered solid, water, or lava. This property must be set for Link to swim in water! It is not enough to set the triangles themselves to have water properties.
- Room Number: What Room this node is considered to be in. All nodes inherit this value from their parent nodes, so it is only necessary to set this on the root node; all other nodes can have this index be -1.
- Room Table Index: This determines what Room Table data is used when Link is above the triangles that belong to this node, even if he is in the air. This is often used in dungeons to pre-load rooms so that moving between rooms is as fast as possible.