Designer Menu: Difference between revisions

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===Position to Grid===
===Position to Grid===
Teleports your avatar to the grid.
Teleports your avatar to [[Designer#Grid_as_a_Tool|the grid]].


===Restore Number===
===Restore Number===

Revision as of 00:31, 16 July 2020

Menu Bar
Menu Bar

The designer menu bar is itemized here.

File

File menu items initiate new designs and exit the designer. File menu items access designs in files, in the on line library, and in an avatar's gear.

New Building

Clears the design space. Configures the designer for designing a building.

New Spacecraft

Clears the design space. Configures the designer for designing a spacecraft.

Open

Opens a design from an SoH file. The file contents cause the designer to configure appropriately, for designing the kind of design read from the file.

Save

Saves the current design into an SoH file. If the current file name is already known, it is overwritten without asking for a file name.

It is strongly recommended that you save all of the designs in SoH files that you intend to finalize in the on line designer. That way you have a backup copy of your designs, in case the server data is lost or reset.

Save As

Saves the current design into an SoH file. Asks the architect to provide a file name.

It is strongly recommended that you save all of the designs in SoH files that you intend to finalize in the on line designer. That way you have a backup copy of your designs, in case the server data is lost or reset.

Open Building from Library

Opens a building design from the universal library. Building designs created by you are available for opening. Configures the designer for designing a building.

Only available in the on line designer.

Open Spacecraft from Library

Opens a spacecraft design from the universal library. Spacecraft designs created by you are available for opening. Configures the designer for designing a spacecraft.

Only available in the on line designer.

Open from Gear

Opens a blueprint from media in your personal gear. The designer is configured appropriately, for designing the kind of blueprint read from the media.

Media contains publishing terms for the blueprints that are stored there. Publisher terms can prohibit you from opening a blueprint in the designer.

Only available in the on line designer.

Save Building to Gear

Stores a building blueprint onto a storage device in your avatar's gear, from the universal library. Building blueprints finalized by you are available for storing to the storage device.

Terms similar to publishing a blueprint are specified by the architect, to restrict use of the blueprint.

Only available in the on line designer.

Save Spacecraft to Gear

Stores a spacecraft blueprint onto a storage device in your avatar's gear, from the universal library. Spacecraft blueprints finalized by you are available for storing to the storage device.

Terms similar to publishing a blueprint are specified by the architect, to restrict use of the blueprint.

Only available in the on line designer.

Import

There is a lot of 3D model data available on the Internet. Spacecraft, buildings, weapons, vehicles and all kinds of other things can be found, many for free.

Importing brings 3D models created in other programs into the Hazeron designer. Imported models can provide a starting point for a fully functional spacecraft or building in Hazeron.

No model will be ready for use immediately after importing. Many downloadable models lack interior details, such as rooms. Often times they are not textured. Further work in the Hazeron designer is always needed, before an imported model can be finalized for use in the game.

Buildings are easier than spacecraft because no interior is required at all. Interior spaces of Hazeron buildings are optional.

Spacecraft are probably the most rewarding to import and flesh out. They really come to life when you add a few interior spaces and windows, texture everything, make the doors work, and add the little details like blinking lights and control stations.

3DS

3DS is one of the file formats used by the Autodesk 3ds Max 3D modeling, animation and rendering software. It was the native file format of the old Autodesk 3D Studio DOS (releases 1 to 4), which was popular until its successor (3D Studio MAX 1.0) replaced it in April 1996.

Some 3DS files can be imported into the designer. Sometimes a 3DS file will be accompanied by a corresponding texture image, such as a BMP, PNG or JPG file.

In testing, good success was achieved by importing 3DS files that were exported from Blender, which is a free modeling program. Poor success was achieved importing some other 3DS files from unknown sources. In some cases, a troublesome 3DS file can be salvaged if it is first imported into Blender, then exported as a new 3DS file. Blender can also import other model file formats and export them as 3DS files.

The 3DS model is oriented to the grid plane when it is imported. The parts of the 3DS model are appended to the current design as generic mesh parts. Use the Design, Make options to convert them to other kinds of parts.

3DS files do not specify their unit of measure. A 10 in the file could mean 10 feet, 10 inches, 10 meters, who knows. A window appears when importing the file to ask what unit of measure you think the 3DS file is using. Your answer affects the size of the resulting model. i.e. If you pick inches and the result is 12 times too small, try feet instead. If the result is too big or too small, it can be imported again using a different unit of measure or the designer can stretch it to a different size afterwards.

STL

STL (an abbreviation of "stereolithography") is a file format native to the stereolithography CAD software created by 3D Systems. STL has several backronyms such as "Standard Triangle Language" and "Standard Tessellation Language".

Some STL files can be imported into the designer.

The STL model is oriented to the grid plane when it is imported. The STL model is appended to the current design as a generic mesh. Use the Design, Make options to convert it to another kind of part.

STL files do not specify their unit of measure. A 10 in the file could mean 10 feet, 10 inches, 10 meters, who knows. A window appears when importing the file to ask what unit of measure you think the STL file is using. Your answer affects the size of the resulting model. i.e. If you pick inches and the result is 12 times too small, try feet instead. If the result is too big or too small, it can be imported again using a different unit of measure or the designer can stretch it to a different size afterwards.

STL files do not specify any texture information.

Export STL

Exports all of the visible faces of the current design into an STL file.

The exported result is oriented to the design plane and sized according to the unit of measure specified on the export options window.

Depart Studio

Avatar leaves the design environment and returns to the game universe at the point of entry.

Only available in the on line designer.

Exit

Closes the Shores of Hazeron program.

Edit

Edit menu items generally operate on all objects in the designer, regardless of part vs face mode. In part mode, whole parts are affected. In face mode, individual faces are affected.

The edit menu also provides access to program settings.

Undo

Restores the design to the way it was before the last editing operation was performed.

Redo

Restores the result of undo, as if the undo was not performed.

Cut

Removes the parts that are selected from the design.

The removed parts are copied to the clipboard, oriented according to the grid plane when they are cut.

Copy

Copies the parts that are selected to the clipboard, oriented according to the grid plane.

Paste

Parts on the clipboard are appended to the design, oriented to the grid plane.

Paste At

Pastes the clipboard contents using the cursor. The design grid describes how the part is copied and pasted. The clipboard contents are centered at the grid origin when copied to the clipboard. When pasting, the clipboard content is centered at the cursor location. In other words, the grid center when copied is the insertion point of the pasted objects.

Steps:

Key Commands:

  • Left/Right Arrows rotates around the Z axis in 10 degree increments.
  • PgUp/PgDn rotates around the Y axis in 10 degree increments.
  • Up/Down Arrows rotates around the X axis in 10 degree increments.
  • Shift reduces rotation to 1/10 degree increments.

Paste Radial

Pastes the clipboard contents using the cursor. The pasted objects rotate around the center of the design plane according to the position of the cursor.

The grid describes how the part is copied and pasted. The clipboard contents are centered at the grid origin when copied to the clipboard. When pasting, the clipboard content is centered at the cursor location. In other words, the grid center when copied is the insertion point of the pasted objects.

Steps:

Key Commands:

  • Left/Right Arrows rotates around the Z axis in 10 degree increments.
  • PgUp/PgDn rotates around the Y axis in 10 degree increments.
  • Up/Down Arrows rotates around the X axis in 10 degree increments.
  • Shift reduces rotation to 1/10 degree increments.

Delete

Removes the selected objects from the design. They are not copied to the clipboard.

Select All

Selects all visible objects.

In part mode, this is all visible parts. In face mode, this is all faces in the part.

Select Contiguous Faces

Faces that share a common edge with the currently selected face(s) will be selected.

The angle allowed between the facing direction of faces is allowed, to select them. Faces that join at a steeper angle are not selected.

  • A small angle will select contiguous faces that are in the same plane as the selected face(s).
  • An angle of 180 or larger will select all contiguous faces, regardless of their angle to each other.

Only available in face mode.

Select Edges

Selects all visible edges.

Only available in face mode.

Select Faces

Selects all visible faces.

Only available in face mode.

Select Vertices

Selects all visible vertices.

Only available in face mode.

Deselect All

Deselects all selected objects.

Invert Selection

Reverses the selection state of all visible objects. Selected items become unselected. Unselected items become selected.

Align Selected Objects

Moves and rotates the selected parts.

The move is described using the grid. The grid is oriented relative to the selected parts. That grid location is identified as the starting reference for the move. The grid is then oriented to the destination location and rotation.

Selected parts are moved such that the grid orientation at the start location aligns with the grid orientation at the destination.

This is the same as aligning the grid to the objects, cutting them to the clipboard, then aligning the grid to the destination and pasting the clipboard contents there.

The tutorial video Adding a Turbo Lift to Del Rey Station shows how to use this command to align a turbo lift at a stop. That has changed and it will no longer work as shown in the video. To position a turbo lift at a stop, use the command Designer, Align Turbo Lift Stop.

Grab Selected Objects

Moves or copies the selected objects.

The guide point is the grid center when the grab is initiated using a menu command. The guide point is the cursor location when the grab is initiated using a hot key.

Steps:

Key Commands:

  • X,Y,Z locks movement to an axis. Default is none.
  • Ctrl when held, copies the selected objects instead of moving them.

Note: When the movement vector is known, there is another easy way to move and copy selected objects, without using this Grab Selection command. To do so, type the movement vector into the Coordinate Input box of the input tool bar. Press Enter to move the selected objects, Ctrl+Enter to copy the selected objects.

Rotate Selected Objects

Rotates the selected objects.

The pivot point is the grid center. Objects rotate around the pivot point.

Steps:

  • A point is entered to rotate the selected objects. Input into the Coordinate Input box is interpreted as 3D rotation angles around the X, Y and Z axes. e.g. To rotate 45 degrees around the Z axis, enter 0,0,45, or simply ,,45.

Key Commands:

  • X,Y,Z rotates around a specific axis. Default is Z.
  • Ctrl when held, copies the selected objects instead of moving them.

Stretch Selected Objects

Stretches the selected objects.

The base point is the grid center. Objects shrink toward the base point and they expand away from the base point.

Stretch factor is determined by the cursor's distance from the center of the grid. When the stretch is initiated using a menu command, stretch factor 1 is at 10 grid increments. When the stretch is initiated using a hot key, stretch factor 1 is at the cursor location. Move closer to the grid center to reduce the stretch factor. Move farther from the grid center to increase the stretch factor.

Symmetrical copies of parts can be created using this command. To make a symmetrical copy along the X axis, type -1,1,1 into the coordinate input box and press Ctrl+Enter. To make a symmetrical copy along the Y axis, type 1,-1,1 into the coordinate input box and press Ctrl+Enter.

Symmetrical copies made in this way are inside out. Use Reverse Faces to restore the proper facing.

Another way to make symmetrical copies is to use the Part, Symmetrical Copy command. It does not leave the parts inside out.

Steps:

  • A point is entered to stretch the selected objects. Input into the Coordinate Input box is interpreted as 3D stretch factors along the X, Y and Z axes. e.g. To double the overall size, enter 2,2,2; to reduce the X dimension by half, enter .5,1,1.

Key Commands:

  • X,Y,Z locks stretch of one or more axes. Objects do not stretch along locked axes. Default is all, which acts like none.
  • Ctrl when held, copies the selected objects instead of moving them

Settings

Displays the Shores of Hazeron settings window.

The Designer page contains settings specific to the designer.

Blueprint

Blueprint menu items generally apply to the entire design.

Properties

Displays properties of the current design.

The properties that can be configured are dependent on the type of design in the designer.

Refresh Obstructions

Solids Obstruct Movement

Gravity On/Off

Preview On/Off

Preview People

Preview Settings

Preview Place Building

Finalize

Previous Finalize Result

Part

Properties

Door

Door Switch Positions

Light Bulb

Light Lens

Room Lighting

Room Void Gravity and Hold Access

Site

Transporter Station Pad Locations

Turret Base Position

Turret Gun Position

Weapon Emit Location

Door

Hull

Room

Landing Gear

Mesh

Jig

Cutting

Decal

Door

Launch Tube

Window

Stations

Integrated

Command

Designer

Engineer

Fire Control

Helm

Medic

Navigator

Power Relay

Sensor

Shield

Transporter

Turret Gunner

Swivel Consoles w/Chairs

Command

Engineer

Fire Control

Helm

Medic

Navigator

Power Relay

Sensor

Shield

Transporter

Citizen Post

Livestock Post

Troop Post

Panels

Alert Status

Mission Status

Room Life Support Status

World Map

Capacitor Service Panel

FTL Drive Service Panel

Life Support Service Panel

Maneuver Drive Service Panel

Power Plant Service Panel

Sensor Service Panel

Shield Service Panel

Weapon System Service Panel

Vehicles

Pod Bay

Ground Vehicle Parking Spot

Space Rocket Parking Spot

Space Vehicle Parking Spot

Water Vehicle Parking Spot

Space Vehicle Recovery System

Space Vehicle Launcher

Spacecraft Parking Spot

Details

Berths

Captain

Officer

Crew

Troop

Passenger

Contrail Emitter

Decals

Empire Flag

Empire Name

Spacecraft Name

Captain's Name

Berth Assignee's Name

Game Table

Light Bulb

Remote Camera

Landscape

Fence/Wall

Shrub

Tree

Site

Build Zone

Paths

Barrier

Hull Void

Room Void

Environment Void

Walk Path

Ladder Path

Sketch

A sketch is a rectangle for displaying a picture that is available to the designer. The sketch is not included in the design when it appears in the game. It is used only during the design process.

The design refers to the picture by it's file path name. The picture itself is not embedded in the design. If the picture file is moved or renamed, it will no longer be visible. The designer must be restarted to see changes to the picture file, if changes are made after the picture was loaded by the designer.

The sketch is created by entering two corner points of a rectangle. The sketch is oriented to the grid, with +X going to the right and +Y going up on the sketch. The picture file to be displayed in the rectangle is selected using a file chooser.

Steps:

  • A corner point of the sketch is entered.
  • The opposite corner point of the sketch is entered.
  • A file chooser requests the picture file.

Key Commands:

  • C restarts the action at the beginning.

Align Turbo Lift Stop

Moves and rotates the selected turbo lift stop.

This method must be used when establishing the location of each stop of a turbo lift. Routine move, rotate, and mouse drag operations affect all stops of the lift simultaneously.

The move is described using the grid. The grid is oriented relative to the selected turbo lift stop. That grid location is identified as the starting reference for the move. The grid is then oriented to the destination location and rotation.

Selected turbo lift stops are moved such that the grid orientation at the start location aligns with the grid orientation at the destination.

Associate Parts

Certain parts can be associated with certain other parts. Association is a loose connection between parts. The meaning of this association depends upon the parts involved.

A part can be associated with only one other part. Any number of parts can be associated with the same part.

Parts are selected for the association. One or more parts to be associated are selected. A single part is also selected that is the target of the association. This command does nothing if no parts are selected that can be associated. This command does nothing if no target part is select or more than one target part is selected.

Dissociate Parts

Removes any associations from the selected parts.

This only affects parts that are associated to other parts.

This does not affect the part that is the subject of those associations. That part does not have to be selected.

Jig Cut

Jig cutting requires that a jig and one or more other parts be selected, depending on the jig.

The jig may be a part sealed by another architect. Parts cannot be cut if they are sealed by another architect but a sealed jig can be used to cut parts.

Cutting Jigs

Cutting jigs cut the faces of parts. Cutting jigs require that one or two other parts be selected. The jig is positioned to penetrate the parts to be cut. The jig cuts the hole. When two parts are cut, the gap between them is lined with faces to create a solid connection.

Not all parts can be cut by jigs.

Door Jigs

Door Jig
Door Jig

Door jigs create operational doors that connect rooms with each other and to the outside. Door jigs require that two other parts be selected that are rooms or hulls, or one of each. The door jig is positioned to penetrate both parts to be cut. The jig cuts the hole and lines it with faces to create a solid connection.

A door is created from the cut out faces. It can be modified to represent open and closed states.

When a door jig cuts only one part, no door is made. The cut out pieces remain in place.

Window Jigs

Window Jig
Window Jig

Window jigs create transparent windows that connect rooms with each other and to the outside. Window jigs also create translucent windows.

Translucent windows are opaque panels that glow in response to internal lighting conditions, to simulate a window. Translucent windows are used to create a facade of greater internal room detail, without having to make the rooms behind them.

To create a window, the window jig is positioned to penetrate the parts to be cut. The jig and one or two other parts are selected to be cut by the jig. Those parts must be rooms or hulls, or one of each. The jig cuts the hole. When two parts are cut, the gap between them is lined with faces to create a solid connection.

Window panes are created from the cut out faces. Window glass is optional and it can be deleted where it is not wanted, to achieve the desire appearance.

  • When a window is created between a room and the hull, a single thin two-sided transparent window pane is created from the hull skin.
  • When a window is created between two rooms, two one-sided transparent window panes are created.
  • When a window is created in one room or hull, a one-sided translucent window pane is created.

Launch Tube Jigs

A launch tube jig creates a space vehicle launch tube to connect an internal room with the outside.

To create a launch tube, the jig is positioned to penetrate the parts to be cut. The jig and one or two other parts are selected to be cut by the jig. Those parts must be one room and one hull. The jig cuts the hole and lines it with faces to create a solid connection.

A thin two-sided door is created from the faces cut from the hull. It can be modified to represent open and closed states. The launch tube door is optional and it can be deleted if unwanted.

Note that a door jig can also be used to create a launch tube. It just depends on the type of door desired, thick or thin. After the launch tube is cut out, a space vehicle launcher must be installed to complete the launch system. Refer to the Vehicles, Space Vehicle Launcher menu option.

Join

Join multiple parts together to combine them into a single part.

Make

Make functions provide a way to create new parts from existing parts.

Decal

Each selected part is converted into a decal if possible. Not all parts can be converted into other parts.

Door

Each selected part is converted into a door, if possible. Not all parts can be converted into other parts.

Hull

Each selected part is converted into a hull, if possible. Not all parts can be converted into other parts.

Landing Gear

Each selected part is converted into a landing gear, if possible. Not all parts can be converted into other parts.

Mesh

Each selected part is converted into a mesh, if possible. Not all parts can be converted into other parts.

Room

Each selected part is converted into a room, if possible. Not all parts can be converted into other parts.

Turbo Lift

A turbo lift is made from a selected room, room void, and door jig. The turbo lift is created with three states.

The room is used to create the Car state of the lift. This is the geometry that makes up the visible appearance of the lift car. It moves to each stop when the lift is called.

The room void is used to create the Room Void state of the lift. The room void describes the accessible space inside the lift car. It moves to each stop when the lift is called.

The door jig becomes the Door Jig state of the lift. The door jig is attached to the turbo lift, used when making the jig cut at each stop. The jig state is removed during the finalizing process.

When the first door is cut using the lift, the Uncut Car state is created using the room mesh. This geometry is used when making the jig cut at each stop. The uncut car state is removed during the finalizing process.

Use the parts manager to create stops for the turbo lift. Creating three stops goes sort of like this.

  • Make the turbo lift.
  • Position the lift car at the first stop.
  • Right-click the lift in the parts manager to add the first stop.
  • Select the lift and a room. Use Parts, Jig Cut to cut the first door. This also cuts the initial door opening into the lift car and the uncut car state is added to the lift.
  • Use the parts manager to add the second stop, before moving the car.
  • Align the car at the second position; do not copy it. The Part, Align Turbo Lift Stop command is the ONLY tool for doing this. Dragging, rotating or moving the lift car affects all lift stops equally.
  • Jig cut a door at the second position, using the lift.
  • Add the next stop.
  • Align the car at the next position.
  • Jig cut a door at the next position.
  • To see the car at any of its stops, right-click the lift in the parts manager.

The lift will not act as a jig to cut anything until a stop has been added. If the jig cut does nothing, insure the lift has at least one stop.

Do not cut the room with the jig before making the lift. In order for the turbo lift jig to make a door, the jig must cut the lift and a room when the first door is made. The uncut car state is created then; it is used internally when cutting doors at each additional stop.

The lift car model actually moves to each stop, unlike the states of a door or landing gear that are represented by multiple different models. Changes to the lift car will affect its appearance at every stop. The lift car may be edited at any stop. The shape of the door should not be changed. It might stop producing the desired jig cut result due to cached information.

Doors at each stop should be grouped to match the stop name. This connects the door to the stop of the turbo lift. A turbo lift door with no matching turbo lift stop will not call the lift car.

Turret

Makes a turret base from a selected part. A turret base provides the rotating foundation for a turret gun. The gun can be elevated and lowered, providing a full hemisphere of coverage.

The turret base rotates around its axis. The axis direction of the turret is the up (+Z) direction of the grid when this command is run. The grid should be positioned before making the turret.

The default turret does not require a gun. If no gun is made, shots will be fired from the middle of the turret base.

To create a gun for the turret, select the turret base after it is created. Use the part manager to add a Gun state. After the gun is added, various states of the gun may then be added for more detail when firing and reloading.

Information about the gun may be also specified. Use the Part, Properties, Turret Gun Position command to assign information needed to animate the gun's movement.

A gunner station must be assigned to operate the turret. Use the Part, Stations, Integrated, Turret Gunner command to assign the gunner's station to a turret.

In the designer, only the currently selected state of a turret gun is visible. To view all states of a turret gun simultaneously, select the Gunner Station state of the turret. Then all states of the turret are visible at once.

Steps:

  • The pivot point of the turret base is entered.

Window

Each selected part is converted into a window. The transparency of the window is configurable.

Doors and other multi-state parts cannot include window parts but they can have transparent faces. To make windows in those parts, apply transparency to the faces of the window glass. They will not glow due to internal lighting but they will function for viewing through them.

Light Lens

Each selected part is converted into a light lens.

The parts represent only the glowing lit lens portion of the light. The bezel or other hardware should not be included in the light or they will glow.

  • Street lights are turned on/off automatically, as natural light level changes.
  • Spacecraft headlights are turned on/off using ship controls.

Light lenses produce a steady glow that appears as a glow spot centered on the lens. Light lenses do not blink or oscillate.

Making light lenses does not affect the actual emission of light by the design. Illumination is added by making a light bulb, using the Part, Make, Light Bulb command.

Light illumination does not require that any light lens parts exist; they simply add detail.

Navigation Light Lens

Each selected part is converted into a navigation light lens. The color of the nav light glow is configurable.

This represents only the glowing lit lens portion of the lights. The bezel or other hardware should not be included in the light or they will glow. Navigation lights are turned on/off using ship controls. On buildings, nav lights are on at night if the building has power.

Nav light lenses produce a steady glow in the color that is configured for them. Nav light lenses do not blink or oscillate.

Terrestrial aircraft usually have a green nav light on the starboard wingtip and a red nav light on the port wingtip. Sometimes they have a red nav light on the belly.

Rotating Beacon Lens

Each selected part is converted into a rotating beacon lens. The color of the rotating light glow is configurable. The +Z axis of the design grid establishes the rotation axis of the light glare effect.

The parts represent only the glowing lit lens portion of the lights. The bezel or other hardware should not be included in the light or they will glow. Rotating beacons are turned on/off using ship anticollision light controls. On buildings, rotating beacons are on at night if the building has power.

Rotating beacon lenses oscillate slowly around an axis, using a colored light glare effect. The effect is centered on the geometry of the lens.

Terrestrial aircraft often use one or more white strobes and/or rotating red beacons to provide an anticollision light system.

Strobe Lens

Each selected part is converted into a strobe light lens. The color of the strobe light glow is configurable.

This represents only the glowing lit lens portion of the lights. The bezel or other hardware should not be included in the light or they will glow. Strobes are turned on/off using ship anticollision light controls. On buildings, strobes are on at night if the building has power.

Strobe lenses blink once per second. Strobe lenses are typically bright white.

Terrestrial aircraft often use one or more white strobes and/or red rotating beacons to provide an anticollision light system.

Symmetrical Copy

Symmetrical Copy
Symmetrical Copy

A window presents a choice of X, Y or Z axis. Each selected part is duplicated. The copied parts are mirrored across the center of the grid plane, in the direction of the chosen axis.

For example, if the red X axis is chosen, parts will be copied left to right. If the green Y axis is chosen, parts will be copied front to back. If the blue Z axis is chosen, parts will be copied top to bottom.

Face

Face Mode

Isolate Parts

Add

Finish

Paint

Polish

Glow

Self Illumination

Transparency

Effect Intensity

Cut Face

Divide Faces

Flatten Vertices

Fracture Faces

Fuse Faces

Loop Cut

Punch Face

Push Pull

Reverse Faces

Smooth Vertices

Split Faces

Helpers

Save Grid Position

Restore Grid Position

Find Vertices

Find Edges

Find Faces

Move Grid

Moving the grid changes the location of its center. The rotation of the grid does not change. The grid center is where the red X axis and green Y axis lines cross.

Steps:

Key Commands:

  • S restores the center of the grid to the true center of the design space without changing its rotation.

XY Grid

XZ Grid

YZ Grid

Position Grid

Positioning the grid changes the location of its center and the rotation of the grid lines. The grid center is where the red X axis, green Y axis, and blue Z axis lines cross.

Steps:

  • A point is entered at the new grid center.
  • A second point is entered to set the direction of the red X axis line. Its distance from the center does not matter as it only determines a direction.
  • A third point is entered to set the direction of the green Y axis line. It may be entered at any location in the new grid plane.

Key Commands:

  • B backs up to reenter the previous point requested.
  • C restarts the action at the beginning.
  • S restores the grid to the absolute coordinate system of the design space.
  • F restores the grid rotation to flat, without moving the grid. The direction of the axes is restored to match the absolute coordinate system, without moving the origin.
  • X rotates the grid 180 degrees around the X axis, without moving the grid.
  • Y rotates the grid 180 degrees around the Y axis, without moving the grid.
  • Z rotates the grid 180 degrees around the Z axis, without moving the grid.

Show Grid

Turns the visible grid on and off.

The grid plane is always active, regardless of its visibility state.

Grid Follows Work

When this switch is on, the grid origin moves to the location of each point entered in response to coordinate input, either using the mouse pointer or by entering a location into the input tool bar. The rotation of the grid does not change.

This is convenient when the location of each subsequent point input is known as a vector relative to the last point entered.

Here is an example of drawing a 2.5 x 4.5 box, with lower left corner at (1.2, 6.7). Assume a command has been started that requests points one by one until completed. None of the points lands on a whole grid increment.

To draw that closed box without grid following work, these points would have to be input.

1.2,6.7
1.2,11.2
3.7,11.2
3.7,6.7
1.2,6.7 to close

To draw that closed box with grid following work, these points would have to be input.

1.2,6.7 grid follows work to this location
,4.5 omitted X=0
2.5 omitted Y=0
,-4.5
-2.5 to close

In this example, a lot less typing and mental math was needed when the grid followed the work.

Snap to Grid

When this switch is on, point input using the mouse is rounded to the nearest grid intersection. Dragging of selected objects is also rounded to grid increments.

Refer to the Grid as a Tool section for details about how this works.

Snap to Edges

When this switch is on, point input using the mouse searches for visible edge lines near the pointer. This search is independent of the grid and is entirely based on the apparent distance between the pointer and edge lines.

When objects are dragged with the mouse, this switch will cause them to snap to the visible edge lines of objects.

Snap to Vertices

When this switch is on, point input using the mouse searches for vertices of visible objects near the pointer. This search is independent of the grid and is entirely based on the apparent distance between the pointer and vertices.

When objects are dragged with the mouse, this switch will cause them to snap to the vertices of visible objects.

Bounding Box

Bounding boxes are a visual indicator of limits imposed by the designer, to keep the size of designs inside reasonable limits. Bounding boxes do not prevent drawing outside the bounds; they just show where the limits are.

Building Structure Design Limit

Shows the size limits of the combined hull parts of a building blueprint. All hull parts of a building must fit inside this space.

A building design that exceeds this limit cannot be finalized.

Building Structure Site Limit

Shows the size limits of the combined site meshes of a building blueprint. All site meshes of a building must fit inside this space.

A building design that exceeds this limit cannot be finalized.

Spacecraft Ground Build Limit

Shows the size limits of a spacecraft to be built on the ground.

A spacecraft design that exceeds these limits cannot be built on the ground. It must be built in space, near a space station.

Spacecraft Max Design Limit

Shows the size limits of the combined hull parts of a spacecraft blueprint. All hull parts of a spacecraft must fit inside this space.

A spacecraft design that exceeds this limit cannot be finalized.

Change My DNA

Changes the DNA of the architect's avatar.

This is useful when designing blueprints for a specific race.

Only available in the on line designer.

View

Go To Selection

Teleports your avatar to the center of the selected objects.

Save My Position

Saves the current position of your avatar to a numbered spot.

Positions are saved with the design. They are common to all architects in the same designer.

Restore My Position

Position to Origin

Teleports your avatar to the absolute coordinate system.

Position to Grid

Teleports your avatar to the grid.

Restore Number

Restores a position that was saved using the Save My Position command.

Your avatar teleports to the restored position.

Show Back Faces

Show Edges

Show Faces

Show Ground

Show Sky Box

Full Screen

Input Bar

Reference Bar

Parts Bar

Texture Wrapper

Help

Help menu items provide access to helpful documentation and videos. Information about the current program version is also accessed there.

Online Wiki

Opens your web browser to the Designer section of this wiki.

Online Videos

Opens your web browser to the Hazeron.com videos web page. There are videos showing how to use the designer and how to play Shores of Hazeron.

Building Codes

States the purpose, placement rules, and blueprint requirements of each industry.

Industries can be built using any blueprint that satisfies the requirements of the industry. This realistically allows a building design to be used for many different purposes. It also makes efficient use of building models that may be a lot of work to design.

About

Shows version information for the running program. Also shows information about the developers of Shores of Hazeron and its various components.