Modeler Overview

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Modeler Overview

Post by shoprat »

Modeler Overview

The Modeler main window consists of a model view window and the main menu bar. From this window can access all functions of the Modeler. If you hold your mouse cursor over the tool icons they will tell you a little secret about what they are. These common features are placed in the main menu tool bar for your quick reference. Go ahead and try it now if you haven't already. I'll wait...In the modeler, not here.

Ok, let's get on with it. Below we've exposed the meaning of the items listed under all those menus. Browse and enjoy.



New – Beware! If you are working on a current project this function will not ask you to save before it clears the file.

Open – Opens new file. If you haven’t saved a dialogue box will appear and ask if you would like to save the current file before loading a new one. By opening a new file you are replacing you current project file.

Merge – Merge will Merge multiple models into one project. Hence the name "merge". Once multiple files have been loaded you need to be in object mode to select the different objects. Once an object is selected you can work on a sub-object level. The object that is selected is the object that is saved. If you are working on several objects at once make sure that object is selected before saving your changes.

Save – Saves the project over it’s current name.

Save As – Allows you to save your project under a different name.

Import Texture Mapping – Allows you to import texture mapping coordinates from other models. See importing texture mapping for further instructions and restrictions.

Import vertices – See Import Vertices for further instructions.

Import Batch Import Vertices – See Batch Import Vertices for further instructions.

Exit – Exits the program.



Undo – Undoes your last command. Hence the name "Undo".

Redo – Re-does you Undo. Again, it’s secret is it’s name.

Cut – Cut? We never use it neither will you.

Copy – Same as above.

Paste – Paste? Another item you’ll never use. But if you do be sure and let us know.

Delete – Deletes the items in the modeler you have selected. WARNING! If you delete an item you CANNOT undo the change. So if you delete it by accident don’t save your model.

Select Polygons – Opens a dialogue box that will help you isolate polygons on your model.
With More than 4 Vertices – Use this to detect invalid polygons and DELETE them.
With Non-Coplanar Vertices – Again, use this to detect and DELETE!
That Are Two-Sided – Selects all polygons in you model that are 2 sided.
That Use Invalid Materials – All polygons must have a valid material.
With More than 4 Vertices – Use this to detect invalid polygons and DELETE them.
That Use the Current Material – Selects the polygons of the material you have selected in the material window.
Added by the Modeler – Shows all polys that have been added in the modeler.
Unselected All Before Selecting – This box is checked by default.

Select Vertex – Use this to select specific vertex number.

Select All

Invert Selection

Name/Statistics – Shows number of polygons, vertices, etc.
Frame – Use this to scale or move the models origin.
Lighting Type – assigns lighting to a models.
Re-Origin Model – Changes the origin of the model.
Fix Large UV Coordinates – Fix’s problem on large polygons that have "swimming textures".
Character Properties

Flip Normal - Flips the normal of the polygon/s selected.
Combine – Select to adjacent triangles to make a quad. Use only on planer faces. Make Quad command is better if your not sure what your doing. Triangulate – Triangulates quad polygons.
Make Quads – Allows you to set an angle threshold and have the modeler automatically quad you model. As a general rule anything over 2 degrees will make your textures "swim" in the engine.
Order to Top of List – Use this to generate a polygon rendering list. Use only if your getting sorting problems.
Assign Current Texture – Assigns the selected texture to the selected polygons. Create New Polygon Properties - This is where you assign polygons to be two sided. In the Riot Engine textures are not two sided the polygons are.

Remove All Duplicates – Use this to remove duplicated. Duplicate vertices can crash the engine.
Remove Unreferenced



Main Toolbar
Tools Toolbar

Status Bar – Leave this bar open at all times. It will update with information you will need when editing your models.
Camera – Use this to record your favorite camera setting.
Fit Selection to View – Use this command to have the area you have selected zoom and fit to the center of the window. If nothing is selected the object will be centered. If fit to view doesn’t work use move and adjust in manually.
Render Models Textured Wireframe Over Textures
Model Textures
Hide Selected Polygons – This can be a useful tool for texturing complicated objects, by isolating only the areas you want to work on.
Show All Polygons – This displays the polygons you may have hid previously.
Toggle Skeleton/Mesh -
Bounding Union -
Colors – Use these options in the sub menu to customize the look of you Modeler work environment.
View Options – It’s a good idea to open this dialogue box and leave it open. This will give you quick access to the most common features.
General Tab

Renderer Tab – If you have a card that supports hardware in a window use the D3D Hardware driver. If you don’t use the D3D Software Emulation mode. Enable all the Rendering Options so you’ll be able to see your textures rendered correctly.
Grid Tab – Use this to modify your grid. Helpful when using the grid to project your textures onto your models.
BSP Tree Tab – Not used. Left over from the days of software rendering.



These tools are present as a floating toolbar that can be accessed under the View menu. The letter next to the item below is the keyboard shortcut. Learning these shortcuts will greatly increase your speed at texturing and bounding.

spacebar Select – This is your standard pointer tool, used to select vertices, polygons, or objects, depending which model your in.

m Move – This tool will allow you to move your object on screen. Right mouse button moves in in and out, while the Left mouse button moves in up and down.

r Rotate – As you might have already guessed this tool lets you rotate around your model. Use both the right and left mouse buttons to rotate around the different axis.

z Zoom – Good tool, although I’d recommend using the move tool to zoom in on you models. Using the zoom tool changes the FOV (field of view) and nobody wants that.

t Paint Texture – You must have a texture selected from the texture window and use this to place the texture coordinates. You can place texture coordinates either by using the vertices or by projecting them onto a grid.

Add Vertex – Does just that.
Add Polygon – Guess what it does.
Align Vertex – Never really used it but if you really want to you can. Let us know how it turns out.
Bounding Spheres –Add Partition – Not used. Select Mode – These options are available on the main menu tool bar.

Vertex/Edge/Joint –
Polygon – Most commonly used mode.
Model – Make sure to switch to this mode when selecting different models you have merged.

Tool Reference – For general purpose it’s best to leave Selection checked.
Selection – Allows the you to move and rotate about the selected item.
World – Moves and rotates around the center of the world. No really.
Camera – Very confusing to most. This option will only lead to deviant behavior.
Model Frame – Allows you to move and rotate you object free form. WARNING: Undo does not work, use only if you sure you know what your doing.



Views – You can find a list of standard preset camera views.
Textures – Opens your texture window. Leave this open at all times.
Texture Mapping – Again open and leave this window open. Bounding Hierarchy – A necessary evil when you have models you need to collide with. See bounding.
Character Skeleton -



Contents – There are none.
Tip of the Day - You guessed it, none.
Crash Program - Really works
About the Modeler - Includes the Modeler Zen, that you must memorize.
Future help files will include, End World Hunger, Stop Hate, and Contact Mother ship.

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