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Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Asset Manipulation Gizmo

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The Asset Manipulation Gizmo consists of three triangles and four cubes of different colors. The triangles control rotation, and the cubes control movement. The Gizmo moves, rotates, resizes, and reshapes various assets within a scenario.

 

The Asset Manipulation Gizmo.

 

Rotate

You can rotate an asset with the Gizmo along three different axes. Each rotation handle (a yellow, purple, or cyan triangle) controls a different axis. To rotate an object, drag the desired rotation handle until the asset reaches the desired rotation.

Note: For rotating a light source, press and hold SHIFT to access the rotation handles while rotating the light source.

·        <<yellow_triangle.jpg>> The yellow rotation handle rotates the asset around its y axis (y = yaw).

·        <<magenta_triangle.jpg>> The purple rotation handle rotates the asset along its r axis (r = roll).

·        <<turquoise_triangle.jpg>> The cyan rotation handle rotates the asset along its p axis (p = pitch).

Move (or Translation)

Assets can be moved along their x, y, and z axes or in free move mode, which allows the asset to be placed along any axis. Each movement handle (a green, orange, purple, or gray square) controls a different axis. To move an object, drag the desired movement handle into position.

·        <<green_cube.jpg>> The green movement handle moves the asset along the y axis.

·        <<orange_cube.jpg>>The orange movement handle moves the asset along the x axis.

·        <<purple_cube.jpg>>The purple movement handle moves the asset along the z axis.

·         <<grey_cube.jpg>>The gray movement handle in the center of the Gizmo moves the asset along all axes at once. This is also called free move mode.

 

 

The scale function of the Gizmo with a box scenery object selected.

 

 

The scale function of the Gizmo on a custom light object.

Scale (or Resize)

To activate the scale function of the Gizmo, press and hold ALT, and then drag the asset to adjust its scale. The scale function on some assets, such as custom lights, may have more than one scalable component. To activate the additional scale function on a light, press and hold CTRL. This allows for the scaling of the light plane itself. For an example of the scale function on a custom light object, see Figure 3.

The Gizmo provides a visual reference for making precise changes to assets by using the rotation, position, and scale attributes in the Properties palette.