Interface

The user interface (or UI) is comprised of many different tools and features, most of which are universal across all SAGE engine games.

## Command Reference

The Command Reference contains all of the menu and toolbar commands available from the desktop. Additionally, you can learn more about useful displays such as the Layers List and the Object Properties window.

* Menus can be accessed from the menu bar at the top of the screen.
* The toolbar appears on-screen, and its display can be toggled in the View menu.
* The status bar appears along the bottom of the application window.
* The **Layers List** allows you to organize your map elements into visual layers—you can toggle the display of these layers.
* The **Object Properties window** lists the properties for any selected object.

## Menus

### Window Menu

* To reset the resolution and window positions to their default settings, select **RESET WINDOW POSITIONS**.

### Texture Sizing Menu

 **Remove Cliff Textures** | To remove the special texturing applied to cliffs, click the texture, and then select this command.
 **Remap Textures…** | Replace each texture with a new selection. You may have to remap textures if you change the time of day, geographic location, or conditions.
* To replace a texture, navigate the texture tree in the window to find a replacement and click **OK**.
* To skip that texture, click **CANCEL**. You can now choose to replace the next texture.
 **Texture Sizing Info…** | Display the amount of space and its percentage of the total available occupied by regular and blended textures.

### Help Menu

*(But you should really use this wiki instead) ;)*

## The Toolbar

The toolbar is broken up into 5 useful groups, separated by a small divider.

 = New File

TODO: finish the icons

 Toolbar
 Context Windows
 Menus
 Status Bar
 Layers List

## A Note about 3D Directions

Movements in three-dimensional space can be described in three directions. Stand up from your computer (OK, you can just pretend). Let's call the position where you’re located "Point A."

The **X-direction** refers to steps to the left or right of Point A.

* In-game, this is left and right of the map when the camera is facing the default direction.

The **Y-direction** refers to steps forward or backward of Point A.

* In-game, this is towards the top and bottom of the map when the camera is facing the default direction.

The **Z-direction** refers to changes in elevation from Point A.

* From where you're standing, movements in the Z-direction would require you to jump into the air or dig into the ground. In-game, the Z-direction refers to the height or depth of terrain and objects.

## Map Settings

Through the Map Settings window, you can name and describe your map as well as set the simulated time of day and weather. Your map’s name and description appear in the game.

* To change your map settings, select **EDIT MAP SETTINGS** from the Edit menu. In the window, enter a name and a description in the spaces provided. Select weather and time of day settings from the drop-down. Click **OK** to accept the changes.

### Resizing Your Map

You can add more space to your map or subtract terrain to trim off the unused pieces. It’s best to resize your map before you add many objects or waypoints.

* You should have at least 10 extra tiles (100 feet) on each side of your map as additional workspace, or to move scripted units onto and off of the play area.  This is called the Border Size.  Note that having a larger Border Size will be more taxing on resources, as it effectively increases the map size.
* To resize your map, select **RESIZE** from the **File** menu.
* When a map is resized, all areas and waypoints previously placed on the map remain at their original coordinates and may need to be moved after the resize is completed.
* In some Command & Conquer titles such as Red Alert 3, some textures are denoted as “**transitional**.”  These textures repeat every 8 tiles (80 feet).  If you have placed down transitional textures and then resize the map, and the resize does not increase the map size by a multiple of 80 feet, the transitional texture will fail to repeat exactly.

### Map Grid

You can toggle the display of a grid to assist in the placement of objects and the measurement of distances between them.

* To toggle the display of the grid, select Grid Settings from the View menu (this dialogue box can also be accessed by pressing Ctrl + E). Then check the “Show Grid” box. Be sure that the Z value is greater than your base terrain height or the grid will exist under the terrain and not be visible.  The grid can be toggled on and off by pressing Ctrl + G on your keyboard.
* To force placed objects to align with the underlying grid, select SNAP TO GRID in the Grid Settings menu. Snapping to the grid facilitates object placement, alignment, and spacing.
* The grid defaults to 10 (10 x 10-foot squares) but can be scaled to show different grid sizes by changing the number in the “Spacing” box of the Grid Settings menu.

###  Build Grid

* There is a second grid that is used to place objects in-game whenever an object is built called the Build Grid.  This can be brought up in Worldbuilder by pressing Ctrl + Alt + G.
* In order to properly align to structures built in-game, Ore Nodes and any faction structures should be aligned to the Build Grid when placed in Worldbuilder.
* Objects will automatically snap to the Build Grid when moved while the grid is in place.
* Note that resizing a map will alter the build grid.  If you resize a map after placing faction structures or ore nodes, be sure to re-place the structures and nodes.

For the measurement of distances between objects, switch your view to a top-down orientation.

* To switch to a top-down view, select **SHOW FROM TOP DOWN VIEW** in the **View** menu. You can also toggle this by pressing **Ctrl + F** on your keyboard.
* Each grid square is equal to the spacing set in the **Grid Settings** menu scaled feet on a side. Distances can be measured by counting squares, or you can move the cursor over the two points and compare the locations displayed in the Status Bar. A calculator may help.
* To change the number of grid squares displayed on-screen at any time, select **GRID SETTINGS** from the **View** menu. In the sub-menu, select the grid size you want.
* Spacing and distance can also be measured using the **Ruler** tool. Select the **Ruler** tool from the tool bar and then left-click and drag the line across the distance you want to measure. The distance measured is listed in the bottom left corner of the World Builder window.

## Camera Settings

You can place the camera over any map location and vary its pitch and distance from the terrain.

* To change the camera pitch, select **CAMERA OPTIONS** from the **Edit** menu.

### View Toggles

To simplify your view and to improve Worldbuilder performance, toggle the display of various elements on the map.

* To toggle the display of map components, use the commands under the **View** menu.

## Mouse Functions

The mouse is your primary device for manipulating terrain and textures and placing objects. Move the mouse to move the cursor over the section of map displayed in the Work window. When using the mouse in conjunction with its buttons, you change the view of the window over your map.

* To select an item, click the Select and Move tool in the toolbar. Then, move the mouse over the item and click the left mouse button. To select multiple items, click and drag a selection rectangle over the desired items. All items inside the rectangle are selected and can be manipulated together.
* To dolly the camera across the map, click the right mouse button and drag until you are over the desired location.

If possible, use a mouse with a wheel device in Worldbuilder. The wheel can be used to zoom in or out of the map and to rotate the camera.

To rotate the camera, click the mouse wheel and drag the mouse.

* To change the camera height, roll the mouse wheel.

## Quitting the Program

* To safely exit the program, select **EXIT** from the **File** menu. (Please remember to save your work if you wish to later resume designing from where you left off.)

## Complete Keyboard Shortcuts

Back to Elements of a Map | Continue to Working with Map Files