Version: 19
Last updated: September 27th, 2010

RotationalForce Editor

Prerequisite: .NET Framework 2.0 (not strictly necessary if you've installed Visual Studio 2005 already, but they've updated it since then)

Changelist

Version 19

Version 18

Version 17

Version 16

Version 15

Version 14

Version 13

Upgrade from v12: Create a new project over the old project directory.

Version 12

Note, this release breaks backwards compatibility. Create a new project. Do not load old projects. You can copy images and .map files from old projects, but not any other files.

Version 11

Version 10

Version 9

Version 8

Version 7

Version 6

Version 5

Version 4

Version 3

Version 2

Version 1

Missing from this release

Helpful tips

Input quick-reference

In all modes (unless overridden by that specific mode)

Layer editor

Nothing special.

View editor

Object editor - general

Object editor - object submode (the default)

Object editor - vector submode

Object editor - link point submode

Object editor - mount submode

How to make a spermie

Start the editor and open a level. Right click and add a spline shape. Use the mouse wheel to zoom in if it's too small, and right-drag to scroll until it's centered.

In the property editor on the right, change the LOD to 0.1. This increases the number of points in the shape. 0.1 would normally be too low for an object that needs to be rendered in real time, but for this, it's okay. Press Enter to apply the change. Double-click the ShadeModel property to change it from Flat to Smooth. This way we can smooth-shade the object later.

Right-click the circle and choose "Select all vertices". They change from green to red to indicate that they're selected, and the property editor shows the properties of those four vertices. Change their color to "LightGray". You can just type it in and press Enter. (I know it says "Silver" in the screenshot, but later on I decided "LightGray" was better!)

Left-click the center of the circle to deselect the vertices. The property editor changes back to editing the properties of the polygon. Hold down Shift and right-drag the bottom-right vertex to the left until it's positioned about 40% of the way across the square. Double-click the Split property in the property editor to change it to true. This will break the continuity of the spline shape at that point, allowing you to create a sharp corner. Shift-right-drag the new vertex about 20% further to the left so that you have four vertices along the bottom.

Right-drag the third vertex along the bottom edge downward to begin extruding the tail. We must use this vertex instead of the one just created because the vertices must proceed in a clockwise order. Ctrl-click this new vertex to toggle its Split property. (Or, use the property editor.) This way, we allow spline continuity at that point, smoothing the sides of the tail. Clone this new vertex again to get a vertex on each side of the tail.

Right-drag the lower-right vertex of the tail again to create a new segment. Right-drag the new vertex to the left to create the other half of the tail.

Create another segment as before. Tweak the segments until the tail looks reasonably good. You can select both vertices in a segment (using shift-click) so that you can drag them both together. You might also consider having only one point at the end of the tail, for a pointier appearance.

Now it's time to taper the head. Click the top-left vertex to select it. Then shift-click the top-right vertex so that the top two vertices are selected. Shift-drag both vertices upwards to stretch the head vertically. Then, click the top-left vertex, so only the top-left vertex is selected. Shift-drag it to the right a bit. Then select the top-right vertex and shift-drag it to the left a bit, tapering the head.

Now we'll shade the little guy. Select the bottom four vertices (at the end of the tail), and change their color to "DimGray". If you open the color picker with the drop-down, you'll see that "DimGray" is in the group of grey colors along with "LightGray". Change the next four vertices in the tail to "DarkGray" (this includes those at the base of the tail).

Not bad, but it could be better. It doesn't look so good against this black background, so let's change the background color to white. Select the view tool (the third tool, the one that looks like a magnifying glass), and change the RawBackgroundColor property to "White".

Switch back to the object tool and select the object. You'll notice that you get a series of blue boxes around the object. This is because the object tool defaults to the object submode, which edits the object as a whole. We want to edit the object's shape, so middle-click on the object to switch back into vector mode. Now there's not enough contrast near the top. We can fix that by giving spermie a border. In the polygon properties on the right, set the StrokeColor to "DimGray" and the StrokeWidth to 2. 1.5 also looks nice. Getting better, but the edges are ever-so-slightly jagged. Double-click the BlendingEnabled property to change it to true. This will anti-alias the object border.

Now tweak the spermie to your liking. Try middle-clicking to go into object mode and rotating the object a bit with a control-left-drag. Here's my finished product. (The ugly line is a gouraud shading artifact. These are unfortunate facts of life when using gouraud shading. It could be eliminated by tweaking the geometry a bit, or by using texturing.)