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Ingame Editor Introduction
This page describes the Waterfall ingame editor.
Go to the GameData/Waterfall/WaterfallSettings.cfg
file and look for ShowEffectEditor = false
. Change this to ShowEffectEditor = true
. This will cause the Waterfall Editor button to appear on the toolbar in flight . Click the button to open the toolbar.
The editor is only useable when a part exists on the craft that has the appropriate MODULE added to its config file (see here).
There are four main panels to work with, the Modules panel, Export panel, Controllers panel and Effects panel. If you are using Templates, a Templates panel will show up.
The modules panel shows all the ModuleWaterfallFX modules you have on the craft that is loaded. This will show more entries if you have more than one engine part on the craft, or maybe an engine with multiple modes.
Click on a module to load it up, and start editing it.
The Export panel is where you export your generated effect. Export functions copy data to the clipboard. Two export functions are available:
- Generate Module: generates a full ModuleWaterfallFX, with all controllers and EFFECTS
- Generate Template: generates a Template based on the current set of Effects, with the name specified in the text area.
The Controller panel is where you work with controllers. You can add new controllers, delete existing ones and edit their parameters.
Each Controller can be overridden from the UI by clicking the toggle beside it. You can then use the sliders to adjust the input sent to the effects to test out different throttles or atmospheric conditions. Click the toggle again to return control to the game.
Adding or editing a controller brings up the Add/Edit window.
Here, you can choose several things
- Controller Name: the name of the controller, used by Effect Modifiers to refer to it.
- Controller Type: the type of the controller. See Controllers
The Effects panel is where you create Effects by adding Effect Models, configure them, and set up Effect Modifiers to link the Effects to Controllers