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Path_Corner File
splinefile "UNSET" //default
splinefile "C:\yourPathFile.map" //absolute
splinefile "YourMaps\yourPathFile.map" //relative for C:\Map2Curve\YourMaps\yourPathFile.map
A second input MAP-file containing at least 2 path_corner entities can be attached to the current curve project to act as a source for:
- Curve Framework
Just like the Pi- and grid-circle, a path can be used as a framework for your curve.
Currently there are 2 path extrusion methods: Simple and Precise. - Section Height (Height Curve „Path_Corner“)
A path can also act as a height-source for the curves sections. When there are fewer corners than sections available, the height-curve will simply start over.
Creating paths for an extrusion
First and last path_corner have to share the same location to form a loop!
Corners can have different z-coordinates.
Via your editors path tool
You can create path_corners using the available path-tool of your editor.
Each path should have a unique name to be considered as separate.
Export the current level as map file to convert the path into path_corners.
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Manually by creating/cloning path_corners
Paths can also be created manually by just adding one path_corner to the scene and cloning it continuously while forming a path. No names are necessary this way.
When using this method it is not possible to add new corners inside of a finished path, only at its end! Use the path-tool of your favorite editor to be more flexible.
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General Path Operations
Split up path
p_split 0
Will split up curve sections that belong to solid entities into smaller groups, based on orientation (up, down, left, right), so the curve object is easier to handle.
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Reverse path
p_reverse 0
Reverses path direction.
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Even out corner density
p_evenout 0
The paths density of corners will be evened out, based on the distance between its 2 closest path_corner-entities. Only new corners are created, original corners will be left untouched.
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Corner fix
p_cornerfix 0
Re-arranges inwards corners for path extrusion objects, to avoid overlapping meshes.
- Might lead to unclean geometry and texture align at the moment.
- Only recommended in certain situations.
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Transformation
Expand path
p_expand 0
The path will be expanded by value in game units based on 2 consecutive sections at a time. Height information (Z-coordinate) is being preserved.
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Scale path
p_scale "0 0 0"
The respective path will be scaled by X, Y and Z with the paths center as the transformation origin.
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