Usage and Features
Overview over what the current world editing mod is, how it operates and its biggest features
What is Object Spawner
Object Spawner is a tool that allows you to build new structures in the game world
It is not restrained by pre-configured lists of things you can spawn, and gives you full access to all game resources, and most node types
It is made for building, and tries to stay close to how other map editors might work (E.g. TW3 Redkit, RedEngine editor)
How does it operate
Building with Object Spawner is divided into two parts:
First, you build your creation using the tool, in-game and in real-time. This allows you to see what you are doing and how it looks in-engine, but some features will not be previewed (E.g. Device connections)
Then, you will convert your build into the final, native world edit, which then can take advantage of all the things that come with it being native (Better performance, easy usage, full features)
Object Spawner tries to stay as close as possible to the way the game's world is built, since it's final step involves converting your build to a native world edit
Object Spawner operates on a "Node" level, meaning everything you spawn is a type of node
This can range from entity nodes (Which are used to spawn simple entities, think AMM "props"), over a range of decorative node types like lights, decals, particles and sounds, to meta-nodes used for defining NPC spawns, performance optimization and area specific actions like safe zones.
"Native World Edit" means the additions to the game world are present in the form of streamingsector files, which ArchiveXL then instructs the game to load
Getting Started
This is just an example of what you might want to do in order to get started, the most important thing is to just install the tool, experiment with it, try things out and have fun building
Follow the installation guide
Take a look at the quick start example
Learn how to convert your build to the final native world edit
Familiarize yourself with the recommended project structure and it's reasons
Learn about the 3-D Editor mode, which can significantly speed up your workflow
Take a look at the list of supported nodes and get overwhelmed by the possibilities
Read the in-depth guides for the major parts of the tool, and what features there are (And what to use them for)
Take a look at any of the other, more specific guides found in the Object Spawner section and the general World Editing section
Core Features
This is not an exhaustive list of all the features, but rather the biggest and most important ones
Produces native world edits
Access to all game resources, across 25 types of nodes
3-D Editor mode, similar to e.g. blender or redkit (Click to select, hotkeys, draggable arrows)
Asset preview for meshes, entities, decals, effects, particles, AISpots and sounds
Drag and drop of objects directly into the world
Scene view / hierarchy with loads of hotkeys, drag and drop and focus on organizing things
Favorites and prefabs system with custom categories and tags
Modular UI
Drop to floor for groups and objects
RHT integration to send an existing world node directly to the OS search
Entity Instance Data support for entity type nodes
Devices with device connections (E.g. Elevators and custom FT points)
Collider shapes, scalable (With generation option for meshes)
5 types of area nodes, easy creation of area outlines
NPC Community support (Defining NPC placement, distribution and amount, per time of day)
Last updated
Was this helpful?