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Welcome,

This Manual will be a basic description of all of the World Builder (Here on in AKA WB)
windows and their functions.

What this Manual will not be is an In Depth Tutorial on how to work with WB, but instead a
guide to understanding some of the Key Functions in WB.

My hope is this, that this Manual will assist you new mappers out there, and to provide you with
a better understanding of the Editor. And to assist you others that may have already started using
this editor but are still having a hard time with it.

And finally as a result, more and more custom maps will be released for us all to play, for a game
that we all love.

Bergy68

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Table of Contents
1. World Builder Interface ............................................................................................................. 5
1.1. Starting your first Map ........................................................................................................................... 7
2. Menu Bar .............................................................................................................................................. 9
2.1. File ........................................................................................................................................................ 10
2.2. Edit ....................................................................................................................................................... 12
2.3. Scenario................................................................................................................................................ 14
2.3.1. Scenario Properties Editor (1) ........................................................................................................... 15
2.3.2. Atmosphere Properties Editor (2) ..................................................................................................... 16
2.3.3. Terrain Properties Editor (3) ............................................................................................................. 27
2.3.4. Terrain Texture Pack Properties Editor (4) ....................................................................................... 30
2.3.5. Camera Properties Editor (5) ............................................................................................................ 31
2.3.6. Ambient Audio properties Editor (6) ................................................................................................ 32
2.3.7. Teams Editor (7) ................................................................................................................................ 33
2.3.8. Blueprint List Editor (8) ..................................................................................................................... 34
2.3.9. Splat/Spline Blueprint List Editor (9) ................................................................................................. 36
2.4. Groups .................................................................................................................................................. 37
2.4.1. Entity Group List Editor (1)................................................................................................................ 38
2.4.2. Squad Group List Editor (2) ............................................................................................................... 39
2.5. Overlay ................................................................................................................................................. 40
2.6. Budget .................................................................................................................................................. 43
2.7. Advanced.............................................................................................................................................. 44
2.7.1 Replace Entities Editor (2) .................................................................................................................. 45
2.7.2. StatGraph (7) ..................................................................................................................................... 46
2.8. View ..................................................................................................................................................... 47
2.9. Help ...................................................................................................................................................... 48
2.10. Debug ................................................................................................................................................. 48
3. Main Toolbar.................................................................................................................................... 49
3.1. New SP ................................................................................................................................................. 49

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3.2. New MP ................................................................................................................................................ 49
3.3. Open ..................................................................................................................................................... 49
3.4. Save ...................................................................................................................................................... 49
3.5. Cut ........................................................................................................................................................ 49
3.6. Copy ..................................................................................................................................................... 49
3.7. Paste..................................................................................................................................................... 49
3.8. Delete ................................................................................................................................................... 49
3.9. Undo..................................................................................................................................................... 49
3.10. Redo ................................................................................................................................................... 49
3.11. Layers Window................................................................................................................................... 50
4. Your Main Tools for WB .............................................................................................................. 52
4.1. Select Objects....................................................................................................................................... 53
5. Object Placement .................................................................................................................................... 55
6. Decal Placement...................................................................................................................................... 61
7. Render Marker Prox ................................................................................................................................ 65
8. Heightmap Editor .................................................................................................................................... 73
9. Impass Map Editor .................................................................................................................................. 75
10. Texture Tile Painting Editor................................................................................................................... 76
11. Splat Placement .................................................................................................................................... 80
12. Spline Placement................................................................................................................................... 81
13. Water Placement .................................................................................................................................. 96
14. NIS Editor .............................................................................................................................................. 97
15. Ruler Mode ......................................................................................................................................... 102
16. Stamp Placement ................................................................................................................................ 104
17. Grass Editor ......................................................................................................................................... 107
18. Waypoint Placement........................................................................................................................... 110
19. Territory Paint Editor .......................................................................................................................... 112
20. The Other Stuff ......................................................................................................................... 117
20.1. View Error Messages........................................................................................................................ 118
21. Previous Error ..................................................................................................................................... 118
22. Next Error ............................................................................................................................................ 118
23. Memory Dump .................................................................................................................................... 118

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24. Memory Statistics ............................................................................................................................... 118
25. Hide Objects ........................................................................................................................................ 118
26. Hide Splats .......................................................................................................................................... 118
27. Hide Splines ......................................................................................................................................... 118
28. Hide Overlay........................................................................................................................................ 118
29. Hide Fog .............................................................................................................................................. 118
30. Hide Waypoints ................................................................................................................................... 118
31. Hide Cover and Shot Blocking ............................................................................................................. 118
32. Hide Player Ownership Coloring ......................................................................................................... 119
33. Hide Weapon Range ........................................................................................................................... 119
34. Hide Markers....................................................................................................................................... 119
35. Hide Marker Proximity ........................................................................................................................ 119
36. Hide Marker Names ............................................................................................................................ 119
37. Additional Info........................................................................................................................... 120
37.1. Camera Controls .............................................................................................................................. 121
38. Shortcut Keys and Key controls in WB and In Game Console Commands.......................................... 122
39. DCA States & Variables Info ................................................................................................................ 124
40. Links to World Builder Toots and more at Relicnews Community Forums ................................ 126
40.1. Tutorials ........................................................................................................................................... 126
40.2. Others .............................................................................................................................................. 126
40.3. Mod Related..................................................................................................................................... 127
40.4. Acknowledgements.......................................................................................................................... 127

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1. World Builder Interface

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Welcome if you’re new to mapping this is World Builder and it Interface which will be described
in detail as we continue on.

1 World Builder Tractor Works.sgb: Name of the map file currently open
2 Menu Bar: (See Chapter 2 to 2.10 for Details)
3 Main Toolbar: (See Chapter 3 to 3.11 then Chapters 4 to 36 for Details)
4 Tool Main Window: (Details described in Chapters 4 to 19) Start Reading you wanted to learn
WB :P

5 Status Bar/Tool Tip Bar


Main Screen:
6 Crater: With Splat Texture
7 Road: With Spline Textures
8 Telephone Line: Object Spline
9 Light Pole: Object
10 Raised Rail Line: Deform Spline

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1.1. Starting your first Map
This will be just a description of opening your first map and the windows related to it. For more
details on starting your first Map, See Chapter 40 Tutorials, then go to the link

The Mapmakers Tutorials, BY Nobody


To begin first go to File and select New Multiplayer Map, When you do the following window
will open...

1 Look in: This is the location of your .sgb files (Map Files) ...My Documents/ My Games/
Company of Heroes/ ww2/ Data/ Scenarios/ MP
2 File Window: These are the current maps saved in this location
3 File Name / NewScenario: This is where you name your map
4 File of type: The file type .sgb
5 Open: Open will bring you to a new window
6 Cancel: Cancel will close the window
After you have selected Open the following window will open...

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...You'll have to be patient as WB loads it up.
1 New Scenario: Map name
Terrain: This where you'll determine the size of your map

2 Use Template: Unavailable


3 Blank Terrain: Checked by default
4 Terrain Size: This is the overall size of the map
5 Playable Size: This is the playable size in game for the map

6 Cell Size: No real need to change this


7 OK: Select OK and WB will load your new map size (Be Patient)
8 Cancel: Closes the window

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2. Menu Bar

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2.1. File: This is for opening .sgb files saving your map and you can create .sga file here as
well.

1 New Singleplayer Map: Start a new Single player map

2 New Multiplayer Map: Start a new Multiplayer map

3: Open: Open a saved .sgb file, all important map files will be found here...

...My Documents\ My Games\ Company of Heroes\ ww2\ Data\ Scenarios\ MP

4 Open Recent: Recent files that have been worked on

5: Close: Close the map

6: Save: Save the map

7: Save As: Save and re-name the map if you like

8: Save Overhead Map: I don't believe this function works TBC

9: Import Height Map: Imports a Height map as Height Map Targa Image (.tga file) (For
what reason I'm not sure maybe for Relic)

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10: Export Package: Creates a .sga file. This will be found here...

...My Documents\ My Games\ Company of Heroes\ ww2\ Scenarios

11: Export Terrain: Exports Terrain as a Wavefront OBJ (.obj file) (For what reason I'm not
sure maybe for Relic when modeling)

12: Export Heightmap: Exports Height map as Height Map Targa Image (.tga file) (For what
reason I'm not sure maybe for Relic)

13: Export Light Settings: Exports Light Settings as Light Setting Files (.ite file) (For what
reason I'm not sure maybe for Relic)

14 Mute: Mute sounds in WB

15: Correct Height Mode: Probably for Relic

16 Exit: Exit WB

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2.2. Edit: Edit is for undo and redo's and setting save reminders and turning of certain
options when WB opens.

1 Undo: Undo current action


2 Redo: Redo your last undo
3 Undo Selection: Flips back to your previous selection
4 Redo Selection: Goes back to your last selection
5 Delete: Delete your current selection
6 Options: For undo limit and save reminders and unchecking certain WB features...which leads
to the following window...

1 Purge Undo Buffer: Removes the memory of the undo's


2 Set Undo Limit: Set limit of # of undo’s allowed
3 Render Fog: Uncheck to not show fog
4 Render Water: Uncheck to not show water
5 Set Chunk Visibility: Not sure of its purpose, but it allow you to see the chunks in the map
without having to be in Texture Tile Painting mode
6 Full Memory Summary: TBC Could be for Relic Only

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7 Save Reminder Interval: Set how long it will take before WB reminds you to save your
progress

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2.3. Scenario: Scenario is a menu option you'll find you are in the most, in this area it
allows you to customize your Atmosphere for the map set certain terrain features and more...

1 Scenario Properties: Opens the Editor: Explained later

2 Atmosphere Properties: Opens the Editor: Explained later

3 Terrain Properties: Opens the Editor: Explained Later

4 Terrain Texture Pack Properties: Opens the Editor: Explained later

5 Camera Properties: Opens the Editor: Explained Later

6 Ambient Audio properties: Opens the Editor: Explained later

7 Teams: Opens the Editor: Explained later

8 Blueprint List: Opens the Editor: Explained later

9 Splat List: Opens the Editor: Explained later

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2.3.1. Scenario Properties Editor (1)
This Editor is used for naming your map, setting up music, type of map, description of the map
and an Abbr. Name for it. All info appears in the .info file found in...

...My Documents\ My Games\ Company of Heroes\ ww2\ Data\ Scenarios\ MP

1 Map Name: If you decide to save your map as Save As (To Re-Name it) Make sure you type
in the exact same name for it here before you Save As
2 Abbr. Name: An abbreviation of your map name (EG: Beach Assault could be BA (TBC
what’s its purpose if any)
3 Description: A description of your map (Appears in the Game Lobby)
4 Map Type: Make sure if you have a Multiplayer map this is set to that and not SinglePlayer,
and the same if your map is Singleplayer
5 Music: Displays which music file you’re using.
6 ... : Opens the file location for music (TBC if those files can be extracted, otherwise this folder
is empty)
7 OK: Accept your Scenario Properties (closes the window)
8 Cancel: Cancel the window and anything you may have changed

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2.3.2. Atmosphere Properties Editor (2)
The Atmosphere Properties Editor is a great tool to learn how to use. Atmospheric Effects such
as Snow, Rain and Lightning can be added to your map, but care must be taken in some parts of
the editor as it can be easy to mess things up. But once you learn this editor your maps will feel
more Dramatic and Realistic.

Presets: Load or Save atmosphere presets


1 Load: Load a saved Atmosphere Preset, .aps file

Note: Your saved .aps files will be found here:

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My Documents\My Games\Company of Heroes\ww2\Data\Art\Scenarios\Presets\Atmosphere

If you look now and can’t see theses folders, don’t worry. Once you save your first preset the
folders will be created for you.

2 Save: Save your current Atmosphere Presets (WB will crash unless you download the pipeline
fix for the Stamp Tool and for Saving Atmosphere Presets. (link can be found in Chapter 40)

Sunlight: Opens the sunlight properties, this section is for setting up your sun settings for the
map

3 Time of Day: Set the time of day for the map (Loads preset atmosphere settings)

4 Sunlight Colour: Change the colour of the sunlight

5 Intensity: Sets the intensity of the sunlight

6 Shadow Intensity: Sets the intensity of shadow casts

7 Sun Rise Direction: Sets the direction of the sun rise in the map

8 Sun Angle: Sets the angle of the sun to Higher in the sky or closer to the Horizon (Effects
Shadow angles)

Soldier Light: Opens the soldier light properties, TBC of use

9 Lock to Sunlight Rotation: this box have to be checked in all light settings to make all
shadow going in the same direction, same goes for #7, angle of the sun have to be the same in all
settings, otherwise shadows will look odd

10 Sunlight Colour: Same as 4

11 Intensity: Same as 5

12 Desaturation: De-saturates the colors on the map, the more desaturation you use, the less
colours, this is the feature that makes it possible to make snow maps.

13 Default: TBC of use

14 Sun Rise Direction: Same as 7

15 Sun Angle: Same as 8

16 Duplicate Sunlight: copies the sunlight settings from the sunlight tab

Sky: Opens the sky properties

17 Lock to Sunlight Rotation: Same as 9

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18 Sky Model: Choose a Sky Model for the map

19 Rotation: Rotates your Sky Model, useful if an image of a sun is in the sky model you
picked, that way you can match up the sun to your shadow direction

Ambient Light: Opens the ambient light properties. Ambient lights works as a kind of reflection
light source for the map and models. Care must be taken when playing with this, as it is very
easy to mess things up. But if you can learn to use it, this will add another dimension to the map
1 Lock to Sunlight Rotation: this box have to be checked in all light settings to make all
shadow going in the same direction, same goes for #7 (see previous), angle of the sun have to be
the same in all settings, otherwise shadows will look odd

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2 Ambient Scale: Sets the ambient scale of the map. Higher % makes the selected Ambient
Light more intense. Lower % makes the selected Ambient Light more diffused, Shadows more
intense
3 Light Name: Names of Ambient Lights
4 Ambient Light Window: An ambient light must be selected so Settings (8) isn't greyed out
5 Add: Add a new ambient light source
6 Rename: Rename an ambient light source
7 Delete: Delete an ambient light source
8 Settings: An ambient light must be selected so Settings isn't greyed out. Here you can change
light source angle and elevation and the colour
9 Rotation: Sets the rotation degree angle of the selected ambient light
10 Elevation: Sets the elevation of the current selected ambient light source. North = Wider
coverage of the map/model surfaces. South = Lesser coverage of the map/model surfaces
11 Colour: Change the colour of the current selected ambient light source
Misc. Environment: Opens the Misc. Environment properties, this section is for adjusting your
reflective values
12 Environment Map for Reflections: Select a map source for Reflections (Effects the terrain
and models)

13 Team Emission: TBC of use


14 Desaturation: Removes colour from the map. Higher desaturation adds more greyness to the
map (Good for winter maps)
15 Specular Power: Effects the Specular Factor of the map surfaces
16 Specular Factor: Highlights the map surfaces more and effects the intensity of the Specular
Bias
17 Specular Bias: Makes the map surfaces more intense
18 Terrain Specular Bias: Will add more gloss effect to the Terrain Surface (Good for maps
with snow or rain)

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Fog: Under the fog tab you can adjust the settings for the colour how visible it is and how near it
is to the viewer
Towards the Sun: Looking towards the sun
1 Edit Fog Colour/Alpha Gradient: When you select this, the colour editor will open up for
editing your Fog and is described in detail below...

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...this part will also apply to Away from the Sun tab
1 Colour Value: For picking your colour value and adjusting
2 Colour Box: Your current colour
3 Alpha Value: For adjusting your alpha gradient
4 Keyframes/Colour Channel: Here you can add new keyframes or leave as is, 4 is also your
Colour Channel...The darker the colour value on this end of the channel the less visible the Fog
Colour will be in the Foreground
5 Keyframes/Alpha Channel: Here you can add new keyframes or leave as is 5 is also your
Alpha Channel... The lower the Alpha Value on this end of the channel the less visible the fog
will be in the Foreground. The Higher the value, the more solid the fog will be in the Foreground
6 Keyframes/Colour Channel: The darker the Colour Value on this end of the channel the
darker the Fog Colour will be in the Background
7 Keyframes/Alpha Channel: The higher the Alpha Value on this end of the channel the more
visible the fog will be in the Background. The lower the value the less visible it will be in the
Background

Towards the Sun: Continued...


2 Fog Start: The lower the Fog Start the more visible it will be to the viewer in the Background
3 Fog End: The lower the Fog End the more solid the fog will be in Foreground. Fog End cannot go
lower then Fog Start

Away from the sun: Same as Towards the Sun


4 Edit Fog Colour/Alpha Gradient: Same as 1
5 Fog Start: Same as 2

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6 Fog End: Same as 3
7 Base fog height for map: Sky Blend is needed to see the Base Fog Height for the map. A
solid colour will become visible on the Horizon once the Sky Blend is adjusted
8 Ground Fog Factor: The higher the Ground Fog on the scale the more dense the fog will be in
the Foreground
9 Sky Blend Height: Sky Blend can work with or with-out Base Fog Height. With it, it will
blend from the Base Fog Height of the Horizon. Without Sky Blend will start on the Horizon.
Exposure: In this tab for the most part you can leave these setting as are, adjusting has the
following effect...

FinalPass Exposure: TBC


10 Low: The higher on the scale Low is set to the less visible the environment will be
11 High: The lower on the scale High is set to the less visible the environment will be.
Note: If Low is High and High is Low on their scale the map will have a Film Negative effect
12 Blur Threshhold: The lower on the scale the blurrier the environment will be

FX: TBC for description


13 Multiply Factor: TBC
14 Addition Factor: TBC
15 Desaturation: TBC

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Weather: In this tab will set the setting for rain and lightning also for snow as well
Rain: here you’ll adjust the settings for your rain also if you wish to do a winter map you can
make it snow
1 Speed: Set how fast the rain will fall
2 Randomize Amount: Set a random rate the rain will fall at
3 Wind Strength: Set how strong the wind will be, this will affect the angle of the rain
4 Density: Set how dense the rain fall is
5 Randomize Amount: set the random amount of the density

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6 Width: Set the width of the rain
7 Length: Set the length of the rain
8 Tile U: Tile should be left on default adjusting these will have an effect on the texture you use
9 Tile V: Tile should be left on default adjusting these will have an effect on the texture you use
10 Texture: Select the type of rain you wish to use
11 Splash Density: Set how dense the splashes will be
12 Randomize Amount: Set how random the splashes will be and last
13 Max Splash Age: Set how long the splash will be visible
Lightning: Here you’ll adjust your lightning settings
14 Probability: Set the probability rate. Can’t be set higher then 1.000
15 Flash Count: The higher on the scale more flashes
16 Duration: How long the flash lasts
17 Last Flash FadeOut Time: Set the fade out rate for the flash
18 Colour: Select the colour for the flash
19 Intensity: Set how bright the flashes will be
20 Randomize Amount: Set the random rate of the flashes
21 Minimum Distance: Set the minimum distance a flash will appear in the map
22 Maximum Distance: Set the max distance a flash will appear in the map
23 Minimum Height: Set the minimum altitude a flash will appear at
24 Maximum Height: Set the maximum altitude a flash will appear at
25 Maximum angle deviation from camera forward direction: TBC
26 Terrain Wetness Level: Set the wetness level of the terrain
27 Weather Type: Set the type of weather conditions
28 Dry: set if map is dry
29 Wet: Set if map is wet

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Transitions: Under the transitions tab you can set up atmospheric cycles for your map. (EG:
Start of your map with a light rain which then will increase in strength, then to full bloom storm
with lightning)
1 Transition: The start of your cycle (0 = seconds so 120 would be two minutes)
2 Atmosphere: The name of your saved .aps file
3 Hold: The end of that cycle how long it will hold before the transition starts
4 APS Window: This is the window where you'll adjust the seconds and see which .aps files
that are a part of the transition
5 Add: Add a saved .aps file to your transition

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6 Remove: Remove a file
7 UP: Move up the list
8 Down: Move down the list
9 Setting to Apply: By default all Atmospheric Properties settings are checked. Uncheck the
ones you wish not to include
10 1.00x: Set how fast your transitions will be in preview mode
11 Preview: Watch your transition cycle
12 0.00: Elapsed time of cycle

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2.3.3. Terrain Properties Editor (3)
Used for setting up your wind and loading a Horizon Mesh for the map and setting up water
reflections

Sizes: Displays the dimensions of your map


1 Terrain Width / Height: The total size of the map
2 Playable Width / Height: The total size of the playable area of the map
Horizon: Sets an artificial terrain horizon for the map. Not actually connected to the map.
3 Horizon Mesh: Select your Horizon model to use

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4 Vertical Offset: Adjusts the Vertical offset of the Horizon Mesh
5 Rotation Angle: Rotate the Horizon Mesh
Wind: Adjust your wind settings
6 Direction: Set the direction of the wind

7 Declination: TBC
8 Strength: Set how strong the wind is
Water Wind Only: Effects the ripples on the water
9 Direction: Set the direction of the wind (Ripples)
10 Strength: Same as 8 and sets the speed of the waves on the water
Water Reflections: Choose your map reflection for your water
11 Normal Map: Here you select the shape of the waves on your water.
12 Water Colour: Alpha-channel overlays made for specific maps.
13 Foam Map: Foam maps are special alpha-channel maps made for specific maps, a foam map
is used to add foam to breaking ocean waves, a foam map is used on the very first mission map.
Adding new foam maps is not possible.
14 Bumpiness: TBC
15 Wind Factor: TBC
16 Ocean Mode: Changes the waves on the map to look like larger ocean waves if the “normal
map” allows it.

Misc: TBC
17 Max Object Distance From Water: TBC
18 Desired Texels Per Meter: TBC
19 Optimal Texels Per Meter: TBC
20 Enable Terrain Shadow Casting: TBC
Weather: TBC
21 Wet Map: You can use this option to set the way the ground will look like if you have chosen
a wet/rainy atmosphere type (saturated soil)

22 Cover Playable area only: If checked the wetmap will not be used on the OOB area, saves
some rendering, but looks a bit odd when playing and you are near the edge.

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(Note: Due to my lap resolution 23, 24, AND 25 can’t be seen in the image, but are as follows...)
23 OK: Accept your Settings (Closes the window)
24 Cancel: Cancel the settings
25 Apply: Apply the settings (Window stays open)

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2.3.4. Terrain Texture Pack Properties Editor (4)
This is use to set the size of the memory reserved for the terrain textures, under normal
conditions you won’t need to change it.

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2.3.5. Camera Properties Editor (5)
If you want to change the camera properties you have to do it with scar code

1 Override global camera settings: Check to override settings uncheck to set it back to its
defult
Camera Settings: Here you can reset the settings
2 Height: Set the height for the camera in meters
3 Declination: Set the decline of the camera in degrees
4 Angle: Set the angle of the camera in degrees
5 OK: Accept the settings
6 Cancel: Cancel the settings

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2.3.6. Ambient Audio properties Editor (6)
Can’t be edited in this window

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2.3.7. Teams Editor (7)
This is used to set teams for SinglePlayer missions.

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2.3.8. Blueprint List Editor (8)
The Blueprint List (For Objects Only) is a handy little tool, With this window open you can
select Items in the list to add to the Layers Window Or if you’re in Object Placement Mode or
Spline Placement Mode (Objects only) you can select all those objects from this window without
having to go find them all in the map

1 Name: File names of Objects and Spline Objects


2 Ref Count: The number of those Object or Spline Objects in the map (Note: Spline Objects
are counted by their Sub Selection)
3 ID / Name: The ID/Name of Objects and Spline Objects
4 Selected Object/s: Highlighted Items can be added to a Layer in the Layers Window or if in
Object Placement Mode or Spline Placement Mode all items can be selected and deleted here as
well
5 Select Selected: This will select the selected items when in the Appropriate Mode (Object
Placement, Spline Placement)
6 Move to Layer: Selected items will be moved to a blueprint_0 layer in the Layers Window
7 Delete Selected: This will Delete the selected items when in the Appropriate Mode (Object
Placement, Spline Placement)

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8 Refresh List: Refresh the list
9 Close: Close the window

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2.3.9. Splat/Spline Blueprint List Editor (9)
The Splat List is the same for the most part as the Blueprint List, Except instead of Objects it is
used for Textures (Splats and Spline Textures, but (doesn’t display Decals or Tile Textures)
and another handy little tool to boot

1 Name: Same as Blueprint List


2 Ref Count: Same as Blueprint List but Texture counts instead
3 Full Path: The File Path name for the Texture
4 Selected Texture/s: Same as Blueprint List but Textures instead
5 Select Selected: Same as Blueprint List but Textures instead
6 Move to Layer: Same as Blueprint List but Textures instead
7 Delete Selected: Same as Blueprint List but Textures instead
8 Refresh List: Same as Blueprint List but Textures instead
9 Active Mode: Filters splats and splines from list
10 Close: Close the window

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2.4. Groups: This is used to create and maintain the group definitions used in SCAR
coded maps and singleplayer / campaign maps.

1 Entity Group List: Opens the Editor. To be explained later


2 Squad Group List: Opens the Editor. To be explained later
3 Create Entity Group: Create an Entity Group
4 Create Squad Group: Create a Squad Group

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2.4.1. Entity Group List Editor (1)
Used to edit the groups created in the window / menu above.

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2.4.2. Squad Group List Editor (2)
This is used to edit squads spawned on the map in single player campaign missions

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2.5. Overlay: The Overlay Menu is for toggling overlays on or off, and displaying other
information in the map

1 Toggle Overlay: Toggle Overlay on or off


2 Grid (5m) (10m) (32m): Displays a grid overlay on the map. Each square repersents that area
in size (EG. If Grid (32m) is selected each square is an area of 32 Meter)
3 Regenerate impass Only: Will work in combination with your setting under Set Pass Type
for Overlay Maps. Basically refreshes the Impass Overlay
4 Regenerate All Pathfinding: Will work in combination with your setting under Set Pass
Type for Overlay Maps. Basically refreshes the Pathfinding Overlay (TBC)
5 Set Pass Type for Overlay Maps: Goes to a new menu...

5.1...Displaying the pass types for the Impass Overlay.


1 Land: Impass will display pathfinding for Land Units (Infantry, AT's, MG', Mortars ETC..)

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2 Light Crusher: Impass will display pathfinding for Light Crusher Units (Jeeps, Motorbikes,
Light Tanks ETC...)
3 Medium Crusher: Impass will display pathfinding for Medium Crusher Units (Half-Tracks
Medium Tanks ETC...)
4 Heavy Crusher: Impass will display pathfinding for Heavy Crusher Units (Heavy Tanks not
sure if there are others)
6 Draw Overlay Map: Goes to a new menu...

6.1....Displaying Overlays Maps to draw.


1 Draw Impass Map: Impass Overlay will draw off of what you have set under Set Pass Type
for Overlay Maps
2 Draw Sector Map: TBC of overlays purpose, I don't think it has nothing to do with
Territory Sectors
3 Draw Precise Map: TBC of overlays purpose
4 Draw Can't Build Map: Basically the same as the impass map, it draws an overlay on the
map showing places where you won’t be able to build (EG. Field fortifications like sandbags or
hedgehogs.)
7 Terrain Material: Overlay Breaks down Textures (Splats and Spline textures as well. Except
Decals won't display) into colour swatches 1 colour will represent the same texture used
throughout the map. Could be use full in combination with Toggle Show Terrain Info
8 Terrain Cover: Overlay displays cover (From Textures) in 3 colours Red = No Cover, Green
= Cover, Blue = TBC but colour is where water bodies are in the map
9 Territory Sectors: Overlay displays the sectors painted in the map
Note: the following are not Overlays
10 Toggle Show Playable Area: Toggles the playable area boarders on or off. Use full to have
on if placing objects close to the boarder that you want in the playable area. (EG. HQ's, Map
Entry Points, ETC...)
11 Toggle Show Terrain Info: Toggles on or off. Displays in the Upper Left Hand Side of the
Main Screen, the Type of Terrain Material (Name of Folder) and type of Terrain Cover the
terrain material provides

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12 Toggle Show Ambient Sky: Toggles on or off. Not sure why anyone would use this, basically
the whole screen goes black. When you blindly move your cursor over an Object it will display
its box but that’s it and works for Objects in Object Placement Mode only.

13 Toggle Show Territory: Toggles on or off. Displays the Territory Sector (That was painted in)
that belongs to the HQ/s

14 Toggle Show Entity Overlay: (Not an Overlay) Toggles on or off. Display the health in Points
and Percentage of Building Structures (Except HQ’s and MG Bunkers) Green = Health is over
50% / Red = Health is below 50% (Only works in Object Placement Mode)

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2.6. Budget: In Budget > Detail Level the amount of system memory reserved for details
in WB can be set, always set this to 64Mb, default is 512Mb.
Note: The detail level can NOT be set if you have a map loaded in WB.

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2.7. Advanced:

1 Burn Decals: Greyed out no use here, Probably for Relic


2 Replace Entities: Does open a new window after a warning, but could be only for Relic.
(TBC if any use here) To be explained later if necessary

3 Reload Selected Entities: TBC if an use here


4 Wireframe (World): Displays the map in Wireframe (Polygons)

5 Overdraw (World) TBC why


6 Overdraw (Terrain) TBC why
7 StatGraph: Displays the StatGraph. Having the StatGraph enabled and moving over the map
will help you find places where the rendering of objects will slow down the game, like areas with
large buildings or trees near water.

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2.7.1 Replace Entities Editor (2)
TBC If it has any use, maybe only for Relic

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2.7.2. StatGraph (7)
The StatGraph window can be called in WB, when moved over the map it will show how much
stress is put on your computer to generate the graphics.

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2.8. View: The View Menu allows you to hide certain WB Toolbars and use different
Aspect Ratios and Take pictures...

1 Error Window: Opens the Error Window


2 Main Toolbar: Unchecked, hides all the main tool icons
3 Visualisation Toolbar: Unchecked hides all the Hide Icons (EG. Hide Objects, Hide Splats,
Hide Waypoints...ETC)
4 Tools Toolbar: Unchecked, hides Tool (window) Toolbar on the right hand side of the screen
5 Status Bar: Unchecked, hides status bar at the bottom of the screen
6 Show Tool Tips: Unchecked, hides Tool Tips
7 Full Mode (Screen Aspect): Default Screen View
8 Normal Aspect Ratio (4:3): ( Old TV view or CRT Monitor) Decent view but Squared off
9 Game Aspect Ratio (4:3): (Game View) Its quite a small screen in WB

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10 Cinematic Aspect Ratio (16:9): (Movie View) Could be a good view to be in when viewing
your NIS Animations
11 Custom Aspect Ratio (1.77778): Set a custom ratio for your screen
12 Snap Camera on Object Clone: If checked camera will center on the Object you Copied
(Cloned)

13 Snap Camera to Playable Area: TBC


14 Lighting: Unavailable (TBC) opens to a new menu but also Unavailable
15 Water: If unchecked Water will not be displayed next time WB
16 Waypoints: If checked Waypoints will be displayed when WB opens next time
17 Take Screenshot (ctrl+F3): Takes a picture with-in WB, (.jpeg) files are found in:

....My Documents /My Games/Company of Heroes /Screenshots


18 Take Cubeshot: Not sure of its purpose but it does work. Places 6 .tga files in the same file
location as Take Screenshot. .tga’s are cubemapNegX / Y / Z and cubemapPosX / Y / Z. (Neg =
Negative / Pos = Positive)

2.9. Help: No Function Available


2.10. Debug: No Function Available

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3. Main Toolbar

3.1. New SP: Open a new Singleplayer map


3.2. New MP: Open a new Multiplayer map
3.3. Open: Open file location of .sgb files
3.4. Save: Save your progress
3.5. Cut: Unavailable
3.6. Copy: Unavailable
3.7. Paste: Unavailable
3.8. Delete: Delete a selected item in the map
3.9. Undo: Undo last action
3.10. Redo: Redo last action

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3.11. Layers Window
Special thanks to Nobody for telling me about the Layers Window
In this window you can add layers to which you can add Objects or Textures (Splats Decal, and
Spline Textures), the objects and textures can be locked and made invisible to aid you in object
placement, this is very use full when you have to place small objects on larger objects like
bridges.(Nobody Quote)

1 Layers Window /Tab: Well hidden like an Easter egg on the left hand side of the Main
Screen, is our Layers Window. Something I didn’t even know was there until Nobody told me
about the dam thing. Clicking on this little black arrow (middle red circle) will open or close
your layer window. The other two circles are your scroll arrows
2 Add Layer: Add a layer to the window
3 Rem Layer: Remove a layer from the window
4 UP / DN: Move up or down your layers
5 Add Sel To Layer: In order to add selections to a layer you must be in one of the appropriate
construct modes. (Object Placement, Splat Placement, Decal, or Spline Placement. You can also
be in Select Objects mode as well)

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6 Rem Sel From Layer: The layers window will not keep track of what is in what layer, so
you’ll just have to remember. Naming layers will help. In order to Remove a Selection From the
Layer. Select it and select this button
7 Lock All: Locks all layers
8 UnLock All: Unlock all layers
9 Invert locks: If you have more than one layer, and you lock one or more, clicking the "invert
locks" will unlock the ones presently locked and lock the unlocked ones.
10 Eye Icon: Left Mouse Click on the Eye of a layer will hide those selections in the Layer
11 Lock Box: Left Mouse Click on the White Box will lock the layer (Lock Icon will appear)
12 Wrecks: This is a Re-Named layer. All the Wrecks in the Image are on this layer
13 Layer 0: This layer is Highlighted (Selected) meaning any selections I choose to add will be
added to this Layer
Note: Right Mouse Click over a layer and a few options will appear Rename, Annotate (TBC)
and Mark as Gameplay Layer (TBC)
14 Rename: Here you can Name your layers or change the name

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4. Your Main Tools for WB
CHAPTER 4 TO 19

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4.1. Select Objects
Shortcut Key F1

The Select Objects Window, Is used to see where Splines, Splats, Decals and Objects are located
in there File location, the Window will also show the exact position on the map, as well. Nice
thing about the Selection Tool is, when you have anything selected you can't alter its position in
anyway. So it’s a nice way to view your map and navigate around without any worry of deleting
or moving anything and to find out where something is in its file location.

Main Screen:

1 (See Main Screen Image) Dialog Info: Not exclusive to Select Objects, but does the same as
in Select Objects. Holding your cursor over a Splat, Spline, Decal or Object While in that
Window (EG: Object Placement) a dialog balloon will pop up displaying Info.
2 (See Main Screen Image) Selected Objects: Here we have some objects selected and a object
spline
Selection Information: The window will display info of the selected items
3: Displays total number of selections
4: Displays the file location of this selection

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5: Displays Owner and location coordinates

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5. Object Placement
Shortcut Key F2

The Object Placement Window, is where you'll find all your models also where you can alter the
models states. Object files are under .ebps .sbps and .visuals,

Under .ebps are Environment Models, Gameplay Models, Prop Models and Race Models

Under .sbps are Race Models

Under visuals are Cinematics, cxp1 cinematics, cxp2 cinematics, environment, gameplay,
missingrgm, races, and test.

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Default: Default placement is just that, the WB Default settings for initial placement which can
be adjusted but all models that are placed will follow your current Default Settings.

1 Adjustable: Default placement will be set as adjustable to terrain (Vertical)

2 Relative to Terrain: Default placement will be set as relative to terrain (Horizontal placement)

3 Player Assignment: Default placement will assign objects to World or Player

4 Use Random Rotation: Set's models to random rotation on placement

5 Snap to Grid: This will snap objects you place on the map to an imaginary grid

6 Grid Setting: Use to set the size of the grids pattern

Current: Current Placement are the models you currently have placed on the map that can be
selected to adjust their settings

7 Adjustable: Same as Default

8 Relative to Terrain: Same as Default

9 Snap: Will make a placed object “snap” to the grid if one is chosen, useful if you want to
place some objects perfectly aligned

10 Player Assignment: Same as Default

11 Autoalign: Model/s will auto align to the current shape of the terrain (EG; Auto alignment on
a hill will set the model on a angle)

12 Edit State: Edit the current state of the selected model (Building Damage, DCA States /
Variables, Set Health and Wall Destroy)

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Edit State (12) Additional Windows

Object States Window: Opens when Edit States is selected under Current

1 Add: Add an Edit State

2 Remove: Remove a current Edit State

3 OK: Closes window and accepts your edit state

4 Apply: Applies your edit state but doesn’t close the window

5 Cancel: Cancels the window operation

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Add State Command: Opens when Add is selected in the Object States Window

1 Type: Scroll window selection; This is the window to select the following: Building Damage,
DCA States / Variables, Set Health and Wall Destroy

2 OK: Accepts your Add State Command and applies it to the Object States Window

3 Cancel: Cancels the window operation

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Object States Window: Building Damage: I felt it was necessary to explain Building Damage
under the Object States Window since it open several options compared to the other edit states.

1 Sphere/Press To Edit: Allows you to adjust the Radius of the building damage editor

2 Type/Scroll Window Choices: Destroy: Destroys Walls and Windows Damage Accessory:
Damages Accessories only (Windows, Doors etc...) Destroy Accessory: Destroys Accessories
only (Windows, Doors etc...)

3 Radius: Sets the size of the Building Damage Editor

4 Done Edit: Closes the Editor

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1 Refresh Spawned Splats/Decals: This one is used when you have deleted an object with a
shadow or other decal attached to it, it will refresh all splats/decals on the map

2 Assign: Assign current selected object/s to the map

3 Objects: Object files window. Window where you select which model/s to assign to the map

Selection Information:

4 Filter: TBC of use

5 Invert Selection: TBC of use

6 Filter Scroll Window: TBC of use

7 Selection Info: Shows current selected model/s grid location and file info. This is available in
most windows

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6. Decal Placement
Shortcut Key F3

Decal Placement is the window you'll use to place Decals (Textures) in the map. To successfully
design a good map it is key to use these textures.

Note: Splat Placement is identical to Decal Placement, so all descriptions that apply to Decals
will apply to Splats as well.

Edit Modes: The windows to adjust the Default and Current settings of Decals or Splats

1 Main Screen: Image of a Decal or Splat

2 Rand Rotation: Sets the Default settings to random rotation on placement

3 Rand Mirror X: Set the Default setting to Random Mirror X on placement

4 Rand Mirror Y: Set the Default setting to Random Mirror Y on placement

5 Default: Adjusting the settings in Default will apply to all new Decal or Splat placement

5.1 Rotation: Manually Set the amount of rotation on placement

5.2 Scale: Manually Set the Size of the Decal or Splat on placement (Default 16)

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5.3 Mirror X: Sets placement to mirror X

5.4 Mirror Y: Sets placement to mirror Y

5.5 Color: Adjust the color of the Decal or Splat on placement

5.6 Opacity: Adjust the opacity of the Decal or Splat on placement

6 Current: Under current you can adjust the settings of a current selected Decal or Splat

6.1 Mirror X: Current selected Decal or Splat will Mirror X

6.2 Mirror Y: Current selected Decal or Splat will Mirror Y

6.3 Optimum Size: Set the current selected Decal or Splat to its Optimum size (or another way
of saying its True Size)

6.4 Colour: Adjust the color of the current selected Decal or Splat

6.5 Opacity: Adjust the opacity of the current selected Decal or Splat

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Burner: Never used it, no idea what it’s good for, I get no reaction from any of the buttons,
don’t forget, the WB is a program used by the programmers at Relic, so it probably have more
features than they have reviled to us simple users. (Nobody Quote) (This applies to all other
Burners in other tool windows)

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Textures: This is the window where you select the Decal or Splats you wish to place in the map.

1 Assign: Assign the Decal or Splat to the map

2 Refresh All: Refresh all Decal or Splats placed in the map

3 File Window: Decal or Splat files

4 Folders: Green folders = Decal or splat is being used in the map. Red folders = no Decal or
Splats are being used.

5 Preview: Preview of the current selected Decal or splat in its folder

6 Size: Decal or Splats Optimum size (True Size)

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7. Render Marker Prox
Shortcut Key F4

The Render Marker Prox Tool can be used to place special effects in the map and can be used for
Scar Multiplayer Maps as well. The two marker modes are Scar Markers and Action Markers

Scar Markers
Scar Markers are used in WorldBuilder to refer to specific locations on the map in scar code,
without having to hard-code raw XYZ co-ordinates - saving you a great deal of time and energy!
Markers come in various flavours, as described below, but they share two common traits - a
name and radius. The name of the marker is how you refer to the location in scar code, and it's
important to try to be both descriptive and concise.

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Main Screen: Is an Image of a Scar Marker and its name
Marker Mode: Choose what type of markers to use
1 Scar Markers: Scar Markers are used for spawning squad groups in your map and more. Can
be used for Multiplayer or Singleplayer Maps.
2 Action Markers: Will be described later in detail, but can be used to add special effects in
your map.
Marker Info: Information about the Scar Markers
3 Snap Selection to Terrain: Snap your scar marker to the terrain

4 Instructions
5 Scar Marker Window: Edit the name and Proximities of the markers
Markers: Here are the different types of Scar Markers
6 Scar Marker Selection: The different types of markers are as follows:
Basic Markers:

Basic markers appear as a yellow dot on the WorldBuilder map and are the most flexible kind of
marker. You can use them for any of the tasks you might use a coloured marker for, but their
main use is for spawning units (SBPs) in scar code. Other marker types will not allow you to do
this.

Coloured Markers:

Coloured markers refers to any of the other marker types, aside from Custom, Rectangle and
Basic. They all have the name of their colour, and that is the colour the dot will appear on the
map. As far as scar code is concerned, all of the these markers work in the same way - the colour
is simply to make it easier to tell them apart on the WorldBuilder map.

It's up to you how you want to use these markers, but it makes sense to use marker colours for
different purposes in your code - this makes it easier to see at a glance what each will do on the
WorldBuilder map. For example I use cyan markers for movement, and red markers for artillery.

Custom Markers:

I'm afraid I've never used this kind of marker in code, so don't know their exact purpose or usage.
The main difference is that you can attach a Custom Number and String (text) data to them, in
addition to their name and radius. They appear as cyan markers in WorldBuilder.

Rectangle Markers:

Afraid I've never used these either! The main difference between these and regular markers is

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that instead of a radius circle, they have a rectangular area you can set with a width and height
instead. They also appear as cyan markers in WorldBuilder.

Special Thanks to Sando for this section

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Action Markers
Action Markers are used for placing special effects in your map and more

(See Chapter 40 for toot on how to extract files)

Main Screen: Right Click to place a Action Marker


0 Action Markers: This must be checked to open Action Markers
Action: This is the section where you’ll place SFX in the map and find other functions
Visible in Atmosphere States: by default all states are checked
1: Weather Conditions

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2: Land Conditions
3: Time of Day
4: Instructions
5 Command Window: In this window you will apply and edit the settings of your New
Commands
6 New Command: Edit Action (7) must be selected to unlock a New Command. This will then
unlock the scroll window to add a new command such as FX Attach
7 Edit Action: Unlocks New Command scroll window, and if you don’t like some settings
applied to a new command you can select this to change them
8 Apply Changes: Applies Changes to the settings of your New Command
9 Restart: Restarts the animation cycle
10 Cancel: Cancel your Edit Actions
11 Restart All: Restarts all settings applied

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1 New Command: With Edit Action selected your scroll list will appear with a list of several
commands (I’m not going to go into detail of all the commands, I have no idea what most are
used for) Maybe in the future In another version of WB Manual, will see if I actually learn that
much : P)

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Main Screen: Is an image of our Action Marker with an FX Attached
Command Window: In the command window we can now see all the settings for our New
Command
1 fx_attach: The name of the New Command
2 Remove: Removes the New Command
3 Settings: If you hold your cursor over a name of a setting it will give you a brief description of
what it will do
4 ... : Opens the file location of the .bfx (SFX) files .bsc files (Sound) and others some with files
some without. These files need to be extracted in order to use Action Markers

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Action Filter: Set filters to apply to new Action Markers (TBC)
1 Selection / Display Filters : Filter choices for new action markers
2 Clear: Clear your filter Choices
3 Update from Atmosphere / Transitions dialog: Filters applied here to Action Markers will
adjust accordingly to your multiple Atmospheric settings set under the Atmosphere Transition
Dialog (TBC)
4 Apply filters to new action markers: New action markers will have your filtered choices
applied to them (TBC)

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8. Heightmap Editor
Shortcut Key F5

The Heightmap Editor works like a brush in all aspects, this is where you'll paint and sculpt your
terrain for the map.

Main Screen: The Inner Circle or Brush Center Focus is the location of the concentrated
focus of the terrain when being Lowered or Raised. The Outer Circle or Brush Fall-Off, is the
amount of slope that will be determined from the Brush Center Focus. The Brush Grid is the
size of the area being affected.

Edit Modes: This is the window where you'll set your Brush Settings

1 LMB Mode (Left Mouse Button): Set brush to Additive, Subtractive, Set Value, Smoothing:
Additive raises the terrain: Subtractive lowers the terrain: Set Value raises or lowers terrain
based on height set on Height : Smoothing, smooth’s the terrain (usually makes terrain passable)

2 RMB Mode (Right Mouse Button): Is the brush secondary editing mode. This way your
LMB can be set at say Additive and your RMB on say Smoothing

3 Brush Size: Determines the size of the brush

4 Feather: The amount of Fall-Off determined from the Brush Center Focus

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5 Height: Sets the amount of height when using Set Value in LMB Mode

6 Presets: Preset height levels (TBC if custom Presets can be added)

7 Strength: Sets the Strength of the brush from 1 to 100% the stronger the setting the faster the
terrain will be affected. The lower the strength the slower the terrain will be affected.

8 Precision: Sets brush to Coarse or Fine Precision

9 Render Grid: Toggles Brush Grid on or off

10 Update LODs (slower): LOD = Level Of Detail, checking the box will make WB update
changes you make faster, but also slow WB down

11 Sample: Allows you sample the height of specific part of the terrain. Sets the LMB Mode to
Set Value by default

12 Toggle Wireframe: Toggles terrain wireframe on or off

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9. Impass Map Editor
Shortcut Key F6

The Impass Editor allows to paint areas in the map where wish nothing can pass through.

Main Screen: The checkered pattern is the Impass Overlay; The White Circle is the Brush

Edit Modes: The window to set your brush size for editing.

1 Instuctions

2 Brush Size: Set the size of your brush

3 Render painted impass over terrain impass: You have two types of impassable terrain, the
type you create with the height tool, and the type you paint on the map with the impass editor,
when you check the box, WB will render the two types into a single impass map.

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10. Texture Tile Painting Editor
Shortcut Key F7

The Tile Painting Editor allows you to paint textures on the terrain in the map.

Main Screen: The Inner Circle (Brush Center Focus) is the strongest focus point when painting
The Outer Circle (Brush Feather) is the amount of fall-off from the center

Edit Modes: This window is where you set your settings for your brush

1 Mode: TBC of use (No idea what this is, there is only one option...)

2 Brush Size: Sets the size of the brush

3 Feather: Sets the amount of brush fall-off

4 Strength: Sets the brush opacity strength (% values)

5 Layer Counts: Keeps track of the # of textures being used per Chunk (MAX=3) you can
have more than 3 different textures in one chunk, but it’s not advised) Toggles on or off

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6 Chunks: Toggles Chunks (The map is broken down into a checker board basically; each
Chunk can only have a MAX of 3 Tile Textures. You can have more but not advised) on or off

Layers: This window is where you can add or delete new layers; all Textures being used in the
map will be displayed here (except Decals, Splats and Spline Textures)

7 lock Icon: Lock the current selected Texture

8 Eraser Icon: Deletes the current selected Texture from the Chunk

9 Merge Icon: This can be used to merge different textures into one (TBC if it saves on Layer
Counts per Chunk)

10 Circle Icon: Add a new Texture Layer to the layers window

11 Garbage Can Icon: Deletes the current selected Texture from the Layers Window

12 Check Box: Checking the box will highlight the selected texture in...

13 Color Box: ...the color you have chosen in the color-box

14 Texture Image: Mini image of the Texture in the Chunk

15 Texture File Name: Name of the Texture and when Highlighted it is the current selected
texture

16 Chunk Texture Box: When you cursor is over a chunk the list of textures with in that chunk
will have a solid colour in this Box

Burner: Unavailable, Most likely a Relic only Function

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Textures: This is the window where you select the Tile Textures you wish to paint in the map.

1 Assign: Assign the Tile Texture to the Layers Window

2 Refresh All: Refresh all Tile Textures placed in the map

3 File Window: Tile Textures

4 Folders: Green folders = Tile Texture is being used in the map. Red folders = no Tile
Textures are being used.

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5 Preview: Preview of the current selected Tile Texture in its folder

6 Size: Texture Size

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11. Splat Placement
Shortcut Key F8

Splat Placement is the window you'll use to place Splats (Textures) in the map. To successfully
design a good map it is key to use these textures. See Chapter 6 Decal Placement.

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12. Spline Placement
Shortcut Key F9

Spline placement is one of the major tools in WB. To successfully design a good map it is key to
learn how to use this tool. It is used for adding Textures, Objects and Deforming the terrain in
the map. It has 3 different modes Texture, Object and Deform, all modes can be used for 1
Spline. (Each will be discussed in that order here)

Modes: The Modes window is where you'll select which mode to use for a Spline. Multiple
modes can be used at the same time.

1 Mode Switch: Switch to Texture, Object or Deform mode. Multiple modes can be used at the
same time
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Default: Your Default selection/s

2 Check Box: Check for the mode/s your using

Current: For a current selected spline

3 Add/Remove: Allows you to Add or Remove a current selected mode on a spline. Only works
when using more than 1 mode together at the same time

4 Bake: Allows you to Bake a Deform Spline into the terrain mesh so it can be edited with the
Heightmap Editor. (Only works with the Deform Spline)

Shape: The shape window is where you'll set the size of the spline add or delete control points.

Presets: Spline settings

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1 Width: Set the width of the spline

2 Width Presets: Choose a preset width for the spline (TBC if new presets can be added)

Current: Current selected spline

3 Set To Preset Width: Sets to the width set under, Presets/Width

4 Set To Optimum Width: Sets to a default width based on the texture (Texture Mode Only)
your using

5 Refine CVs: When 2 Control points are selected that are adjacent to each other, Refine CVs
will add a new Control point in the center of the selected 2

Control Points: Adding, Removing control points

6 Add To Front / Add To Back: Add To Front and Add to back will add 1 new control point to
the front or back of the spline. You can add multiple control points this way.

7 Remove From Front / Remove From Back: Remove From Front and Remove From back
will remove 1 new control point from the front or back of the spline. You can remove multiple
control points this way.

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The Spline
The Spline is used for Textures, Objects and Deforming the Terrain

1: Spline Front

2: Spline Back

3: Control Points

4: Spline (At least 4 Control Points must be laid down for a spline to work)

5: Texture being used

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Texture Mode
Texture mode with splines is used a lot for roads and sidewalks, but can be used for a lot of other
areas as well, such as ditches, train tracks etc...

Texture Edit Mode: This window is used to fix the tiling of a texture and manually adjust the
Textures colour

1 Fix Tiling To Width: Texture is fixed to fit the width of the spline

2 Colourize: Manually adjust the colour and alpha values of the texture.

3 Tiling: Manually adjust the number of tiles in the texture

4 Mirrior Texture on X-Axis: Mirrors the texture on the X-Axis

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5 Mirrior Texture on Y-Axis: Mirrors the texture on the Y-Axis

Spline Colouring
I decided to do an In-Depth look into colouring a textured spline

Texture Edit Mode / Colourize (2): I decided an in depth look for colouring textures was
necessary

1 Colour: Manually adjust the colour values of the spline texture

2 Alpha: Manually adjust the alpha values of the spline texture

3 Colour Channel: Colour of the spline texture

4 Alpha Channel: Opacity of the spline texture. The lighter the alpha value the stronger the
opacity. The Darker the alpha value the less visible the texture will be.

5 Keyframe: Spline Front Keyframe

6 New Keyframe: Left Mouse click to add. Right mouse click to delete

7 Keyframe: Spline Back Keyframe

8 Copy: Copy your current settings

9 Paste: Paste your current copied settings to a new spline

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10 Select All: Selects all keyframes

11 Apply: Apply your new adjusted settings. Window stays open.

12 OK: Accept your settings. Closes the window.

13 Cancel: Cancel the settings you applied

14: Spline texture

1 Assign: Assign a selected texture to the spline

2 Refresh All: refresh all spline textures being used in the map

3 File Window: Green Folders = texture being used. Red Folders = no texture being used

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4 Check Mark: Inside the folder green check mark of texture being used, red X not being used.

5 Texture Preview: Image of the texture

6 Texture Size: Actual Size of the texture

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Object Mode
Object Mode is used a lot for walls and telephone lines, but can be used for tree lines and more.

Main Screen: In the main screen we can see our Object Spline, the Object assigned to the
spline and the Sub-Selection Numbers, which are used for Edit State functions under the
Current window.

1 Check Boxes: Box checked confirms Object will be used with spline

2 Add/Remove: As you can see in the image 2 Add functions are available and 1 Remove. In
order to Remove say the Object at least 1 new Add function must be in use.

Default: The Default window is the default settings for the Object Spline. It is usually good to
leave this as is, except when laying down fences a wall or trench wall, then wall mode should be
checked. Under Current if you wish to alter your spline settings in some way you still can do so
there.

3 Player Assignment: Assign the object to World (Default) or Player

4 Random Rotation: Set the amount of random rotation to the object

5 Placement Type: Set the placement to Order (Default) or Random

6 Wall Mode: Check the Box for Wall Mode (needed for proper wall, fence or trench wall
placement), Unchecked (Default)

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7 Adjustable To Terrain: Uncheck The Box to manually adjust the Height (Very good to
uncheck when constructing trenches), Checked to be adjustable to terrain (Default)

Object List: This is where your object selections will appear.

8 Object: The name of the Object in the list.

9 Align: Alignment, check or unchecked (Default) (TBC of use)

10 Prob: (doesn’t work in the public version of WB)

11 Delete: Deletes selected object from list. (Selected objects in the list will be highlighted by
Dark Blue.)

12 Up: Move up the list

13 Down: Move down the list

14 Prob: (doesn’t work in the public version of WB)

15 Spacing: Adjust the spacing between sub-selections.

16 Width Variation: Adjust the width so things aren’t as aligned.

17 Add Object To List: When you select an object/s from the Object file window, you must
select this for them to appear with your spline

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Main Screen: In the main screen is our examples of our fence spline from the last image with
some setting applied under current. The example of spacing adds what looks like new sub-
sections, basically a way to add more fence sections if you don’t like the old way (It doesn’t add
new sub-sections thou) . The example of width alters the model so it isn't perfectly aligned in a
single row. This is great I find if you want a more natural look, say when laying down a tree
spline.

Current: Under the current window you can alter the models current state with Spacing, Width,
Edit State and so on.

1 Player Assignment / Random Rotation / Placement Type: Same as Previous but effects the
current selected spline only.

2 Wall Mode / Adjustable To Terrain: Same as previous but affects current selected spline.

3 Sub Sel/Edit State: The Edit State function under current will affect your current # Sub-
Selection of your selected spline. (For a detailed look into the Edit State Function Please Re-
Read Chapter 5 Object Placement section 12) The one main function for a lot of mappers
under Edit State here is, is to use the edit state function Wall Destroy, to break open sections of
a wall to make them passable.

4 Object List: All functions under Current/Object List are the same as under Default/Object
List Except for...

5 Apply Changes: Any setting that have been adjusted under Current will be applied to the
current selected spline

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6 Add Object To List: (TBC of use under Current)

Objects: This is the Object file window where you'll find the object/s you wish to add to a spline

1 Object List: Object to add to a spline will be found here

Templates: Templates are out of order...

2 Name / Scroll bar: TBC

3 Set Default / Set Current: TBC

4 Save Default / Save Current: TBC

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Deform Mode
Deform mode is used for deforming the terrain of the map which you can Bake in to terrain mesh
later if your happy with what you have. When Baked you can then alter the shape more with the
Heightmap Editor

Deform Edit Mode: When Deform is selected this window will open, This window is where
you can Set the Height of your splines and further edit them under Edit Profile (Dialog Window).

Default: Set your height for your spline or use a preset setting

1 Mode: Im not sure about this one, but it seems like the spline will be a little less rough in the
edges when its set to additive. (Still needs conformation)

2 Height Presets: TBC of any use and if additional presets can be added. (I have a feeling
this may be possible in your C:\Program Files (x86)\THQ\Company of Heroes\WorldBuilder

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there is a file called HeightPresets which can be opened with notepad. But this needs to
confirmed still as well)

3 Height: Sets the height of the spline. 0.000 = Terrain Level 10 (Default Map Terrain Level on
Start-Up) / 1.000 = TL 11 / -1.000 = TL 9

Current: Set to your under default and edit your Deform Spline

4 Mode: TBC of use

5 Set To Default Height: Sets the spline to the height set under Default.

6 Edit Profile: Opens the Edit Dialog window for editing the splines shape

Dialog Editor: This window is used to edit your Deform Spline (Shaping it)

1 Handles Count: Counts your handles from Left to Right on your Terrain Profile

2 Handles: (There actual name I'm not sure, but this works or me) these tiny squares are
adjusted up or down, or left or right. They help to design the shape of the Terrain Profile

3 Terrain Profile: This solid line is your terrain profile which the Handles manipulate

4 Copy: Copy your current terrain profile

5 Paste: Paste your copied terrain profile on a new Deform Spline

6 Apply: Apply your current terrain profile to the spline (Window stays open)

7 OK: Accept your terrain profile and apply it to the spline (Window Closes)

8 Cancel: Cancel the Dialog Editor

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9 Scale: TBC of use

10 Value: TBC of use

11 Range: TBC of use

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13. Water Placement
Shortcut Key F10

Water Placement is for laying down bodies of water in the map

Main Screen: The highlighted box is the (1) Current Selected Water. This box is also the (2)
Water Handle for raising and lowering the water level.

Edit Modes: This is the window for manually setting your water level

3 Update: Refreshes your new setting

4 Update Mode: On Release means you can only raise or lower 1 water selection. Drag means
you can raise or lower more than 1 water selection at the same time. Never means water cannot
be selected.

5 Water Depth: This is the Default water Depth (Terrain Height)

6 Water Level: This is the Current water level. (Terrain Height)

Note: Adjusting Water Depth (default) will add 8 to Water Level (current). (EG. If Default
depth is 3.000 then Current Water Level will be 11.000 on release.)

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14. NIS Editor
Shortcut Key F11

The NIS Editor is used specifically for making Animation Clips which can be used for Single
Player Campaigns and use as an opening video for a Multiplayer Maps or to set up a Sweeeet
Loading Screen for your map

Special thanks to AverageJoe for Explaining the NIS Editor

NIS File: Window for opening saving NIS files and merging files

1 New: Start a new NIS animation

2 Open: Open an already existing NIS file

3 Open Recent: Browse recently opened NIS files Close current NIS

4 Close: Close your NIS File currently open

5 Save: Save your current NIS

6 Save As: Save your current NIS and Re-Name if you like

7 Import Clip: TBC

8 Import Animation: TBC

9 Change Frames Per Second: Adjust NIS frames per second (This only affects the timeline
playback speed, not actual frames per second)

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10 Merge NIS: Open and combine a NIS file with currently opened NIS file (Will have to select
starting frame)

Main Screen: In the main screen we see an Actor which would be connected to Event Stream of
the NIS video

Play Menu: Play menu is used to play your animations or editing your Timeline

1 Control icons: Reset, Step Back, Play and Step Forward your animation

2 Current Frame Box: The current frame of your animation

3 Timeline: Opens NIS Timeline (Dope Sheet, Curve Editor and Number of Frames)

4 Autokey: Automatically generate movement keyframes for current frame

5 Mute: Mute sounds in the NIS

UI: TBC for window description

6 UI: Toggle visible and selectable UI elements

7 View Type: Toggle camera mode

8 Camera: TBC

Event/Stream View: TBC for window description

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9 Actor: TBC

10 Blueprint: Change currently selected actor model

11 Snap To Terrain: Lock selected actor to terrain height

12 Remain at end: TBC

13 EBP: TBC

14 Player: TBC

15 Squad: TBC

16 EGroup: TBC

17 Element: TBC

18 Squad Leader: TBC

19 Element Leader: TBC

20 Timeline: Here you can quickly move ahead animation or pull it back

21 TBC

Objects: TBC for window description

22 Place on Right-Click: Enables object placement on Right-Click

23 Refresh: Reloads all items

24 Actor: Change to actor placement

25 Camera: Change to camera placement

26 Effect: Change to effect placement

27 Locator: TBC

28 Light: Change to light placement

29 Object Files: Item list view of objects for the NIS Editor

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Timeline Window: TBC for window description

1 Menu: Toggle between keyframe editors

2 Dope Sheet: keep tracks of the frames in the animation and can be used for altering frame
positions on the timeline (TBC if description is correct)

3 Curve Editor: Opens up the Curve Editor

4 Number of Frames: Change total number of frames for current NIS animation

5 Channels Window: These are the Object Channels

6 Keyframes: Place new Keyframes by hitting Insert

7 Current Frame: The highlighted bar is your current frame (Green when Autokey is enabled)

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Curve Editor: TBC for window description

1 Frame Window: TBC for description

2 Smooth: Smooth curve (TBC for description)

3 Break: TBC for description

4 Flatten: Flatten curve (TBC for description)

5 Tangent Type: Adjust currently selected point types (Linear, Spline, Step, Mixed TBC for
description)

6 Insert Key: TBC for description

7 Value: TBC for description

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15. Ruler Mode
Shortcut Key F12

Special thanks to Nobody for Explaining the Ruler Mode

The ruler is, as it’s says, “A ruler” it is used to measure distances on the map; it can be set to
measure from a fixed object or from a point in the terrain. (Nobody Quote)

Main Screen: In the main screen we are measuring 1x1 Land pathfinding from one HQ to The
Next, (1 Blue Circle) is the start of our position ( 2 Yellow Line) Is the shortest pathfinding
route From Point A to Point B ( 3 Red Circle) is the end of our route
End Point Types: For setting what to what will measure the pathfinding
1 Start: Set the start position to either Object or a Terrain position
2 End: Set the end position to either Object or a Terrain position
3 Regenerate Pathfinding Data: Regenerates your Impass Overlay
Pathfinding: For selecting what type of pathfinding will be set to End Point Types
4 Size and Pass Type: Check to base pathfinding off...
5 Size: The size of... ( 1x1 / 3x3/ 5x5 )
6 Pass Type: The Pass Type. Land, Light Crusher, Medium Crusher or Heavy Crusher

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7 Entity type: Check to choose from a specific entity type. (EG: Panzer IV)
8 Entity List: List to select Entity Types from
Distances: Displays the pathfinding distance
9 Straight: the straight distance from Point A to Point B in meters
10 Pathfinding: The pathfinding distance from Point A to Point B in meters

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16. Stamp Placement
Stamp Placement can be used for creating Pre-made stamps (EG: Say you designed a trench you
like. You can select the elements of that trench, create a stamp, then just re-stamp your trench
somewhere else in the same map or use it for a different map) for the map or for Re-Stamping
the entire map onto a larger map size

Note: The stamptool doesn’t work in the vanilla version of WB, you will have to DL the fixed
version made by Copernicus. (Nobody Quote)

(Link for Stamp Tool Fix can be found in Chapter 40)

Acquire: This window is where you’ll create your stamp and acquire the elements of the stamp

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1 Acquire Using: For selecting tool type for creating Stamps

2 Bound Box: Check for stamp creation, Bound box will select all objects inside a dragged box
on the map.

3 Selection: In selection mode the stamp tool will only include the objects you specifically select

4 Create Stamp: Select to create stamp, saves to Stamp List

5 Filters: Select which elements to include in the stamp

Place: This window is for selecting elements of placing a stamp

6 Place Using: Window description needed

7 Rotation gizmo: TBC

8 Random rotation: TBC

9 Bound Volumes: TBC

10 Absolute Coords: TBC

11 Filters: By default all are checked. Filter out elements of placement of the stamp. (TBC)

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Stamp List: Your saved stamp files

1 Stamp Files: This is where all your saved stamp files will appear. Select stamp for placement.
Right mouse click to place

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17. Grass Editor
The Grass Editor is used for painting 3D Grass and Wheat fields into the map

(See Chapter 40 for link on how to extract files)

Main Screen: The Grass Brush used for painting in grass/wheat blades

Edit Modes: For choosing the mode type. Type or Height

1 Mode: Choose which mode to use

2 Type: For selecting the type of grass or wheat your using

3 Height: For selecting the Height of your grass or wheat

4 Refresh All: Refreshes all Grass and Wheat type files being used (TBC)

Grass Types: File window with the types of grass and wheat

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5 Type: Files window of grass types and wheat (more files can be added)

6 Brush Size: Sets the size of the brush

7 State: Set the state the brush will be painting with

8 Blades: Displays file name of blade types

Grass Height: For setting up the brush settings

1 Blade: Displays the file names

2 LMB Mode (Left Mouse Button): say this is set to Subtractive...

3 RMB Mode (Right Mouse Button): ...and this to Additive, you lower the grass with your
LMB and raise it with your RMB

4 Brush Size: Set the size of the brush

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5 Feather: Set the amount of Fall-Off

6 Strength: Set the strength the brush paints at

7 Height: The Height of the blades of grass or wheat (Works in Combination with Set Value)

8 Sync all blade heights: Checked all blades will be painted at the same height, unchecked
they'll paint in at random heights

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18. Waypoint Placement
Special thanks to Nobody for Explaining Waypoint Placement

Waypoints or actually lines of waypoints, are used on large maps to make the AI follow certain
routes, it is used as a sort of pathfinding helper for the AI, and only needed on larger maps
(Nobody Quote)

Main Screen: The yellow line is our AI Pathfinding for this Waypoint
1 (See Main Screen Image) Waypoint Start: Bergy is the name of this waypoint and its starting
location (TBC)
2 (See Main Screen Image) Control Point: This is another waypoint, Theses control points are
adjustable
3 (See Main Screen Image) Waypoint End: Is the end of the waypoint path and illustrates its
direction.
Waypoints: Here you will create and name your waypoints and delete waypoints
4 Name: Waypoint list window, names of your waypoints, select to see its path

5 TBC
6 TBC

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7 Delete: Delete a selected waypoint
8 Naming Window: First you need to type a name for your waypoint
9 Create: Create your waypoint after naming it

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19. Territory Paint Editor
The Territory Paint Editor is used to calculate or paint (manually) in your sectors, from
individual entity points (HQ's, Resource Points)

An image of painted in sectors from my first map. Painting in sectors is more organic and can
help to increase the stradegy of the map. Calculate Veroni (no image) Calculates out all sectors
evenly. No Professional and most Community maps don't use this for sectors.

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Main Screen:

1 Entity Point: When you decide to paint in your own sectors your brush connects to the entity
point.

2 Brush: When the brush is Red in colour It will paint in Null Territories only, When the brush
is white and connected to an entity point it will be in White.

3 Sector: Once the area is painted in a solid colour will be seen when you have the Territory
Overlay toggled on.

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Main Screen:

1: When painting in manually the brush will be connected to your entity point the area your
painting in will be solid white until your done

2: Could be hard to see, but you can see the white circle and a white line coming from it this is
how you know your connected.

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Edit Modes: Here is where you’ll add new entity points and select an entity point and set your
brush size

1 Calculate Voronoi: World Builder will calculate out your sectors in evenly

2 Add territory under new Points: When you place down 1 or more entity points to paint in
select this function (Ignore the warning that comes up select OK and it say how many new points
were added)

3 Convert empty territory to null: Converts any territory not connected to a point or HQ to
null, handy when you have deleted resource points

4 Convert isolated territory to null: Same as above

5 Brush Size: Set the size of the brush

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6 Flash null territory: When the box is checked, null territory will flash

7 Wireframe water: When the box is checked, you’ll be able to see though the bodies of water
in the map.

8 Sample: When selected you can left-click on any sector and it will automatically connect you
to the entity point for that sector.

9 Sample Entity: When selected left-click on an entity point and it will connect you.

10 Paint Null: When selected you may paint in Null Territories. (Note: Null territory sectors are
areas that won’t be accessible during the game)

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20. The Other Stuff

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20.1. View Error Messages
View where errors are located in the map.

21. Previous Error


Go to the last error you viewed

22. Next Error


Go to the next error

23. Memory Dump


TBC of any use

24. Memory Statistics


TBC of any use

25. Hide Objects


Toggle Objects on or off

26. Hide Splats


Toggle Splats on or off

27. Hide Splines


Toggle Splines on or off

28. Hide Overlay


Toggle Overlay on or off

29. Hide Fog


Toggle Fog on or off

30. Hide Waypoints


Toggle Waypoints on or off

31. Hide Cover and Shot Blocking


Toggle Cover and Shot Blocking on or off

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32. Hide Player Ownership Coloring
Toggle Player Ownership Coloring on or off

33. Hide Weapon Range


Toggle Weapon Range on or off

34. Hide Markers


Toggle Markers on or off

35. Hide Marker Proximity


Toggle Marker Proximity on or off

36. Hide Marker Names


Toggle Marker Names on or off

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37. Additional Info

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37.1. Camera Controls
How to move around in WB

ALT Key: Rotates Camera in all directions (Except no looking directly up kiddies at the
beautiful blue sky)

ALT Key + Left Mouse button or Right or Scroll Wheel: Zoom in and out

Middle Mouse Button: Pan left and Right

Backspace: Default camera view

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38. Shortcut Keys and Key controls in WB and In Game
Console Commands
How to move selected items in WB and shortcuts

Select Objects: F1

Object Placement: F2

Decal Placement: F3

Render Marker Prox: F4

Heightmap Editor: F5

Impass Map Editor: F6

Texture Tile Painting Editor: F7

Splat Placement: F8

Spline Placement: F9

Water Placement: F10

NIS Editor: F11

Ruler Mode: F12

Cycle Multiple Splines: Using Ctrl + Left Mouse Button in either Select Object Mode or
Spline Placement Mode with cycle through multiple splines (Nice if you have a lot of splines
overlaying one another)

Cycle Multiple Object: Using Ctrl + Left Mouse Button in either Select Object Mode or
Object Placement Mode with cycle through multiple splines (Nice if you have a lot of objects
to close to one another)

Select Multiple Splines: Using Shift + Left Mouse Button you can select multiple number of
Splines in Select Object Mode or in Spline Placement Mode

Select Multiple Objects: Using Shift + Left Mouse Button you can select multiple number of
Splines in Select Object Mode or in Object Placement Mode

Left Mouse Button + Mouse move: To move the selection

Shift + Left Mouse Button + Mouse move: To rotate the selection

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Delete: Will delete a selected Object, Spline, Splat, or Decal

C key + Left Mouse Button: Will Clone a selected Object, Spline, Splat, or Decal

H key + Left Mouse Button + Move Mouse: To Adjust the Height (Object Splines must have
Adjustable to Terrain unchecked under Current to adjust the selection/s height)

Special Thanks to Lethal Dosage for this section:

Ingame Console commands

These are console commands that you can enter ingame for information like your FPS or things
like making the taskbar disappear for screenshots, as well as the odd fun thing.

To open your console press Ctrl+Shift+~ which will make a drop down menu appear. Any keys
you press will show at the bottom of the drop down menu and pressing Enter will apply the
command. Press Ctrl+Shift+~ to close the console once you’re done. Below is a list of console
commands that can be entered in and their effect.

ee_bigheadmode(1) Big Head Mode, 1 for on, 0 for off


FOW_Toggle Toggles Fog of War on/off (still requires LoS for units)
FOW_RevealAll Turns the Fog of War off properly
setsimrate<number> Sets game speed (default is 8)
taskbar_hide Hides the taskbar
taskbar_show Shows the taskbar
restart Restarts the game
abortgame Quits the game
statgraph() Enables "statgraph_channel" codes
statgraph_channel("fps") Displays the frames per second
Misc_SuperScreenshot() Takes a screenshot with the taskbar, team colours or
buttons visible, even without the taskbar_hide command
being used

*** Note: The game will NOT pause while the console is open, it will continue going along
unless you press Pause before opening the console. ***

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39. DCA States & Variables Info
I started a thread about this on the forums and decided it would be use full for the Manual to
have it here, it describes the different DCA States/Variables used under Edit State, while in
Object Placement Mode or Spline Object Mode

Objects Placement/ Mode: Spline Object:

Function: Edit State: (See Chapter 5 Line 12)

Set Health: Sets the Health of an object from values 0.000 to 1.000 (Default)

Wall Destroy: Destroys wall sections (some objects other than walls have this available as well).

Building Damage: Allows you to edit the building adding Damage.

DCA States:

Building_Variation: Change to a different Version of the building.

<!--mangled:shutter_slumlongl##-->open_state: A type of building variation.

Capping: Some objects have only one direction (left or right) this allows you to have a left and
right side EG: hanger_front_01...

...DCA State: Capping: options are


small_left/small_w_center_left/large_left/large_w_center_left/small_right/ and so on...

Light: Turns light On or Off

Headlights: Turns light On or Off

Damaged_state: Healthy/Wreck

Bridge: Normal/Wreck/Rebuilt

Texture_Set: Changes the texture of the object (similar to color)

DCA Variable:

Color: Changes the color of the object. values are 0.000 (Default) to 7.000

Tint: Changes the tint of the object. Values are 0.000 to 5.000 (Default)

Burn_State: Different stages of a burnt object. 0.000 (Default) to 1.000

Rotation: Changes the degree of turn from 0.000 (Default) to 360.000

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Animation_ammount: changes the amount of animation applied to the object. values are 0.000
to 1.000 (Default)

Team: I'm not sure what this DCA Variable is used for. But it is applied to VPoints and RPoints,
could be for SinglePlayer Missions

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40. Links to World Builder Toots and more at
Relicnews Community Forums
This was one of my favorite chapters to put together, the one thing about this forum is how
helpful everybody there can be and considering how many helped me out there and still do, it
was an honor to place these links. Hopefully this section will continue to grow. So if you put
together a toot for WB let me know ;)

40.1. Tutorials:
HOW TO: Basic NIS... BY AverageJoe (Highly recommended if you’re new to The NIS
Editor)

HOW TO: Advanced NIS... BY AverageJoe

HOW TO: NIS Pictures... BY AverageJoe

HOW TO: Design a Trench with Splines: Eastern Front Style... BY Bergy68

HOW TO: draw/paint sectors in World Builder... BY Bergy68

HOW TO: Waterfalls in Company of Heroes... BY burtondrummerNY

The Mapmakers Tutorials... BY Nobody (Highly recommended for new mappers)

HOW TO: Use Action Markers... BY Nobody

HOW TO: Create a River with a Spline BY... Playmobill

HOW TO: Some Basic Scar for Mappers... BY Sando (Highly Recommended)

40.2. Others:
The link below are pdf files and very useful as a Quick Reference Guide (Highly
Recommended)

Release - Worldbuilder Object Catalogue and Splins & Splats Handout... BY -=fIREFLY=-

The link below is the Pipeline fix you'll need in order to save your Atmosphere Presets (.aps
files) and also so you can save your Stamps (Highly Recommended)

[TOOL] Fixes for Stamp Tool and Atmosphere Presets saving... BY Copernicus

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40.3. Mod Related:
Now even thou this a WB Manual a lot of mappers out there are involved in Mods so I decided
to place a few Important links related to modding here

Corsix's Mod Studio... BY Corsix (An absolute must for modders and for mappers, It isn't
strictly related to modding)

[FAQ] The Grand How-To (read first, kk?)... BY Celéstial ( Highly recommended if your
new to modding)

[Guide] LD's Guide to CoH for Dummies v2.6 (ToV info)... BY Lethal Dosage ( Not strictly
related to modding only but Highly Recommended)

The link below you'll find all your tools related to modding here: Thanks to all the Authors for
their contribution

Company of Heroes Modding Tools... Thread BY Kapp'n

40.4. Acknowledgements
I just want to take the time here to thank the community for helping me out with this Manual, by
posting in the threads related to it.

Special Thanks to AverageJoe for the Descriptions of the NIS Editor.

Special Thanks to Nobody for the Description of the Ruler Mode and for Waypoint Placement and the
Layers Window and other functions.

Special Thanks to Sando for Scar Marker info

Special Thanks to Lethal Dosage for Ingame Console commands

Special Thanks to Kapp'n for fighting to get this Sticked

And of course to Relic Entertainment for making this game that we all love so much that we
take the time out of our day to do stuff like this Manual

Best Regards to All and Happy Mapping and Modding!!! Enjoy ;)

Bergy68

CoH World Builder Manual v1.0

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