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Update Maps & Scripts Section

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## When I want to edit a map, A massage eather saying "Bad XOM File name" Or "Access Violation"
File have not MAP structure.
## How come the Map is all White and I cant see the Colors and Textures?
Read Manual, For Textures you should load it in *Texture Panel*.
## Where is the Main Ground?
[Height Map](height-map.md) need open *File - Open Height Map...*
## Is there a Tut/Help for this?
Use Manual (F1) and see [Making own map](making-own-map.md)
## How do I change the Shape of a new box? Like to a chunk of land or a pipe?
Use Layers Mode for make form of [Poxel](poxel.md)
## How do I Insert the map into the game?
Worms3D or Worms4? For Worms3D read this [Making own map](making-own-map.md)
Height map is type of **Objects Map** (Used for W4). This type used for creation of landscape of map.
For import from image Height map use *Properties Panel - Height Map - Import Hmap*. Will opened Import Height Map form.
You can also Export your Height Map for edit. For export your Height map to bmp-image use *Properties Panel - Height Map - Export Hmap*.
Landscape W4 have also Mask for Second Texture. You can Import/Export your Mask for Texture Height Map. For import your Mask for Texture from bmp/jpg image use *Properties Panel - Height Map Texture - Import Image*. For export your Height map to bmp-image use *Properties Panel - Height Map Texture - Export Image*.
All commands analogic to Import Height Map Form.
In Worms 4 Mayhem you can also change Mask textures of Height Map. You can find Name of Base/Second Texture from **Worms 4 Mayhem\\data\\databanks\\mapname.xml** file.
## Tools
To create your own maps should be located following tools:
- W3DEditor v2.2 - Map Editor.
- W3DLauncher - Loader to load the list of maps and Mods.
- W3DIconEdit v1.0 - The creation of icons to maps.
- ScriptsEdit v 1.4 - Creating the Map List and add it to.
## Process
- In Map Editor (W3DEditor v2.2) making map **(\*.xom)**, texture list **(\*.txt)**. It files put in folder **Data\\Maps\\**.
- Then map add to Game (ScriptsEdit v 1.4), create Map List, there write name of map, texture list name, icon name, sky and others. Output file **Scripts\*.xom** saving to folder **Data\\MapPacks\\**.
- Run game with Launcher (W3DLauncher) select user mode and Script list.
- Next make screenshot of map. Open it in Icon Editor (W3DIconEdit v1.0) and get it from buffer, crop icon and save it **\*.tga** in **Data\\Frontend\\Levels\\**.
- Return to game and see icon .
## Tutorials
- [W3DEditor - Tutorial 1](tutorial-1.md)
- [W3DEditor - Tutorial 2](tutorial-2.md)
## Video Tutorials
The most obvious learning establish their video maps are examples:
- ~~[Video Tutorial as Make Map in W3DEditor v1.0](http://worms3d-portal.com/portal.php?topic_id=523)~~ - First Example, Import Objects, Make Land, Save map
- ~~[Video Tutorial 2 as Add Map](http://worms3d-portal.com/portal.php?topic_id=526)~~ - Add Map in game from ScriptsEdit.
- ~~[Video Tutorial Change Textures](http://worms3d-portal.com/portal.php?topic_id=558)~~ - Change textures and texture list.
- ~~[Video W3DEditor v1.8 Preview Copy Modes](http://worms3d-portal.com/portal.php?topic_id=770)~~ - Fast copy by mouse.
- ~~[Video W3DEditor v2.0 Preview](http://worms3d-portal.com/portal.php?topic_id=776)~~ - Change Layers and show the capacity of editor.
- [W3DEditor Tutorial 1: Poxels](http://www.youtube.com/watch?v=_bEg7XpU0Xk) - W3DEditor Tutorial 1: Poxels
- [W3DEditor Tutorial 2: Objects](http://www.youtube.com/watch?v=ltfpG4kC16I) - W3DEditor Tutorial 2: Objects
- [W3DEditor Tutorial 3: Textures](http://www.youtube.com/watch?v=ob7xtUCdoGU) - W3DEditor Tutorial 3: Textures
- [W3DEditor Tutorial 4: Script](http://www.youtube.com/watch?v=nk_7u5poc04) - W3DEditor Tutorial 4: Script
- [W3DEditor Tutorial 5: Playing](http://www.youtube.com/watch?v=0ROKlGX4QQw) - W3DEditor Tutorial 5: Playing
- [W3DEditor Tutorial 6: Emitters](http://www.youtube.com/watch?v=tpnSn4IH4-0) - W3DEditor Tutorial 6: Emitters
## Worms 4
How Add Map in Worms 4 list:
1. in folder **data/maps/** put **yourmap.xom, yourhmap.hmp,
yourtexturelist.txt**
2. in folder **data/databanks/** put **yourdata.xml**
``` xml
<?xml version='1.0' ?>
<xomArchive>
<xomObjects>
<XDataBank id='id-0'>
<Section>0</Section>
<UintResources href='Databank.CustomDetailBank'/>
<UintResources href='Databank.CustomTextureBank'/>
<StringResources href='Databank.MaterialFile'/>
<StringResources href='Databank.Theme'/>
<StringResources href='Databank.Theme'/>
<StringResources href='Databank.TimeOfDay'/>
<StringResources href='Heightmap.BaseTexture'/>
<StringResources href='Heightmap.SecondTexture'/>
</XDataBank>
<XUintResourceDetails id='Databank.CustomDetailBank'>
<Value>1</Value>
<Name>Databank.CustomDetailBank</Name>
<Flags>72</Flags>
</XUintResourceDetails>
<XUintResourceDetails id='Databank.CustomTextureBank'>
<Value>6</Value>
<Name>Databank.CustomTextureBank</Name>
<Flags>72</Flags>
</XUintResourceDetails>
<XStringResourceDetails id='Databank.MaterialFile'>
<Value>Maps\\yourtexturelist.txt</Value>
<Name>Databank.MaterialFile</Name>
<Flags>64</Flags>
</XStringResourceDetails>
<XStringResourceDetails id='Databank.Theme'>
<Value>BUILDING</Value>
<Name>Databank.Theme</Name>
<Flags>64</Flags>
</XStringResourceDetails>
<XStringResourceDetails id='Databank.TimeOfDay'>
<Value>NIGHT</Value>
<Flags>64</Flags>
</XStringResourceDetails>
<XStringResourceDetails id='Heightmap.BaseTexture'>
<Value>C01</Value>
<Name>Heightmap.BaseTexture</Name>
<Flags>64</Flags>
</XStringResourceDetails>
<XStringResourceDetails id='Heightmap.SecondTexture'>
<Value>C03</Value>
<Name>Heightmap.SecondTexture</Name>
<Flags>64</Flags>
</XStringResourceDetails>
</xomObjects>
```
3. change **scripts.xml** file in folder **data/Tweak**
``` xml
<?xml version='1.0' ?>
<xomArchive>
<xomObjects>
<XDataBank id='id-0'>
<Section>0</Section>
...
<ContainerResources href='yourIDMAP'/>
<StringResources href='txt.yourMapName'/>
...
</XDataBank>
...
<XContainerResourceDetails id='yourIDMAP'>
<Value href='yourMapID-0'/>
<Name>YourMapName</Name>
<Flags>80</Flags>
</XContainerResourceDetails>
<WXFE_LevelDetails id='yourMapID-0'>
<Frontend_Name>txt.yourMapName</Frontend_Name>
<Frontend_Briefing></Frontend_Briefing>
<Frontend_Image>YourIcon.tga</Frontend_Image>
<Level_ScriptName>stdvs,wormpot</Level_ScriptName>
<Level_FileName>YourFileBaseName</Level_FileName>
<Objectives></Objectives>
<Level_Number>6</Level_Number>
<Level_Type>0</Level_Type>
<Lock></Lock>
<Theme_Type>5</Theme_Type>
<Preview_Type>0</Preview_Type>
<BonusTime>165</BonusTime>
</WXFE_LevelDetails>
<XStringResourceDetails id='txt.yourMapName'>
<Value>YourMapName</Value>
<Name>txt.yourMapName</Name>
<Flags>64</Flags>
</XStringResourceDetails>
...
```
It should work, good lucky!!!
**Poxel object** is type of Objects Map. First word "poxel" I hear by K^2. It as pixel but in 3D =) . This main type, all active objects in map it **Poxel object**.
**Structure**. Poxel object have parameters as position, orientation, size. You can move it as you want. Poxel object is many boxes (voxels). Poxel size parameter establishes amount voxels in Poxel objects.
![Poxel_1.gif](../images/maps/Poxel_1.gif)
**Layers** used for giving to Poxel object of necessary form.
![Poxel_2.gif](../images/maps/Poxel_2.gif)
**Height map** used for giving to Poxel object form noise surface.
![Poxel_3.gif](../images/maps/Poxel_3.gif)
**Poxel Texture** used for definitely view.
![Poxel_64.gif](../images/maps/Textures_64.gif)
**Texture Coordinate** for corect view textures.
![Poxel_4.gif](../images/maps/Poxel_4.gif)
**Surface** type Smooth Top/Side.
![Poxel_5.gif](../images/maps/Poxel_5.gif)
......@@ -359,4 +359,4 @@ For example, Choose a folder and write the map name **001**
![Tut038.gif](../images/maps/Tut038.gif)
Now you can work with W3DEditor to create your own maps.
\ No newline at end of file
Now you can work with W3DEditor to create your own maps.
......@@ -6,46 +6,45 @@
## Step 1 **Create Primitives figures**
Open **3DSMAX** to create **Primitives Objects** like on the next
scheme:
Open **3DSMAX** to create **Primitives Objects** like on the next scheme:
**Ellipse: **Select in **Menu -\> Create -\> Standard Primitives -\>
Sphere. **
### Ellipse
(Radius: 12, Segments: 32, Move: \[-18,-8,0\], Rotate: \[0,105,0\],
Scale: \[210,125,100\])
Select in *Menu - Create - Standard Primitives - Sphere.*
**Torus: **Select in **Menu -\> Create -\> Standard Primitives -\>
Torus. **
(Radius: 12, Segments: 32, Move: [-18,-8,0], Rotate: [0,105,0], Scale: [210,125,100])
(Radius 1: 14, Radius 2: 5, Segments: 24, Sides 12, Move: \[24,-24,0\],
Rotate: \[-5,-28,2\], Scale: \[100,100,100\])
### Torus
**Teapot: **Select in **Menu -\> Create -\> Standard Primitives -\>
Teapot. **
Select in *Menu - Create - Standard Primitives - Torus.*
(Radius: 16, Segments: 4, Move: \[18,16,0\], Rotate: \[0,0,0\], Scale:
\[100,100,100\])
(Radius 1: 14, Radius 2: 5, Segments: 24, Sides 12, Move: [24,-24,0], Rotate: [-5,-28,2], Scale: [100,100,100])
**Tube: **Select in **Menu -\> Create -\> Standard Primitives -\>
Tube. **
### Teapot
(Radius 1: 9, Radius 2: 7, Height:32.5 Segments: \[5,1,18\], Move:
\[42,40,0\], Rotate: \[0,0,0\], Scale: \[100,100,100\])
Select in *Menu - Create - Standard Primitives - Teapot.*
**Helix: **Select in **Menu -\> Create -\> Shapes -\> Helix. **
(Radius: 16, Segments: 4, Move: [18,16,0], Rotate: [0,0,0], Scale: [100,100,100])
(Radius 1: 11, Radius 2: 3, Height: 40, <Turns:5.3>, Enabple in
Viewport, Radial Thickness: 2.21,
### Tube
Move: \[-22,21.5,0\], Rotate: \[0,0,0\], Scale: \[100,100,100\])
Select in *Menu - Create - Standard Primitives - Tube.*
(Radius 1: 9, Radius 2: 7, Height:32.5 Segments: [5,1,18], Move: [42,40,0], Rotate: [0,0,0], Scale: [100,100,100])
### Helix
Select in *Menu - Create - Shapes - Helix.*
(Radius 1: 11, Radius 2: 3, Height: 40, <Turns:5.3>, Enabple in Viewport, Radial Thickness: 2.21,
Move: [-22,21.5,0], Rotate: [0,0,0], Scale: [100,100,100])
You should get primitive objects like ones shown on the screenshot:
![Imp001.gif](../images/maps/Imp001.gif)
Now Export the current file to \*.3ds. Select **Menu -\> File-\>
Export...**
Now Export the current file to \*.3ds. Select *Menu - File - Export...*
![Imp002.gif](../images/maps/Imp002.gif)
......@@ -53,13 +52,11 @@ Save this file as **ImportsObjects.3ds**
![Imp003.gif](../images/maps/Imp003.gif)
Now open W3DEditor v2.2 and select **Menu -\> File -\> Import 3ds...
**
Now open W3DEditor v2.2 and select *Menu - File - Import 3ds...*
![Imp004.gif](../images/maps/Imp004.gif)
In the first time, do not change defaults values, and open the file.
Press **Open.**
In the first time, do not change defaults values, and open the file. Press *Open.*
![Imp005.gif](../images/maps/Imp005.gif)
......@@ -67,9 +64,7 @@ Select **ImportObjects.3ds** in the folder where it was saved.
![Imp006.gif](../images/maps/Imp006.gif)
The first result of the Objects imported has a very bad quality. As you
can see Poxels have not the shape of Primitive objects, but that is not
a problem.
The first result of the Objects imported has a very bad quality. As you can see Poxels have not the shape of Primitive objects, but that is not a problem.
In next steps we will solve it.
......@@ -77,20 +72,17 @@ In next steps we will solve it.
## Step 2 **Ellips**
For clear your workplace, press in **W3DEditor v2.2 Menu -\> File -\>
New Map... **
For clear your workplace, press in *W3DEditor v2.2 Menu - File - New Map...*
![Imp008.gif](../images/maps/Imp008.gif)
Change **Options** for **Apoxelation** process. Check**Top Smooth** and
**Side Smooth**,
Change **Options** for **Apoxelation** process. Check**Top Smooth** and **Side Smooth**,
change **Quality Layers Smooth** to **0.001**. And **Open** file.
change **Quality Layers Smooth** to **0.001**. And *Open* file.
![Imp009.gif](../images/maps/Imp009.gif)
Now a more nice result is obtain, but not for all primitives. Only
**Ellipse** it perfect.
Now a more nice result is obtain, but not for all primitives. Only **Ellipse** it perfect.
In next steps we will improve the rest of the Objects.
......@@ -98,13 +90,11 @@ In next steps we will improve the rest of the Objects.
## Step 3 **Torus**
As you can see, **Torus** in poxel shape has not a hole in middle,
therefore we should divide the object into parts.
As you can see, **Torus** in poxel shape has not a hole in middle, therefore we should divide the object into parts.
![Imp012.gif](../images/maps/Imp012.gif)
In order to do so, go to **3DSMAX**, select **Torus** and **Convert** to
**Editable Mesh**, in **Modify Panel.**
In order to do so, go to **3DSMAX**, select **Torus** and **Convert** to **Editable Mesh**, in **Modify Panel.**
![Imp013.gif](../images/maps/Imp013.gif)
......@@ -112,17 +102,15 @@ For making a division, use polygon method.
![Imp014.gif](../images/maps/Imp014.gif)
To be able to select an object, choose a way to **Circular Selection
Region**.
To be able to select an object, choose a way to **Circular Selection Region**.
![Imp015.gif](../images/maps/Imp015.gif)
We must divide **torus** into 3 parts. Go to **Top View** and select
polygons as it's shown on the screenshot:
We must divide **torus** into 3 parts. Go to **Top View** and select polygons as it's shown on the screenshot:
![Imp016.gif](../images/maps/Imp016.gif)
Disconnecting the selected part, click the **Edit Geometry -\> Detach**
Disconnecting the selected part, click the **Edit Geometry - Detach**
![Imp017.gif](../images/maps/Imp017.gif)
......@@ -146,12 +134,11 @@ Select all 3 parts of **Torus** to export them to .3ds.
![Imp022.gif](../images/maps/Imp022.gif)
**3DSMAX -\> Menu -\> File -\> Export Selected...**
*3DSMAX - Menu - File - Export Selected...*
![Imp023.gif](../images/maps/Imp023.gif)
Save as **Torus.3ds. **Then, go to **W3DEditor -\>Menu -\> File -\>
Import 3ds... **
Save as **Torus.3ds.** Then, go to *W3DEditor - Menu - File - Import 3ds...*
Select **Torus.3ds** and watch the results:
......@@ -163,23 +150,19 @@ As you can see, now the **Torus** is more similar to the original one.
## Step 4 **Tube**
**Tube** shape has to be corrected too. It needs to do divided into 3
parts.
**Tube** shape has to be corrected too. It needs to do divided into 3 parts.
![Imp027.gif](../images/maps/Imp027.gif)
In 3DSMAX select **Tube**, Convert to **Editable Mesh** and Detach to
identical parts.
In 3DSMAX select **Tube**, Convert to **Editable Mesh** and Detach to identical parts.
![Imp029.gif](../images/maps/Imp029.gif)
Select all 3 parts of the **Tube **to Exports them to .3ds. **3DSMAX
-\> Menu -\> File -\> Export Selected...**
Select all 3 parts of the **Tube** to Exports them to .3ds. *3DSMAX - Menu - File - Export Selected...*
![Imp030.gif](../images/maps/Imp030.gif)
Save as **Tube.3ds. **Then go to **W3DEditor -\> Menu -\> File -\>
Import 3ds... **
Save as **Tube.3ds.** Then go to *W3DEditor - Menu - File - Import 3ds...*
Select **Tube.3ds** and watch on result.
......@@ -189,18 +172,15 @@ The results are not so good. It needs extra corection.
![Imp032.gif](../images/maps/Imp032.gif)
If **Apoxelation** works badly, you should change the size of the
Original Object.
If **Apoxelation** works badly, you should change the size of the Original Object.
After **Apoxelation,** it will come back to its previous size.
In **3DSMAX **use **Select and Uniform Size, **select all 3 parts of
the **Tube, **
In **3DSMAX** use *Select and Uniform Size,* select all 3 parts of the **Tube,**
Then keep **Ctrl** pressed and change Y size in **Front View**.
Reduces the size ot the object to about the size shown in the
screenshot:
Reduces the size ot the object to about the size shown in the screenshot:
![Imp033.gif](../images/maps/Imp033.gif)
......@@ -210,13 +190,13 @@ In the current opened window write name of the Copy: **Tube_Short**.
Select New and old tube parts and Export them to .3ds.
**3DSMAX -\> Menu -\> File -\> Export Selected...**
*3DSMAX - Menu - File - Export Selected...*
Save as **Tube2.3ds**.
In **W3DEditor** in **3DS Import Form** change options:
Off **Top Smooth**, Off **Side Smooth**. Press **Open...**
Off **Top Smooth**, Off **Side Smooth**. Press *Open...*
![Imp035.gif](../images/maps/Imp035.gif)
......@@ -224,15 +204,13 @@ You should get some strange poxels, but it's alright.
![Imp036.gif](../images/maps/Imp036.gif)
In order to delete the incorrect parts go to **Map Tree Panel**, hold
**Ctrl** and **Select** Tube01, Tube_p1, Tube_p2.
In order to delete the incorrect parts go to **Map Tree Panel**, hold **Ctrl** and **Select** Tube01, Tube_p1, Tube_p2.
Then in context menu press **Delete Poxels**.
![Imp037.gif](../images/maps/Imp037.gif)
To get the previous shape of the Tube, you need to change the size of
the poxels.
To get the previous shape of the Tube, you need to change the size of the poxels.
Select a part of the Tube and resize it.
......@@ -244,8 +222,7 @@ The new Size must be about **17** on Z Axis.
If all steps were correctly done, you should obtain a result like this.
This not a perfect Tube, but it's the most similar to the original you
can make.
This not a perfect Tube, but it's the most similar to the original you can make.
![Imp040.gif](../images/maps/Imp040.gif)
......@@ -255,8 +232,7 @@ As you can see, the Helix has a strange shape after Apoxelation.
![Imp042.gif](../images/maps/Imp042.gif)
In 3DSMAX select Helix, Convert to **Editable Mesh** and Detach to
identical parts.
In 3DSMAX select Helix, Convert to **Editable Mesh** and Detach to identical parts.
![Imp043.gif](../images/maps/Imp043.gif)
......@@ -265,8 +241,7 @@ Select each part and detach it.
![Imp045.gif](../images/maps/Imp045.gif)
Select all parts of the helix, then go to **3DSMAX -\> Menu -\> File -\>
Export Selected...**
Select all parts of the helix, then go to *3DSMAX - Menu - File - Export Selected...*
Save it as **Helix.3ds**.
......@@ -274,35 +249,31 @@ Save it as **Helix.3ds**.
In **W3DEditor** in **3DS Import Form,** change options:
Off **Top Smooth**, On **Side Smooth**. Press **Open...**
Off **Top Smooth**, On **Side Smooth**. Press *Open...*
![Imp047.gif](../images/maps/Imp047.gif)
Open **Helix.3ds **to import.
Open **Helix.3ds** to import.
![Imp048.gif](../images/maps/Imp048.gif)
A nicer result should be obtained. Uncheck **Menu -\> View -\> Show 3D
Model** to hide Mesh.
A nicer result should be obtained. Uncheck *Menu - View - Show 3D Model* to hide Mesh.
![Imp050.gif](../images/maps/Imp050.gif)
## Step 6 **Teapot**
A Teapot it a complex model, that's why it should be divided into simple
objects.
A Teapot it a complex model, that's why it should be divided into simple objects.
![Imp052.gif](../images/maps/Imp052.gif)
Go to **3DSMAX**, select **Teapot **and **Convert** to **Editable
Mesh**, in **Modify Panel.**
Go to **3DSMAX**, select **Teapot** and **Convert** to **Editable Mesh**, in **Modify Panel.**
For the division, you have to use **Element** method.
![Imp053.gif](../images/maps/Imp053.gif)
Select the center of the teapot, as shown in screenshot, and Press
**Detach**
Select the center of the teapot, as shown in screenshot, and Press **Detach**
![Imp054.gif](../images/maps/Imp054.gif)
......@@ -312,28 +283,23 @@ Save part as **Teapot_01**.
Change select to **Polygon** mode.
And selects the lower part of the handle **Teapot** . Detach that part.
And selects the lower part of the handle **Teapot**. Detach that part.
![Imp056.gif](../images/maps/Imp056.gif)
Again change select to **Element** Mode. And select the lid **Teapot**.
Press Detach and named as **Teapot_Top**. Also check **Detach As
Clone** and press **OK**.
Press Detach and named as **Teapot_Top**. Also check **Detach As Clone** and press **OK**.
![Imp057.gif](../images/maps/Imp057.gif)
Select **Teapot_Top** and use **Select and Uniform Size **change
size.
Select **Teapot_Top** and use **Select and Uniform Size** change size.
This must be done to obrtain the desired shape of future caps, so we
need to enlarge it on the Y axis.
This must be done to obrtain the desired shape of future caps, so we need to enlarge it on the Y axis.
![Imp058.gif](../images/maps/Imp058.gif)
The next part to change is the **Center** of the **Teapot**, also change
its size on the Y axis, don't forget to hold **Ctrl** to make a copy of
this part.
The next part to change is the **Center** of the **Teapot**, also change its size on the Y axis, don't forget to hold **Ctrl** to make a copy of this part.
Save the copy as **Teapot_cen**.
......@@ -343,19 +309,15 @@ When all parts are made, select them and export.
![Imp060.gif](../images/maps/Imp060.gif)
Save as **Teapot.3ds** from **3DSMAX -\> Menu -\> File -\> Export
Selected...**
Save as **Teapot.3ds** from *3DSMAX - Menu - File - Export Selected...*
![Imp061.gif](../images/maps/Imp061.gif)
Then go to **W3DEditor -\>** **Menu -\> File -\> Import 3ds... **And
open **Teapot.3ds**
Then go to *W3DEditor - Menu - File - Import 3ds...* And open **Teapot.3ds**
In order to get a better view, select **Teapot_cen** in the **Map
Treee** and press **Edit Mode Panel -\> Hide Parent**
In order to get a better view, select **Teapot_cen** in the **Map Tree** and press *Edit Mode Panel - Hide Parent*
Changing the size of Y in such a way as to align it with the grid 3D
model.
Changing the size of Y in such a way as to align it with the grid 3D model.
![Imp064.gif](../images/maps/Imp064.gif)
......@@ -365,14 +327,13 @@ Its size should be about **15x6x15**
Next part for change is **Teapot_Top**.
Change size to obtain the desired shape. It should be about **10x1x10
**
Change size to obtain the desired shape. It should be about **10x1x10**
![Imp066.gif](../images/maps/Imp066.gif)
Remove unnecessary parts (old center and old caps)
Clear the view of the mesh press **Menu -\> View -\> Show 3D Model**
Clear the view of the mesh press **Menu - View - Show 3D Model**
![Imp067.gif](../images/maps/Imp067.gif)
......@@ -382,26 +343,21 @@ Turn off **Hide Patent** and then watch your full **Teapot**.
## Step 7 **Coloring**
In order to have a good view and learn about Color mode, you need to
paint your objects.
In order to have a good view and learn about Color mode, you need to paint your objects.
![Imp070.gif](../images/maps/Imp070.gif)
The best way to paint many pieces of one figure in a single color is by
applying the **Replacer**.
The best way to paint many pieces of one figure in a single color is by applying the **Replacer**.
Beforehand, it is necessary to paint a piece in the desired color, and
then you have to copy the ID of the poxel.
Beforehand, it is necessary to paint a piece in the desired color, and then you have to copy the ID of the poxel.
![Imp071.gif](../images/maps/Imp071.gif)
Then, select the root object, and through Replacer, apply color to all
pieces.