Collision Editing

A Multitool for The Legend of Zelda: The Wind Waker

Collision Editing

This tutorial will go over how to use Winditor’s integrated collision editing mode.

Switching to the Collision Editor

Under the main toolbar, you will see two more options: “Actor Editor” and “Collision Editor.” Winditor will open with the Actor Editor enabled, and thus that option will be greyed out as in the image above. Select “Collision Editor” to switch to the collision editing mode. You will not be able to select, edit, or move actors while in collision editing mode even though they are still visible. To switch back to the Actor Editor, select that option in the toolbar.

Selecting a Room

When you switch to the Collision Editor, you may see a translucent mesh appear in a room, or you may see nothing change at all. In either case, you can change which Room’s collision mesh you are editing by selecting it from the Scene List in the top left corner of the program. Upon selecting a Room, its collision mesh will become visible.

You will now be able to use the Viewport to select the triangles in the collision mesh.

Viewport

The viewport displays the collision mesh as a translucent overlay on the visual mesh of the selected Room. The triangles in the collision mesh are separated by black lines. Triangles become red when they are selected.

Controls

Hierarchy View

The Hierarchy View can be found on the top right side of the program. It displays the hierarchy of nodes within the collision mesh.

Controls

Properties Panel

The Properties Panel displays the editable properties of the currently selected triangle, group of triangles, or node.

Triangle Properties

Collision triangles have a number of properties that can be modified. Here is a key that explains what each property means:

Node Properties

The nodes that make up the collision mesh’s hierarchy have their own set of properties. These can be accessed by selecting the node in the hierarchy view.


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