Editor Setup
Rockwall 2
Rockwall 2 is a single application that contains all three content creation tools, the map editor, model editor, and particle editor, living as tabs across the top of the main window. All three share the same project config.
On Windows, it runs from the prebuilt binary in a root’s sdk-content/Tools/Rockwall 2/. On other platforms, the Launcher runs it straight from source instead, so there’s no separate build step to worry about.
Launching It
Everything is handled through the SDK Launcher. Select your project in the Projects list, then click Launch Rockwall2 under Utilities.
The Launcher builds a Release build if one isn’t already up to date, runs the compile step to produce fresh entity data, and generates a Rockwall 2 config pointed at the right build output and Working/ folder the first time you launch that project. There’s nothing to fill in by hand.
The first launch for a project takes a bit longer, since the game and the map compiler both need building first. After that, Quick Launch, Launch Developer, and Launch Rockwall2 all reuse the existing build as long as nothing’s changed.
Updating After Entity Changes
Whenever you add an entity class, rename one, or change its exposed properties, inputs, or outputs, just launch Rockwall 2 through the Launcher again. It rebuilds and regenerates the entity data before Rockwall 2 opens, so your changes are always there waiting for you. Purely behavioral changes, ones that don’t touch [EntityDescriptor], [ExposeEntityProperty], or the input/output attributes, don’t need this.
The Three Editors
Map Editor Build levels, place entities, configure outputs, and compile maps. See Mapping for a full guide.
Model Editor Import FBX or Blender files and export to the .ccmdl format the engine uses at runtime. Manage sequences, animation events, bone masks, attachments, and ragdoll physics settings. See Models.
Particle Editor Create and preview particle systems saved as .crp files. See Particle Systems.
Building the Tools from Source
If you’re modifying Rockwall 2, the Map Compiler, or any of the other editor tools themselves, the source is in a root’s sdk-content/MapToolSrc/. Open ChiselAssetTools.sln, a separate solution from games.sln, and build from there.
The Launcher only picks up a hand built copy if you swap it in yourself. Otherwise it always uses the prebuilt Windows binaries, or builds fresh from source on platforms where those aren’t available.