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. They live as tabs across the top of the main window. You configure it once per project via a project config, and all four editors share that config.
The prebuilt executable is at Tool/Rockwall2/Rockwall2.exe.
Before You Start
Before creating a config, make sure your game has been built and run at least once with the -compile flag. This is what produces the Data/def.eds file that Rockwall 2 reads to understand your entity types. If that file doesn’t exist yet, the map editor won’t be able to show your entities.
See Getting Started for how to add the -compile flag to your debug launch profile.
Creating a Config
Launch Rockwall2.exe. The startup window shows a list of saved project configs, on a fresh install this will be empty. Click Add New to open the config editing window and fill in the following fields:
A name for your project as it appears in the startup list. This is purely cosmetic.
Browse to your game’s build output folder and select:
This file is generated when your game runs with -compile. Point to the file in your release build output so the editor always reads compiled entity data.
(Pointing it to the release build’s data obviously means it will only update when the project is built and ran in release mode)
Browse to and select your game’s built executable. Rockwall 2 uses this to launch your game directly from the editor with Ctrl+Shift+B.
Browse to the map compiler binary included in the SDK:
If you’re using an FPS template based project (which you should), browse to and select the Working/ folder of your game project. This folder contains editor_settings.cfg, which tells the editor where your materials, models, and maps are.
Click Save. The config will appear in the startup list. Double-click it to open Rockwall 2 with your project loaded.
Updating After Entity Changes
Every time you add a new entity class, rename one, or change its exposed properties, inputs, or outputs, re-run your game with -compile before opening Rockwall 2. The editor reads def.eds, not your source code directly, so the file needs to be regenerated first. Essentially, the flow is: make code changes, run with -compile, then restart Rockwall 2. You only need to do this for changes that are visible to the editor. Purely behavioral changes to existing entities don’t require it.
The Three Editors
Once a config is loaded, all three tabs are available from the main window.
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 from Source
If you need to modify the tools themselves, the full source is in MapToolSrc/. Open MapToolSrc/ChiselAssetTools.sln — note this is a separate solution from the main games.sln — and build from there. You can point your Rockwall 2 config at the resulting binaries if you want to run your modified version instead of the prebuilt one.