BLOCK EDITOR TIPS AND TRICKS
Steve "the taxman"
To aid in understanding what the F9 key in the Block Editor does, start the block editor and turn off the side view. Imagine the empty quadrant as a desktop. From the top/left corner as (0,0), count right (1,0), (2,0) etc.. Again from the corner (0,0), count down (0,1), (0,2) etc.. From (0,0) count right one, down one => (1,1) ... (column,row) , (x,y).
Following this method then, a position out of the quadrant would have some negative value. Notice the cross formed by the four quadrants. From (0,0) count left into the front view quadrant (-1,0), (-2,0) etc.. From (0,0), count up into the 3D quadrant (0,-1), (0,-2) etc.. From (0,0) count left one, up one into the top view quadrant => (-1,-1)... etc..
You now understand computer graphics positioning. It differs from print screen positioning. Notice the cross in the two left quadrants. That is (0,0). Remember that the front view is looking from South to North in the top view, the same way as the quadrants are positioned. Turn the side view on. Remember the side view looks East to West, again the same.
Create a new block at (0,0). Use view in 3D, find the block and go inside it. This puts you at (0,0). If you only use left mouse button in 3D view, you will stay there. Select all vertices of the block and move it so it is in top right quadrant of all three views. Use left button in 3D view to find the 3D cube. Use left/right arrow keys to put cross on front face, top/right to you. It is helpful to imagine you are at the lower/left/front corner of a cube workspace (0,0,0).
Hit F9. Notice the indented texture square has numbers at all four corners. Notice your selected cube face has four corners. Think. Where is the 2D face in relation to you in graphic co-ordinates?
Hit cancel. The right arrow selects faces in this order - FS (front side), RS (right side), BS, LS, T, B. Select RS. You can just see the lower edge. Hit F9. Imagine you grab the tex. card and carry it around the corner and look at the face and look at the card and look at (0,0,0).
Hit cancel. Select BS. Hit F9. Here it gets tricky. You imagine the same procedure but now (0,0,0) is not lower/left! Not only that, your x co-ordinates are positive? I like to say two wrongs make a right. (0,0,0) has not moved. Only your view of it has. Besides, these are relative co-ordinates to (0,0,0), not to put too fine a point on it.
Hit cancel. Select LS and F9. That one is easy, making up for the last one. The T looks easy at first, but then you realize you should see some negative values. It is helpful to do the B first. Remember, relative.
OK. So now you sort of understand what F9 means. But what the heck is the good of it? What can you do with it? Well, try this. Save some blocks in a directory with some textures. Select a block, select a face, hit F9. Change a number or two and hit OK. Have fun! Invent another use for it.
F1 - Copy
F2 - Block count
F3 - zoom 250%
F4 - 2D whole block select
F5 - transfer 2D select to 3D
F6 - unselect 2D
F7 - rotate select
F8 - rotate select
F9 - alter texture
1) A character can descend to a surface less than 2X the length of the
centering cross leg below centre without dying. At 2X he dies.
2) A character can climb a slope up to about 50 degrees. The factor is
20H x 17W.
3) Using Kaidan texture as a measuring stick, a fall of 9 layers plus the
40% low strip, on the fifth fall the character sustains 1 increment of
injury. At 11 layers, the second fall results in 1 increment. The
physical strength of the character has no bearing on the result.