
Information both from the editor and the game will appear here. Īt the bottom the output window is located. This will be covered late in this document. Underneath the Resource window the Tweaker is located. This one is unique for every editor and will be described in detail under the section for the corresponding editor. Next to the main toolbar the plug-in specific toolbar can be found. This menu holds all mappable commands that editor supports. When activating a plug-in a menu with the same name as the plug-in appears. There is however a SaveAll function (in the File-menu and as a button next to Save) that performs a save in all editors.

Next to the editor selection dropdown-list, the basic new, load and save can be found. When selecting a different editor the appearance of the tool can be slightly altered, however the basics are the same. These are the different editors and usually by default the TerrainEditor is active. In the top left corner there is a dropdown-list with all the plug-ins that the user can activate. When the editor is started the user ends up in an environment similar to the one below. This chapter will cover the basics of the editor, the windows, working with the graphical user interface, menus, shortcuts, add-ins, control mapping, options and status bar info. Most commands are console commands that can be mapped as shortcuts, giving the user ability to customize his/her work environment.

It is build around a plug-in system where different types of content are handled by different add-ins. The goal with the BF2Editor tool is that it should handle all content for Battlefield 2, including the pipeline from Maya into the game through Perforce.
