Land of the Vikings Building Editor Guide

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Now, take a look at the Land of the Vikings Building Editor Guide. Learn everything about how to use the editor and what you can do with it!

In this guide, our topic is the Land of the Vikings Building Editor Guide. Let’s learn how to use the editor and its intricacies now!

Land of the Vikings Building Editor Guide

Start

When we enter the editor, the first Building editor page welcomes us. On this page:

  1. Build List: It is the list that shows the builds that we have subscribed from the Steam Workshop and that we have made.
  2. Build your own buildings: In this section, there is a button named Building Type where you can choose what kind of build you will do (Decoration, poor house, hunting hut, etc.).
  3. Start New Building: After choosing what we want to do and defining tags, we can click this button and enter our editor.
  4. Return Main Menu: If we wish, we can return to our main menu with this button.

Design Window

Now we can start building from our editor. We have many features that we can use when making the building.

  1. Menu: Button to return to the main menu.
  2. Top menu: There are buttons where we can change the weather conditions, see building limits and finish our construction.
  3. Transform Settings: The part where we can easily adjust the position, size, and direction of the meshes we use in the building.
  4. Right menu: It is the list where we see the meshes we use individually or as a group.
  5. Submenu: The place where the meshes we will use in the building are located.
  6. Camera Angles: This is where we set our camera angles.

Top Menu

  1. There are two buttons, with the sun for day and moon for night, to simulate what our building looks like during the day and night in the game.
  2. There are 3 buttons to simulate how our building looks in sunny weather, rainy weather, and snowy weather.
  3. There are 3 LOD buttons so that you can see how the building quality will change according to the distance.
  4. There is a limit to the number of mesh we can use in the building, and you can track how much is left from the bar there. If we cross the border, we won’t be able to complete our building.
  5. There is a limit to the number of materials we can use in the building, and you can track how much is left from the number there. If we cross the border, we won’t be able to complete our building.
  6. In our editor, buildings, and decorations have their own limits and we cannot complete our construction if we go beyond these limits. To see the border more clearly, we can turn it on and off by pressing the checkbox next to border visibility.
  7. After the building is finished, if there is no mesh outside the border, if we have not exceeded the limit and the number of materials, it becomes active and we can complete our building by pressing this button.

Left Menu – Transform Settings

  1. Space: Direction signs showing the x, y, and z coordinates that we set the location, size, and direction of the mesh in World Space remain constant. If we click this button and make local space, these bars rotate with the mesh while the mesh rotates.
  2. Location, rotation, and scale buttons are assigned as shortcuts to W, E, and R keys, respectively.
    With Location, we can switch between the position of a selected mesh or group of mesh, its angle with rotation, and the pointing sticks with which we can change its size with scale.
  3. Checkboxes under Snap represent location rotation and scale, respectively. By changing the numbers at the bottom of these boxes, we can adjust how far they will move, how many degrees they will rotate, or how much they will scale. If we want to use the numbers under the box, it is necessary to activate it by clicking the box. We can close it by clicking again.
  4. Indep Rotate: We can rotate group members as a group. If we want to rotate the meshes one by one, press the check box indep rotate.
  5. We can group the meshes that we select with the Group button and that are listed in the selected items section, and change the location rotation and scale values of the entire group together.
  6. Randomizer: If we want to randomly change the location rotation or scale values of single or group meshes, we can enter the value we want to change while the group is selected and click the randomizer button. It will be assigned randomly with the minus value of the value we want to change (the selected value is 5, and the random value is between -5 <-> 5).

Right Menu

  1. Group list: If we make the selected meshes into groups, they will be listed as a button with the name of the group here, and we can select the group by clicking on it.
  2. All Meshes: All the meshes we palce in the editor are listed here and we can select the mesh by clicking on its name.

Sub Menu

  1. The red buttons at the top show the categories and we can switch between the categories by clicking on them.
    The Base button is disabled when building decorations because it contains the base part of the building structures.
  2. The type part appears only when we open the wood category and it serves to filter 4 types of wood. The checkboxes opposite the types list the ticked types and the same woods. By pressing the Clear type button, we can clear the selected types and all types of wood will be listed again.
  3. Mesh buttons: We can put the mesh buttons, where you can see larger images when you hover, to our editor by clicking once, or we can place them wherever we want in the editor by holding down and dragging them.

Camera Angle

By clicking the buttons here, you can change the angle of the camera to look from the top, bottom, right, left, and rear. To exit the perspective, you must click the Perspective button.

How Can Use Custom Buildings in Game?

For Building:

The builds we build will be located just to the right of the type we are building, with the editor icon above it.

For example, if we have built a poor house in the editor, you will see the poor house you have made in the editor, just to the right of the game’s own poor houses in the build menu in the game. The same is true for other structures. If you have made a hunting hut in the editor, you will see the building you made yourself next to the hunting hut in the game’s build menu with an icon on it. If you have created a building in the editor that you have not opened from the tree of life, you will not be able to build it in the game until you open it from the tree of life. For example, you designed a good house in the editor, but you did not open the good houses from the tree of life in the game. Then, without opening the good house from the tree of life, you will not be able to build the good house you designed in the editor in the game.

Decorations:

The decorations we designed in the editor are in the decoration tab on the far right of the build menu in the game.

After clicking the Decoration tab once, there is an editor icon on the decorations you have designed in the editor, on the far right of the in-game decorations listed below. For faster access, if you press the right arrow button on the far right of the list after opening the decoration tab, it will take you directly to the bottom of the list, where you can see the builds you have designed in the editor.