S&box Wiki
Home
/
Edit Tilesets-Proxies
View
Edit
History
No Category
Developer Overview
The Project System
Publishing To Asset Party
Getting Started With Hammer
Mapping Basics
Mapping Entities
Advanced Mapping Techniques
Getting Started with Modeldoc
Animgraph & Animation
Physics
Modeldoc Nodes
Advanced Modelling
UI Basics
Styles & Stylesheets
Razor Templates
Game Menus
Materials
Built In Shaders
Shaders
Shader Reference
Sounds & Audio
Particles
Getting Started
Making Games
Input
Networking
Physics
Rendering
Editor & Tools
VR
Misc
Playing Guides
Console Commands & Variables
Dedicated Server
Log in to edit
Tilesets-Proxies
<cat>Hammer.Advanced</cat> <title>Tilesets-Proxies</title> <warning> This page assumes you have solid foundation on how Tile Sets work. This page assumes familiarity with setting properties and building Tile Mesh's. If you are not already familiar with Tile Sets check the <page>Tilesets</page> page and the <page>Tilesets-Advanced</page> page. </warning> # Proxies A Proxy is a special tile object that uses another group as a reference for what and where to put in the tile. There are three different types of proxies: Tile Proxies, Group Proxies, Weighted Proxies. --- # Tile Proxies <validate> TBD </validate> # Group Proxies a Group Proxy is one of the simplest proxies to start working with. All this proxy does is take a reference group, and place a random object from that group in place of the proxy when the tile is placed. Lets make a very basic forest that places random trees on each tile. 1. create a Tile Set containing and Tile with a simple rectangle in it. <upload src="aaf9e/8dbdf290ecf97c6.png" size="331286" name="image.png" /> 2. Find a few variations of trees from asset party and place them somewhere in the world. I will be using the 4 provided in the "S&box assets" collection from Facepunch 3. Once you have all your objects placed, select all of them in object mode and group them (<key>Ctrl</key> + <key>G</key>). Then give them a unquiet name. <upload src="aaf9e/8dbdf29fde8af7c.png" size="631168" name="image.png" /> 4. With the group selected in the outliner, Select Tiles -> Create Group Proxy. 5. This should place a blue question mark somewhere near the group. <upload src="aaf9e/8dbdf2a4bb7c000.png" size="793338" name="image.png" /> 6. Move this proxy to the tile 7. In the outline make the proxy a child of the tile you want to place it in <upload src="aaf9e/8dbdf2a90d5eec5.png" size="371834" name="image.png" /> 8. In the proxy's object properties change the _"TargetGroup"_ to the group we made ealier. (In my case this is "Trees") <upload src="aaf9e/8dbdf2ac31fcf5d.png" size="17457" name="image.png" /> 9. Now that we have the proxy's reference group set we can now check _"Show Preview"_ and it will display a random object from that group. ( I will cover the rest of the properties at the end ) <upload src="aaf9e/8dbdf2b1c889695.png" size="701819" name="image.png" /> 10. Once all that is done you can create your tile mesh and start using the tile set. <upload src="aaf9e/8dbdf2bbfa9b090.png" size="735057" name="image.png" /> <note> Because we dont care about how the tiles connect in this set, we didnt need to add any mesh properties </note> ## Group Proxy Properties | Property | Description | | ----------------- | ---------------------------------------------------------------------------- | | Proxy Name | Use Given Name | | Show Preview | Shows Preview of one of the options from the group | | Probability | The probability this proxy places anything at all | | Allow Deformation | | | Always Orient Up | | | Conditional | Sets the proxy to only work when properties from the tile set are satisficed | | Removeable | | | TargetGroup | The group the proxy will use when getting replace | ## Setting up Conditionals for Group Proxies 1. Go to the tile set Object Properties -> Tile Set Properties. 2. Add or Select the property you want the proxy to use 3. Under "Apply To" Check "Proxies" <upload src="aaf9e/8dbdf3025cfa9d5.png" size="52375" name="image.png" /> <note> I am modifying the simple forest tile set from earlier, since this tile set only consists of one tile and I don't care how it connects I can un-check from applying this rule to tiles so I don't have to worry about the rules on the tile side and can just use it for proxy behavior. </note> 4. Select the Proxy object, and check "Conditional" Property. 5. When you checked that the mesh property you applied to proxies in step 3 should have appeared. 6. Set up the proxy conditions the same way you would a tile. 7. Now the Proxy will only appear when the condition is met. <upload src="aaf9e/8dbdf31eeff7580.png" size="504376" name="image.png" /> >>> In this picture I used "mesh_edge_connectivity" and set all conditions to closed, meaning trees wont spawn along the edge of the tile mesh. --- # Weighted Proxies <validate> TBD </validate>
S&box Wiki
Development
Developer Overview
6
Editor Overview
General FAQ
System Requirements
The s&box wiki
Troubleshooting
Useful Links
The Project System
4
Adding Assets
Creating a Game Project
Project Settings Window - Games
Project Types
Publishing To Asset Party
2
Uploading assets
Uploading projects
Hammer
Getting Started With Hammer
3
Getting Started With Hammer
Making Your First Map
Mapping Resources
Mapping Basics
7
Cordons
Hotspot Materials
Selection Sets
Standard Mapping Dimensions
Tool Materials
Tools Visualisation Modes
Using Entities That Require a Mesh
Mapping Entities
2
Creating a Door
Light Entities
Advanced Mapping Techniques
8
Collaborating With Prefabs and Git
Instances
Prefabs
Quixel Bridge Plugin
Tilesets
Tilesets-Advanced
Tilesets-Proxies
VIS Optimizations
Models & Animation
Getting Started with Modeldoc
7
Automatic Model Setup
Breakpieces
Creating a Model
Guide to Models
Importing Rust Weapons
LODs
ModelDoc FAQ & best practices
Animgraph & Animation
4
Animations without Animgraph
AnimEvents, AnimGraph Tags, Attachments
Animgraph
Delta Animations
Physics
3
Cloth Physics
Collisions, Physics & Surface Types
Jiggle Bones
Modeldoc Nodes
1
Custom ModelDoc nodes
Advanced Modelling
6
Bodygroups
Citizen
First Person
IKChains and Stride Retargeting
Morphs
Vertex Normals
User Interface
UI Basics
7
Custom Fonts
Embedding Websites
Enabling Pointer Events
Events and Input
Localization
UI Basics
UI with Components
Styles & Stylesheets
1
Video Backgrounds
Razor Templates
4
A Razor Overview
Aliases and SetProperty Attributes
Generic Components
Templates
Game Menus
1
Making a Custom Pause Screen
Materials & Shaders
Materials
5
Guide to Materials
Material Attributes
Material Resources
Texture Settings
Using Dynamic Expressions
Built In Shaders
2
Foliage Shader
Glass Shader
Shaders
4
Compute Shaders
Constant Buffers
Material API
Shading Model
Shader Reference
5
Anatomy of Shader Files
Getting rid of Tex2D macros
Shader Reference
Shader States
Texture Format Cheat-Sheet
Other Assets
Sounds & Audio
3
Guide to Sounds
Sound Events
Soundscapes
Particles
5
Creating animated sprites
Creating your first particle effect
Understanding Particle Editor
Using custom sprites
Using particle systems from C#
Coding
Getting Started
5
Cheat Sheet
Learning Resources
Setting up Rider
Setting up Visual Studio
Setting up Visual Studio Code
Making Games
2
Components
GameObjects
Input
4
Commands
ConVars
Input System
Speech Recognition
Networking
7
Auth Tokens
Http Requests
Lobby System
Networked Types
Networking Basics
RPCs
WebSockets
Physics
5
Collisions
Hitboxes
Joints
Traces
Triggers
Rendering
3
Render Tags
RenderHooks
Scenes
Editor & Tools
7
Creating a Tool
Custom Asset Types
Guide to Widgets
Hammer API
Hammer Gizmos
Hotload Performance
Widget Docking
VR
3
Getting Started
VR Input
VR Overlays
Misc
13
Asset Types
Attributes and Component Properties
Backend API
Cloud Assets in code
Code Accesslist
CPU Performance Profiling
DisplayInfo
FileSystem
Mounting assets at runtime
package/find
Setting Up A Navigation Mesh
Threaded Tasks
TypeLibrary
Playing
Playing Guides
3
Default Keybinds
Proton
s&box on macOS (Experimental)
Console Commands & Variables
1
Launch Arguments
Dedicated Server
1
Dedicated Servers