The prop entity editor is central to the creation of all props entities used throughout Retrovirus.
- Props are container files that can contain other props, sounds, lights, animations and particles.
- Typically prop entities reference a single processed model content entity. However, some special cases do not specify a model content entity.
- Any number of props entities can be created from a single model content entity. Prop variations of a single model content entity can be made.
- You can specify materials for your prop according to material layers or color channel data baked into your source content (FBX and DAE file formats supported).
- The term 'prop' encompasses the term 'tile' when used to describe paintable tiles on surfaces. A paintable 'tile' is a prop, but the terms are not mutually exclusive. Not all props are tiles. Props can also be placed around levels by hand in a traditional method as well.
- For more reference on how to hand paint tiles, see Tiles Tab and if you care to place props in your level, see Props Tab
 Model Tab
Specify a model content entity here. Once a model has been selected, you can press 'E' to edit or 'X' to un-select a model.
If your model entity contains an animation, you can specify that here. Idle animations will only play if a prop is added in the Level Editor as a dynamic prop. Once a animation has been selected, you can press 'E' to edit or 'X' to un-select the animation.
 Texture Mapping
- Tangent Space - If the associated model entity/source file contains a uv map, this is the correct texture mapping to select.
- Object Space - If the associated model entity/source file contains material layers or vertex color channel data, this is one of the correct texture mapping options to select. Object space mapping projects materials onto the model within the prop editor based on the baked in material layers or vertex color channel data. When a prop is placed into a level, the materials will remain fixed in position. Scaling a placed prop will cause texture detail loss as the material was mapped on a prop at the in-prop editor scale.
- World Space - If the associated model entity/source file contains material layers or vertex color channel data, this is one of the correct texture mapping options to select. World space mapping projects materials onto the model when painted on a supercell or hand placed in the Level Editor as a tile or prop. When a prop is placed into a level, assigned materials will project onto the object using world space projection. If a prop is scaled or moved around, you will notice the texture 'scrolling' across the object. This method can be used to texture objects effectively, like rocks, that you might want to preserve texture detail independent of the scale of the object.
 Walls Tab
When creating new tile props in your 3D modeling software, it is important to understand how the Retrovirus editor will handle importing and placing props designated as tiles. Tile orientation can be designated as free placement, wall, floor or ceiling. When painting tiles in the Tiles Tab of the Level Editor, tiles will inherit information about how a supercell was created and attempt to orient a tile to how it was designed and intended to be placed.
- Free Placement - A free placement tile will will not take into account how a cell is oriented and paste the tile as it is oriented in the prop editor.
- Wall - A wall specified tile will assume that a tile prop has been modeled on the Y, X plane with an axis of symmetry in the +Z direction. You should model your wall tile so that it is centered on the origin on the Y, X plane and pointing in the direction of the +Z direction, with geometry not extending into -Z space.
- Floor - A floor specified tile will assume that a tile prop has been modeled on the X, Z plane with an axis of symmetry in the +Y direction. You should model your wall tile so that it is centered on the origin on the X, Z plane and pointing in the direction of the +Y direction, with geometry not extending into -Y space.
- Ceiling - A ceiling specified tile will assume that a tile prop has been modeled on the X, Z plane with an axis of symmetry in the -Y direction. You should model your wall tile so that it is centered on the origin on the X, Z plane and pointing in the direction of the -Y direction, with geometry not extending into +Y space.
Troubleshooting bad tile orientation when painting is fairly straightforward. Either the model was incorrectly modeled or failed to have it's transforms frozen/zeroed out in your modeling program or you have incorrectly specified how the Retrovirus handles your mesh.
 Props Tab
Prop entities can be embedded into any prop. For example, if you wish to combine two separate meshes into a single prop or create variations of a prop by adding additional props to add variety, you can accomplish this here.
- '+' -Adds a new prop from your global prop browser.
- '++' - Duplicates a selected prop.
 Sounds Tab
Many 'hero' props throughout Retrovirus have attached sounds. These sfx will play according to how the sound has been setup in the Audio Library Entity.
- '+' - Adds a new sound from the Audio Library Entity.
- '++' - Duplicates a selected sound.
 Lights Tab
- '+' - Creates a new light. For more information about light types & light processes see Lights Tab
- '++' - Duplicates a selected light.
- Process - Light processes can be added to any embedded lights within props. Light processes will only render in the level editor if the prop is added as a dynamic prop.
 Light Process Controls
- Play - Preview a light process.
- Stop - Stop playing a light process.
- Reset - Reset a light process to it's default settings.
- Enabled - Turn on editor preview light.
- Direct - Modify the directional light default values for the editor light.
- Ambient - Modify the ambient light default values for the editor light.
 Particles Tab
You can embed particle systems within props.
- '+' - Add a particle system to a prop.
- '++' - Duplicate a selected particle system.
Materials can be assigned to models that contain embedded vertex color channel or material layer data within the source mesh. A source mesh can contain the following data:
- ColorSet0: Baked Ambient Occlusion. This color set is multiplied against additional color sets in the Retrovirus editor. Black (0,0,0) and white(255,255,255). 'Color Set 0' supports a gradient from black to white.
- ColorSet1: A maximum of 4 color vertex color channels can be used to define the basic material properties of any prop. You must assign color vertex channels in the order of: Black (0,0,0), Blue (0, 0, 255), Green (0, 255, 0) and Red (255, 0, 0).
- Material Layers: An unlimited number of material layers can be assigned to a mesh (lambert materials). However, good practice would limit the number of assigned materials to less than 4 on heavily used props. 'Hero' type props can contain more.
If your mesh contains four ColorSet1 vertex assigned color channels or four material layers, assign four materials in the material selector. Any materials created in the Retrovirus editor can be assigned using the '+' button. Materials are projected based on the Texture Mapping Option on the Model tab of the prop editor (see above).
- '+' - Add a new material to your base mesh.
- '++' - Duplicate a selected material.
 Material Properties
- Name - Assign a name for your material.
- Material - Assign a material.
- Diffuse - Tints diffuse material.
- Emissive - Tints emissive material.
- Emissive Boost - Boosts the brightness multiplier on the emissive causing emissive areas to appear to glow. Adjust this value for additional bloom effect.
- Hide - If you wish to hide part of a mesh based on it's material ID, toggle on the hide feature.
- Double Sided - Backfaces are culled automatically. If you wish to have a mesh's material double sided to bypass this culling, for use in blended objects, select this option.
- Blended - Enables a material as a blended material.
- Alpha - Adjusts the opacity of a blended material.
- Sort Offset - Sets the sort offset of a blended material so that blended materials sort appropriately with other blended objects in a scene. Evan small values such as a sort offset of 0.1 can fix most sorting issues.
- Distortion - Enables a post process distortion shader which reads in the normal map.
- Distortion Intensity - Default value 1. You can set negative or positive values depending on if you want the visual distortion effects intensified, lessened, or the distortion to appear convex or concave.
- Shadow - Allows the material to accept or not accept shadows.
- Opaque Only- Only opaque materials receive shadows.
- Always- Always receive shadows.
- Never- Never receive shadows.
- Allow Filter - For tinted materials, this allows any Color Filter to impact the tinting based on level editor specified settings.
 Advanced Material Properties
For props that you wish to have a bit of material variation, especially those types of props placed in environments which dust, snow or other elements collect, these advanced material projection options empower you to add variety. Detail textures can be projected from the top and bottom of props which adds a bit of randomness to repeated textures. If you have selected object space mapping for your prop, the texture will be projected in the prop editor. Rotating your prop in the Level Editor will result in the materials appearing 'stuck in place' to the object. If you've selected world space mapping for your prop, then these detail materials will update as you move prop around in your level. If you rotate your prop, the places the detail material will 'collect' will appear more natural in your environment.
- Floor - This detail texture/material is projected downwards on an object.
- Floor Contrast - Feathers the contrast tolerance based on prop and material's normals.
- Floor Level -
- Ceiling - This detail texture/material is projected upward onto the bottom of your prop. Adding a ceiling material will give the bottom of your props a bit of variety when placing them on the ceiling.
- Ceiling Contrast - Feathers the contrast tolerance based on prop and material's normals.
- Ceiling Level -
 General Prop Properties
 Collision Model
Specifying a simplified Collision Model can greatly reduce the amount of processing required to calculate physics on a given model. Simply specify the model you created to function as a collision model for a given prop by clicking the empty field. Clicking "X" will clear a field and cause the prop to use it's own model when calculating collision.
When creating a prop from a model the fbx data will be pulled by default. If you wish to change the model at a later time you may specify a model to be used with a given prop by selecting one from the drop down list.
NOTE: Any material specification will be inherited and you will likely need to make changes so materials fit the model appropriately.
Under this tab you can select an animation associated with the model you're using. The animation will be pulled from bone data baked into the fbx you exported along with the model.
NOTE: Be sure the animation you are choosing is derived from the same .fbx your model is associated with.
 Keyframe Actions
 Allow Sight
The allow sight option causes a prop to impact the visibility system as if it were transparent. There are many cases where glass props or pipes which the player can see through will cause the visibility system to improperly cull props, lights and level geometry incorrect without this set.
 Pathing Feather
If a prop is causing pathing issues with the AI system, such as bots attempting to squeeze through areas too small for them, this option makes these types of props more 'solid.' For example, intricate pipe props sometimes have areas that might appear large enough for bots to path through. If the designer or level artist chooses this option, when the visibility generation step is run, these props will not allow pathing.
Props can be set to appear on specific level layers, if desired. See Layers for additional details.