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Editor Layer/Group list and hidden tools/features
This guide is meant to provide map creators with a list of possible layer and group names that are used by the game, as well as other hidden things not obvious.
Vents Putting geometry and props in this layer will become highlighted yellow on the minimap (requires map to be ran through Overview.exe). Note that anything in this group can not be in CommanderInvisible or it won't work.
Pathing This layer is created by the Pathing tool, and contains geometry that is used for pathing calculations.
ReflectionsInvisible Anything in this layer will be invisible when reflections are built, and won't be shown in reflections.
Anything in the following group names will be used by the game.
CollisionGeometry Invisible and blocks all movement.
InvisibleGeometry Invisible, blocks anything default geometry would block, including projectiles like bullets, and GL rounds.
NonCollisionGeometry Visible and won't block anything.
OcclusionGeometry Used by the game to process occlusion.
CommanderInvisible Anything in this group will be invisible for overhead view (commanders and spectators).
CommanderInvisibleVents Anything in this group will be invisible for overhead view (commanders and spectators) but will also be highlighted yellow on the map.
CommanderBuild Any geometry or props in this group will allow the commander to place structures on it.
CommanderNoBuild Any geometry or props in this group will not allow the commander to place structures on it.
Low Lights This group is used as a performance improving minimal lights group, basic lighting with fewer lights than normal lighting layer.
OverviewInvisible This group will be hidden when generating the overview map.
Set geometry faces to the following textures to be used by the game
nocling Geometry with this texture will not allow Aliens to grip to it. Also blocks infestation from growing on it. Must be put in CollisionGeometry group.
tunnel_allowed Geometry with this texture will allow tunnels to be built even off nav mesh. Must be put in CollisionGeometry group.
no_evolve Geometry with this texture will not allow players to evolve on top of it. Must be put in CollisionGeometry group.
decals Specifying "decals = 0.5" without quotes in a .material file will cause decals to not be projected onto the model with this material. 0 will allow decals to be projected. This is useful for things that move, like fans. See models/props/refinery/refinery_fan_blade_01.material for an example.
highlight Specifying "highlight = 0" without quotes in a .material file will cause the model/material to not be highlighted in Alien vision. 1 will highlight the model/material in Alien vision. Specifying a value of 0.5 will cause the model/material to not be highlighted in Alien vision and not have decals projected onto the model/material. Note that anything with a highlight value of less than 0.5 will have decals projected onto the model/material.
You can specify the music that plays at the start of a round on this entity.
For each tech point that Marines can spawn from, you should place two Infantry Portals, this tells the game where the Infantry Portals should spawn at that tech point.
You should place cysts to the starting resource nozzle to make sure that the Harvester starts out cysted.