Added
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Model view. Open any
model,collision_modelorskeleton_modeltag and switch to the Model tab to see it in 3D: the collision shell flat-shaded and posed by its skeleton, with a bone overlay, marker triads, per-region toggles, wireframe, and an invisible-surfaces toggle for the collision the player never sees (ladders, kill volumes). Halo ships no render meshes in its tag data — the visuals are Unreal assets — so this draws the collision model, which is the shape the simulation actually plays. -
World view for scenarios. Open a
scenarioand switch to the World tab for the whole level: the collision world built from its structure BSPs (every piece of ground is instanced geometry, drawn with one GPU instance per placement), tinted by collision material so rock, dirt and metal read apart. On top of it, every placed object drawn as its own collision shell — scenery, vehicles, weapons, equipment, machines, controls, crates — plus trigger volumes, squad spawn points and player starts, each toggleable.Click to select an object, drag the gizmo to move or rotate it, and the edit is recorded exactly like a field edit — saved into your mod project, carried through test, export and publish. Double-click to move the camera pivot.
Verified in the game on the a30 mission: a weapon moved in the World view spawned at the edited coordinates on a fresh mission start.
Notes
- No textures yet: the game keeps no bitmaps in its tag data, so both views show untextured geometry. Real materials mean reading the Unreal mesh packages, which is the next milestone.