<<Contents

FX Model Editor File Menu

New Model

Creates a new untitled model.

A new model is generated by passing ModelNode.xml through the In.xslt translator, both of which are found in the same directory as Model Editor itself. If ModelNode.xml is missing, the format of the new model will be determined by In.xslt. Should In.xslt be corrupted or missing, no operation in Model Editor will be successful.

ModelNode.xml can be edited to create a customized default model which will always be generated whenever the "New" command is invoked. This is a more convenient method than altering In.xslt; also, altering In.xslt will affect the contents of every model loaded into Model Editor, not just new models.

Open Model

Opens a model using one of the input translators.

For help when an open fails, see the Trouble-Shooting section.

For information on how to add input modules, see the Advanced section.

Close Model

Removes the current model from memory, erasing it from the tree view. Saved files on disk are not affected.

If the model has not been saved, a save query dialog will be displayed.

Close All Models

This is faster than choosing "Close Model" on every model. The user is first prompted to save any modified models.

Save Model

Saves the current model (as designated based on which node is selected in the tree) under the filename and format that the model was last saved as, or from which the model was loaded. If the model has no filename, a Save As dialog is opened for one to be selected.

Save Model As

Saves a model using one of the output translators.

Be warned that not all file formats store all of the data that Model Editor allows to be entered. For example, the HLA OMT format knows nothing of Prototypes, so Prototype information is discarded when saving to an OMT DIF file. If the model is then reloaded from such a saved file, any information about Prototypes that had once existed will be lost. It is a good idea to save backup files using the "Raw XML" format (which does store all of the information entered) if there is any doubt about a particular file format.

For help when a save fails, see the Trouble-Shooting section.

For information on how to add output modules, see the Advanced section.

Save All Models

A quick and easy way to save every model that is currently opened in memory. If one or more models do not yet have filenames, a dialog is opened for the user to provide one.

Generate Documentation

Outputs an HTML file containing a human-readable and organized document listing of all of the entities in your model, their properties, and the documentation from the "Documentation" tabs of each node.

Documentation processing relies on the MORPH-DSL file format. Thus this output module must exist (it is installed by default) for the documentation command to be completed. It is not necessary to save your models as MORPH-DSL models to use the Generate Documentation feature. Also, unless you have stored a local copy of the MORPHdoc.xslt file, Model Editor will require Internet access to retrieve this file for processing. To get around this requirement, download and place MORPHdoc.xslt in the same directory as the Model Editor executable file.

It should be noted that the MORPH-DSL file format embeds all of the documentation entered along with a processing instruction which directs XSLT processors (such as Internet Explorer) to a file stored on www.gamexml.org. Opening any MORPH-DSL file using any competent XSLT processor should result in the same HTML output as provided by the Generate Documentation command.

Preferences

The preferences dialog allows the user to modify certain aspects of how Model Editor operates. For more complicated modifications, please see the Advanced section.

Recent files

When a file is opened in Model Editor, an entry for it is added to the File menu. This offers a quick way to quickly reopen models. This feature can be tweaked or disabled in the Preferences.

If a file on the menu is moved, deleted, or otherwise cannot be re-opened, Model Editor prefixes the file with a "broken" icon (a red "X"). Model Editor does not remove such entries in case they become valid again in the future.

Exit

Quit FX Model Editor.



Copyright © 2003 Magnetar Games Corporation