The main window of the GUTS editor is comprised of 5 primary sections:
Toggle the visibility of the Properties window.
Toggle the visibility of the Options window.
Toggle the visibility of the Mods window.
Room Piece Palette
Toggle the visibility of the Room Piece Palette window.
Layout Link Palette
Toggle the visibility of the Layout Link Palette window.
Open the Chunk Palette window.
Open the \media\unittypes.hie file in the Hierarchical Viewer.
Open Media Folder
Open the Torchlight 2 Media folder in Explorer.
Open AppData Folder
Open the Windows AppData folder in Explorer.
Undo ( Ctrl + Z )
Undo the previous action.
Redo ( Ctrl + Y )
Redo the previous action.
Refresh Current Layout
Reloads the objects in the current Layout Scene and regenerates the scene tree nodes.
A simple DirectDraw Surface ( .DDS ) texture converter.
Dumps a specified number of new GUIDs to a text file.
GUID to Clipboard
Copies a new GUID to the Windows Clipboard.
Filename to Clipboard ( Ctrl + F )
Copy the path of the currently loaded layout.
Display various performance information.
Show Helpers ( Ctrl + H )
Toggle object helpers on or off.
Show Working Plane ( Ctrl + P )
Toggle the working plane indicator on or off.
Show Directional Light Indicator ( Ctrl + I )
Toggle an arrow indicating the direction of the Directional Light in the current Level Rule Set.
Show Grid ( Ctrl + G )
Toggle the grid mesh on or off.
Highlight Non Pathable Pieces
Highlight all Room Pieces that have the “No Path” property set to True.
Highlight Non Baked Pieces
Highlight all Room Pieces that have the “Bake” property set to False.
Highlight Collision Pieces ( Ctrl + K )
Highlight all Room Pieces that have the “Collision Enabled” property set to True.
Show Edges ( Ctrl + L )
Toggle the display of all polygon edges.
Show MIP Levels ( Ctrl + M )
Toggle MIP level diagnostic display.
Check File References
Open the File Ref Checker window to check file references in the data files.
Mesh Poly Contributor List
Open the Mesh Contributors window to see what meshes are contributing the most polygons to the currently loaded scene.
Ogre Resource Info
Open the Ogre Resource Info window to see what materials, meshs and textures are currently loaded by ogre
Open the Time Control window which is used to control the current time of day and time multiplier.
Open the Logic Debug window to view all logic events in real-time when playing in the editor.
Level Object Watcher
Open the Level Object Watcher window to view all properties of editor objects in real-time while playing in the editor.
Player Effect and Stat Watcher
Open the Character Effect Viewer window.
Show Damage React Radii
Display the Damage React Radius of all Monster Objects in the currently loaded layout.
Display the Collision Mesh of all Monster Objects in the currently loaded layout.
Open the Particle Movement Properties window which is used to control particle movement when previewing.
Open the UI Scale window which is used to scale the open UI in the current UI Scene.
Translation Data Converter
Open the Translation Data Converter window.
Reset the lighting to its default values.
Pathing Data Regenerator
Open the Path Node Regenerator window.
Tile Set and Room Pieces
Open the Tile Set and Room Piece Editor window which is used to create and edit Tile Sets.
Open the Sound Banks Editor window which is used to create and edit Sound Banks.
Graphs (Stat Lines)
Open the Stat Line Editor window which is used to create and edit curves.
Open the Affix Editor window which is used to create and edit Affixes.
Open the Effect Editor window which is used to create and edit Effects.
Open the Camera Shake Editor window which is used to create and edit Camera Shakes.
Open the Spawn Class Editor window which is used to create and edit Spawn Classes.
Texture Sheet Maker
Open the Texture Sheeter which is used to create and edit texture sheets.
Open the Skill Editor window which is used to create and edit Skills.
Open the Quest Editor window which is used to create and edit Quests .
Open the Recipe Editor window which is used to create and edit Recipes.
Open the Set Editor window which is used to create and edit Sets.
Open the Unit Theme Editor window which is used to create and edit Unit Themes.
Open the Cinematics Editor window which is used to create and edit cinematics.
Level Feature Tags
Open the \media\featuretags.hie file in the Hierarchical Viewer.
Open the Stats Editor window which is used to create and edit stats.
Open the \media\unittypes.hie file in the Hierarchical Viewer.
Open the Triggerable Actions Editor window which is used to create and edit Triggerable Actions.
Open the Waypoints Editor window which is used to create and edit Waypoints.
Documetation and Tutorials
Link to the Runic Wiki
Set the type of rotation when in Rotation mode.
Set the horizontal positioning snap value.
Set the vertical position snap value.
Set the rotation angle snap value.
Snap Toggle Button ( T )
Enable/Disable object snapping to the set snap values.
Collision Pick Type
Filter what type of objects can be selected with the mouse in the Render Window.
Camera Speed ( Hold Ctrl to double this speed )
Set the camera speed when moving with W, A, S, D, Q, or E.
Active Editor Brush
Set the currently active Brush.
The Scene Manager window displays all objects in the current scene. Objects can be selected with left-click. Ctrl or Shift + Left-click will allow multiple objects to be selected at once. Actions can be performed on the selected object(s) by right-clicking on them. To create a new object in the scene right-click in an empty space, or on a Group Object, in the Scene Manager window and select the object from the list.
There are four tabs at the bottom of the Scene Manager window which determine which type of scene is being edited:
The Layout Scene Manager is used to create and edit level and prop layouts.
The UI Scene Manger is used to create and edit UI layouts.
The Particle Creator Scene Manager is used to create and edit particle layouts.
The Scratch Pad Scene Manager provides a secondary scene to create or edit layouts while keeping another layout loaded in a different Scene Manager.
The Render Window shows a visual representation of the current scene and is used to manipulate objects in space.
There are three tabs at the bottom of the Settings window which determine what is being edited: