The NEON 10 update introduced many new tools to the Building Editor. These tools allow users to create different buildings of all types such as office buildings, convention centers, transit hubs, theaters, and many more. Users can now place structural features while creating their building. This can improve accuracy for Signal Mapper as well as reduce interaction when using Mapper.
Below is a description of each tool available in the building editor in NEON Command. For a more in-depth explanation, please see our building editor tutorial.
- Building Details - Names a building, sets the number of floors above and below, and also relabel floors. Floors can be relabeled manually or set to either North American and European standards. All buildings must have a name and at least 1 floor listed as “above” which will be the primary floor. The outline of the primary floor will be used to represent the building when the building is not selected.
- Raise/Lower Building - Raises or lowers a building to match entrances to terrain better or lowers a building below the surface for underground buildings. Effects from this tool will be purely visual and are not necessary to improve tracking accuracy.
- Copy Floor Layout to Other Floors - Copies the outline and regions of the selected floor to any other floor in the building.
- Add Area - Creates and adds an area to the selected floor. This new area can be either connected or disconnect from the existing area. This tool is particularly useful for buildings with multiple towers.
- Remove Area - Removes an area from the selected floor. This tool is particularly useful to trim the outline of a building or for buildings with courtyards.
- Edit Layout - Translates, scales, stretches, and rotates a floor’s outline.
- Edit Layout Vertices - Edits the outline and regions of a floor by moving the individual vertices. Vertices can also be added and deleted with this tool. This is useful for buildings with differently shaped floors.
- Raise/Lower Floor - Raises or lowers a floor to represent a height that is different than normal. Effects from this tool will be purely visual and are not necessary to improve tracking accuracy.
- Add Floor Plan - Add a floor plan to the selected floor. The floor plan can be either a .jpg, .jpeg, .png, .bmp, or .gif file. When a floor plan is added, it will be oriented North-up by default.
- Edit Floor Plan - Rotates, scales, stretches, and translates the floor plan on the selected floor.
- Edit Floor Plan with Control Points - Aligns a floor plan on the floor by creating pairs of known corresponding points. The floor plan will stretch and scale to align with points. The building and floor plan are shown side by side for ease of use.
- Delete Floor Plan - Removes the floor plan from the selected floor.
- Copy Floor Plan to Other Floors - Copies the floor plan of the selected floor to any other floor in the building.
- Split Regions - Creates a region on a floor that can be measured at a different height from the rest of the floor. Users can connect features such as stairs and ramps to the region. Regions and connecting features can be used to improve tracking accuracy.
- Merge Regions - Merges multiple adjoining regions into a single region. This tool can be used to remove regions.
- Raise/Lower Regions - Raises or lowers regions to represent a height that is different than normal. Effects from this tool will be purely visual and are not necessary to improve tracking accuracy.
- Stairs - Places straight stair and U-shaped stairs. Straight stairs have 2 control points which can be placed on different floors or regions. U-shaped stairs have a single connector to be placed inside of a stairwell. This stairwell feature will connect all floors by default but can be edited to a select number.
- Elevators - Places an elevator in their building. The elevator can be rotated, scaled, stretched, and translated. By default, the elevator connects to all floors, but this can be edited to only connect to selected floors.
- Entrances - Places an entrance that connects their building to the terrain. Entrances have one control point that is placed inside of a building, and another control point that is placed outside.
- Ramps - Places a ramp between floors, regions, buildings, or terrain. Ramps have two control points which allow users to mark the top and bottom.