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ATY Scripts/Dokümanlar/Map Editor/Transform and snapping

Transform and snapping

Transform and snapping

Dragging by hand gets a prop roughly where you want it. The snapping keys get it exactly there.

Every key here does one thing while editing. That is deliberate: earlier layouts had surface align on Left Alt (which is also the cursor toggle) and vertex snap on Ctrl+Z (which is also undo), and both misfired constantly.

Modes

Key Mode
W Move
R Rotate
S Scale
Q Toggle world / local axes

World axes are aligned to the map. Local axes are aligned to the prop itself — the one you want when moving a prop that is already rotated 30°.

Snapping

Key Hold or press What it does
Left Ctrl hold Grid snap on position, angle snap on rotation
V hold Vertex snap — the prop's corner jumps to the nearest corner of another prop
X hold Surface align — the prop lies flat against whatever surface you point at, matching its angle
Space press Drop onto the ground directly below
G press Reset rotation to zero

The HUD shows which snap is active while you hold it, so you always know what the next drag will do.

Which one to use

Grid snap for anything that should line up: walls, fences, floor tiles, road furniture.

Vertex snap for anything that should touch: modular building pieces, connected fence runs, stacked crates. This is what makes a wall of separate panels read as one wall.

Surface align for anything that should follow a slope or a wall: signs, pipes, debris on a hillside, a ladder against a building. Without it you are eyeballing two rotation axes at once.

Space for the common case of "this is floating one metre up".

Scale

Scale is per-axis. In the properties panel you can type exact values; with the gizmo you drag. Scale is stored with the prop and carried through every export format that can express it.

Collision does not scale with the model. A prop scaled to 3× looks three times bigger but still collides at its original size. This is a GTA V limitation, not an editor one — for anything players walk into, prefer a bigger model over a scaled small one.

Exact numbers

Open M → Transform for numeric position and rotation fields. Type values, or copy the ones the editor shows into a script. Reset returns the prop to zero rotation and default scale.

Attaching

Hold Shift while editing to attach the prop to the one you point at, so moving the parent moves both. Useful for building a composite object out of several models — a sign on a pole, a light on a bracket — before positioning it as a unit.

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