SIGHT TOOLS
Sight Draw Editor
Create a sight, open Image-to-Sight output with Edit in Drawer, or import JSON / BLK.
Tools
1: Select; 2: Polyline; 3: Brush; 4: Curve; 5: Hatch; 6: Fill; 7: Shapes; 8: Text.
Tool options configure new objects. Selected-object properties edit the selection. Find circles under Shapes → Circle; legacy Circle objects remain supported.
Browse Shapes by category or search: basic geometry, symbols, markers, military signs and effects. Free Shape creates a custom outline.
Hatch / Brush / Fill
Hatch stores boundaries, angle, spacing and offset. Start with spacing 0.5–1.0. Dense spacing can look solid; a geometry budget bounds the number of primitives. Crosshatch adds a second direction. Reverse reverses segment endpoints, so a static hatch can look identical.
Hatch Lines exports as drawLines, with global lineSizeMult controlling thickness. Ribbons exports as clipped quad strips with physical width. A hatch is not replaced by a single filled quad.
Brush Size controls physical thickness and the circular cursor. Smoothing smooths the path; Simplification reduces points. Brush exports quad geometry including joins and caps. Fill tessellates regions into quads; nested contours can define holes according to the fill rule.
Text / Circle / BLK
Text uses native drawTexts/text: text, position, size, align, move, thousandth and highlight. Arbitrary fonts, text rotation and fill opacity are not guaranteed game features. Circle uses drawCircles: diameter, size, segment, pos and movement.
Thousandth enables angular coordinates; otherwise game screen coordinates apply. Radial parameters relate to range-dependent movement, not arbitrary animation. Verify these settings in game.
Selection and reference
Click, Ctrl/Shift and rectangle or lasso control selection. Arrows move selected objects; Shift increases the step, Ctrl decreases it. Ctrl+A/C/V/D selects all, copies, pastes and duplicates; Delete removes; Ctrl+Z/Y undoes and redoes; Q/E rotates. Text inputs retain their keys. Middle drag or Space drag pans the view.
Load Image adds an editor-only reference. X/Y, Scale X/Y, Rotation and Opacity control it independently of the canvas. Vectorize Reference creates editable contours at the reference position and scale. Opacity affects preview only. Zoom and Fit to View do not change object coordinates.
Saving and game verification
Keep JSON as the editable master. BLK contains game primitives and a Hub Thunder metadata comment for recovering higher-level objects. If that comment is removed or the BLK geometry is changed externally, import restores native primitives, not the original Brush/Hatch/Shapes.
Keep blk.nodes in imported JSON: it retains ballistics, scales and unsupported settings. Import warnings identify items not shown on canvas. Browser validation does not prove game compatibility: install the BLK and check a test drive; Alt+F9 reloads an edited file.