Built level in COP SDK
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Current revision (11:53, 28 April 2011) (edit) (undo) Fluffy22 (Talk | contribs) (Updated Article) |
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Here's a brief view of the instructions I've put together to help me build a level in the SDK. It might help you. This works for the CS/CoP SDK's, but I don't know if it will work for SoC. Its also geared towards the CS SDK for a few things. | Here's a brief view of the instructions I've put together to help me build a level in the SDK. It might help you. This works for the CS/CoP SDK's, but I don't know if it will work for SoC. Its also geared towards the CS SDK for a few things. | ||
+ | |||
+ | This guide also assumes you have correctly downloaded the xray converter which can be found here http://xray.codeplex.com/, have set it up, and have loaded the level into the Level Editor, and have made your changes to the level. | ||
+ | Sorry if it seems a bit confusing and incomplete, I originally wrote it to help me remember what I had to do do compile a level in the SDK. | ||
+ | |||
+ | [[User:Fluffy22|fluffy22]] | ||
+ | |||
---- | ---- | ||
- | Converter command structure | ||
- | • converter -level cs:l05_bar -mode le -with_lods | ||
Compiling levels in CS SDK | Compiling levels in CS SDK | ||
- | 1) Compile -> Build | + | 1) Register the level in editors\gamedata\configs\game_levels.ltx |
+ | |||
+ | 2) Compile -> Build | ||
+ | |||
+ | 3) Compile draft AI map with xrAI for both maps first. The .bat for execution of this should look like: | ||
+ | |||
+ | @start bin\mixed\xrAI.exe –draft – f level_name | ||
+ | |||
+ | 4) Compile a new all.spawn file with xrAI for your map. The .bat for execution of this should look like: | ||
+ | |||
+ | @start bin\mixed\xrAI.exe -no_separator_check -s level_name | ||
+ | |||
+ | 5) Make sure you have set the levels property settings to draft mode, and tun a .bat to recompile the level geometry that looks like this: | ||
+ | |||
+ | @start bin\compilers\xrlc.exe -f level_name | ||
- | + | 6) At this stage, you have enough for a basic test. Follow step 12), and then start a new game. | |
- | + | ||
- | + | 7) Copy all missing textures (if any) to the sdk import folder and convert them to .tga. Then in Level Editor, use Images -> Check New Textures to generate .thm. Bump maps need to be linked in. | |
- | + | 8) Any missing SoC shaders will need to be replaced by the CS equivalent shaders. Use Objects -> Library Editor, and the properties of the ground texture file of the level to set the new shaders | |
- | + | 9) Run xrLC to generate a new build.cform file with a command like this | |
- | + | ||
- | + | @start bin\compilers\xrlc.exe -f level_name | |
- | + | Sometimes you might get black shadows appearing on objects where two different objects have been merged, or a recess is found on an level object. To fix this, recompile build.cform with this command: | |
- | + | @start bin\compilers\xrlc -nosmg -gi -f level_name | |
- | @start bin\compilers\xrlc | + | |
- | + | 10) Compile the final spawn file with a .bat excuting like: | |
- | + | ||
- | + | @start bin\mixed\xrAI.exe -no_separator_check -s level_name | |
- | @start bin\mixed\xrAI.exe - | + | |
- | 11) | + | 11) Compile final AI map with xrAI for the level last. The .bat for execution of this should look like: |
- | + | @start bin\mixed\xrAI.exe -f level_name | |
+ | 12) Copy the levels\ folder into CoP gamedata folder, do not forget about game_levels.ltx, game_maps_single.ltx, game_graphs.ltx and the spawns\ and textures\ folders too. | ||
--[[User:Gannebamm²|Gannebamm²]] 13:08, 28 April 2011 (EEST) | --[[User:Gannebamm²|Gannebamm²]] 13:08, 28 April 2011 (EEST) | ||
- | original author: fluffy22 | + | original author: [[User:Fluffy22|fluffy22]] |
@ http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4251&page=38&sec_id=18 | @ http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4251&page=38&sec_id=18 | ||
+ | Edited by [[User:Fluffy22|Fluffy22]] 13:53, 28 April 2011 (EEST) to tidy and update article | ||
[[Category:Articles]] | [[Category:Articles]] |
Current revision
Here's a brief view of the instructions I've put together to help me build a level in the SDK. It might help you. This works for the CS/CoP SDK's, but I don't know if it will work for SoC. Its also geared towards the CS SDK for a few things.
This guide also assumes you have correctly downloaded the xray converter which can be found here http://xray.codeplex.com/, have set it up, and have loaded the level into the Level Editor, and have made your changes to the level. Sorry if it seems a bit confusing and incomplete, I originally wrote it to help me remember what I had to do do compile a level in the SDK.
Compiling levels in CS SDK
1) Register the level in editors\gamedata\configs\game_levels.ltx
2) Compile -> Build
3) Compile draft AI map with xrAI for both maps first. The .bat for execution of this should look like:
@start bin\mixed\xrAI.exe –draft – f level_name
4) Compile a new all.spawn file with xrAI for your map. The .bat for execution of this should look like:
@start bin\mixed\xrAI.exe -no_separator_check -s level_name
5) Make sure you have set the levels property settings to draft mode, and tun a .bat to recompile the level geometry that looks like this:
@start bin\compilers\xrlc.exe -f level_name
6) At this stage, you have enough for a basic test. Follow step 12), and then start a new game.
7) Copy all missing textures (if any) to the sdk import folder and convert them to .tga. Then in Level Editor, use Images -> Check New Textures to generate .thm. Bump maps need to be linked in.
8) Any missing SoC shaders will need to be replaced by the CS equivalent shaders. Use Objects -> Library Editor, and the properties of the ground texture file of the level to set the new shaders
9) Run xrLC to generate a new build.cform file with a command like this
@start bin\compilers\xrlc.exe -f level_name
Sometimes you might get black shadows appearing on objects where two different objects have been merged, or a recess is found on an level object. To fix this, recompile build.cform with this command:
@start bin\compilers\xrlc -nosmg -gi -f level_name
10) Compile the final spawn file with a .bat excuting like:
@start bin\mixed\xrAI.exe -no_separator_check -s level_name
11) Compile final AI map with xrAI for the level last. The .bat for execution of this should look like:
@start bin\mixed\xrAI.exe -f level_name
12) Copy the levels\ folder into CoP gamedata folder, do not forget about game_levels.ltx, game_maps_single.ltx, game_graphs.ltx and the spawns\ and textures\ folders too.
--Gannebamm² 13:08, 28 April 2011 (EEST) original author: fluffy22 @ http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=4251&page=38&sec_id=18 Edited by Fluffy22 13:53, 28 April 2011 (EEST) to tidy and update article