Built level in COP SDK
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Revision as of 11:08, 28 April 2011 (edit) Gannebamm² (Talk | contribs) (New page: 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....) ← Previous diff |
Revision as of 11:16, 28 April 2011 (edit) (undo) Mnn (Talk | contribs) (Compile -> Make Game, Make AI map isn't necessary, only if you want to compile spawn/way stuff or AI map) Next diff → |
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1) Compile -> Build | 1) Compile -> Build | ||
- | 2 | + | 2) Compile draft AI map with xrAI for both maps first. The .bat for execution of this should look like: |
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@start bin\mixed\xrAI.exe –draft – f level_name | @start bin\mixed\xrAI.exe –draft – f level_name | ||
- | + | 3) Copy the levels\ folder into CoP gamedata folder, do not forget about game_levels.ltx, game_maps_single.ltx, game_graphs.ltx and spawns\ folder too. | |
- | + | 4) Register the levels in editors\gamedata\configs\game_levels.ltx | |
- | + | 5) Compile the spawn file with xrAI for both maps simultaneously. The .bat for execution of this should look like: | |
@start bin\mixed\xrAI.exe -no_separator_check -s level_name1,level_name2 | @start bin\mixed\xrAI.exe -no_separator_check -s level_name1,level_name2 | ||
- | + | 6) 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. | |
- | + | 7) SoC shaders will need to be replaced by the CS shaders. Use Objects -> Library Editor, and the properties of the ground texture file of the level. | |
- | + | 8) Run xrLC to generate a new build.cform file with a command like this | |
@start bin\compilers\xrlc.exe -f level_name | @start bin\compilers\xrlc.exe -f level_name | ||
- | + | 9) 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 -no_separator_check -s level_name | ||
- | + | 10) 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 | @start bin\mixed\xrAI.exe -f level_name | ||
- | + | 11) Repeat steps 1, 2, 9, 10, 11 on after setting settings to high in the SDK for final build | |
- | + | 12) Use xrlc -nosmg -gi -f level_name to remove shadow maps | |
Revision as of 11:16, 28 April 2011
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.
Converter command structure • converter -level cs:l05_bar -mode le -with_lods
Compiling levels in CS SDK 1) Compile -> Build
2) 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
3) Copy the levels\ folder into CoP gamedata folder, do not forget about game_levels.ltx, game_maps_single.ltx, game_graphs.ltx and spawns\ folder too.
4) Register the levels in editors\gamedata\configs\game_levels.ltx
5) Compile the spawn file with xrAI for both maps simultaneously. The .bat for execution of this should look like: @start bin\mixed\xrAI.exe -no_separator_check -s level_name1,level_name2
6) 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.
7) SoC shaders will need to be replaced by the CS shaders. Use Objects -> Library Editor, and the properties of the ground texture file of the level.
8) Run xrLC to generate a new build.cform file with a command like this @start bin\compilers\xrlc.exe -f level_name
9) Compile the final spawn file with a .bat excuting like: @start bin\mixed\xrAI.exe -no_separator_check -s level_name
10) 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
11) Repeat steps 1, 2, 9, 10, 11 on after setting settings to high in the SDK for final build
12) Use xrlc -nosmg -gi -f level_name to remove shadow maps
--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