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....)
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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)
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1) Compile -> Build 1) Compile -> Build
-2) Compile -> Make Game, Make AI map+2) Compile draft AI map with xrAI for both maps first. The .bat for execution of this should look like:
- +
-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 @start bin\mixed\xrAI.exe –draft – f level_name
-4) 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.+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.
-5) Register the levels in editors\gamedata\configs\game_levels.ltx+4) Register the levels in editors\gamedata\configs\game_levels.ltx
-6) Compile the spawn file with xrAI for both maps simultaneously. The .bat for execution of this should look like:+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
-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.+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.
-8) 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.+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.
-9) Run xrLC to generate a new build.cform file with a command like this+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
-10) Compile the final spawn file with a .bat excuting like:+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
-11) Compile final AI map with xrAI for the level last. The .bat for execution of this should look like:+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
-12) Repeat steps 1, 2, 9, 10, 11 on after setting settings to high in the SDK for final build+11) Repeat steps 1, 2, 9, 10, 11 on after setting settings to high in the SDK for final build
-13) Use xrlc -nosmg -gi -f level_name to remove shadow maps+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

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