Built level in COP SDK

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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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Fluffy22 (Talk | contribs)
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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 
-2) Compile -> Make Game, Make AI map+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: 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) 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.+ @start bin\mixed\xrAI.exe –draft – f level_name
-5) Register the levels in editors\gamedata\configs\game_levels.ltx+4) Compile a new all.spawn file with xrAI for your map. The .bat for execution of this should look like:
-6) 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_name
-@start bin\mixed\xrAI.exe -no_separator_check -s level_name1,level_name2+ 
 +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. 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) 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) 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 9) 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
 + 
 +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: 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 -no_separator_check -s 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) Compile final AI map with xrAI for the level last. The .bat for execution of this should look like:
-13) Use xrlc -nosmg -gi -f level_name to remove shadow maps+ @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.

fluffy22




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

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