Simple question - (I am sure the answer wont be easy)
How do you make / alter them - O am hoping there is a SIMS like tool (EA?) otherwise we are going to get a lot of mods all trapsing through the same floors - Deja Vu or what!
Area Layouts?
Débuté par
nn125
, déc. 11 2009 04:01
#1
Posté 11 décembre 2009 - 04:01
#2
Posté 11 décembre 2009 - 04:08
There's a level layout editor included with the toolset. I don't know how it compares to the Sims, but it basically involves piecing together a bunch of models of parts of the level (segments of floors, walls, furniture, etc.) and then generating pathfinding and lightmapping.
Note that there's also something called the "area editor" in the toolset, which is different from the "level editor". If you're making a layout from scratch you want the level editor, the area editor is for taking a completed level layout and putting interactive elements into it (creatures, doors, etc.)
Note that there's also something called the "area editor" in the toolset, which is different from the "level editor". If you're making a layout from scratch you want the level editor, the area editor is for taking a completed level layout and putting interactive elements into it (creatures, doors, etc.)
#3
Posté 11 décembre 2009 - 04:36
Any Tutorials on how to use it?
#4
Posté 11 décembre 2009 - 05:13
It is rediculously more complex than sims building (but there is as much more you can do of course)
Think of the level editor as build mode, and area editor as buy mode... will help perhaps to give an idea of the difference, if comparing to the sims editor styles.
http://social.biowar.../wiki/datoolset
Or (http://social.biowar...hp/Level_editor) specificly for level editor
This site has a lot of useful information to get started.
Think of the level editor as build mode, and area editor as buy mode... will help perhaps to give an idea of the difference, if comparing to the sims editor styles.
http://social.biowar.../wiki/datoolset
Or (http://social.biowar...hp/Level_editor) specificly for level editor
This site has a lot of useful information to get started.
Modifié par Ainiana, 11 décembre 2009 - 05:18 .
#5
Posté 11 décembre 2009 - 06:04
Thanks so far, I think I am getting it just
I now have a lvl file (Empty room) - Saved it in a sub directory
Hoe do I now connect it to the area .are - The area layout field seams to be looking for an .arl file in the game resources - o i guess I am missing a step
Thanks in advance
I now have a lvl file (Empty room) - Saved it in a sub directory
Hoe do I now connect it to the area .are - The area layout field seams to be looking for an .arl file in the game resources - o i guess I am missing a step
Thanks in advance
#6
Posté 15 décembre 2009 - 11:50
You'll need to do a "post to local" on the level layout, after which it should be possible to select the layout in an area's layout property dropdown list.
#7
Posté 16 décembre 2009 - 02:12
I dont think you can export from the level editor without having a few things setup in the level itself. An exportable area with a correct area layout tag(7 letters/numbers, no symbols), a start point setup and placed in the level, and the starting point's tag placed in the exportable area properties in the appropriate place.
I think the above is the minimum to be able to export a level, and link it to an area. If you dont have at least the above I dont think it will even export, it will probably throw errors at you. A good place to use as a reference would be the LVL files for the core game that Bioware release here, using them you should be able to see how Bioware themselves had things setup in their levels :
http://social.biowar.../&v=files#files
It may also pay to spend some time reading through the wiki's Level Editor pages and tutorials. I know there is alot of reading to do there and some of it is repeating itself, but there is also alot to learn in those pages.
I think the above is the minimum to be able to export a level, and link it to an area. If you dont have at least the above I dont think it will even export, it will probably throw errors at you. A good place to use as a reference would be the LVL files for the core game that Bioware release here, using them you should be able to see how Bioware themselves had things setup in their levels :
http://social.biowar.../&v=files#files
It may also pay to spend some time reading through the wiki's Level Editor pages and tutorials. I know there is alot of reading to do there and some of it is repeating itself, but there is also alot to learn in those pages.





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