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- How to make the 1.0005/1.0006 maps ready for the Level Editor
- 1) Use my video as a basic guide for installing the SDK fresh
- -- Be sure to patch and use xray re_tools that I show in my video!
- 2) Copy over the 1.0005 vanilla gamedata (freshly unpacked) into your SDK\level_editor folder
- -- The level_editor\gamedata\levels have 1.0000 level.spawns, so we must update them! --
- 3) Download Bangalore's 1.0004 + 1.0006 all.spawn split (http://www.mediafire.com/?84ksxe3tkyacko9)
- 4) Copy the files into SDK\level_editor\gamedata\levels. You should be overwriting level.spawn, level.game and level.gct
- -- Your 1.0005 gamedata now have levels with the updated (1.0004 + 1.0006) level.spawns! --
- 6) Convert the maps to LE-ready format (this is also covered in my video)
- 6a) To convert, in the SDK\level_editor folder, run converter.exe using this .bat command:
- @start converter.exe -level default:l01_escape -out l01_escape_cnv -mode le -with_lods
- @start converter.exe -level default:l02_garbage -out l02_garbage_cnv -mode le -with_lods
- @start converter.exe -level default:l03_agroprom -out l03_agroprom_cnv -mode le -with_lods
- @start converter.exe -level default:l03u_agr_underground -out l03u_agr_underground_cnv -mode le -with_lods
- @start converter.exe -level default:l04_darkvalley -out l04_darkvalley_cnv -mode le -with_lods
- @start converter.exe -level default:l04u_labx18 -out l04u_labx18_cnv -mode le -with_lods
- @start converter.exe -level default:l05_bar -out l05_bar_cnv -mode le -with_lods
- @start converter.exe -level default:l06_rostok -out l06_rostok_cnv -mode le -with_lods
- @start converter.exe -level default:l07_military -out l07_military_cnv -mode le -with_lods
- @start converter.exe -level default:l08_yantar -out l08_yantar_cnv -mode le -with_lods
- @start converter.exe -level default:l08u_brainlab -out l08u_brainlab_cnv -mode le -with_lods
- @start converter.exe -level default:l10_radar -out l10_radar_cnv -mode le -with_lods
- @start converter.exe -level default:l10u_bunker -out l10u_bunker_cnv -mode le -with_lods
- @start converter.exe -level default:l11_pripyat -out l11_pripyat_cnv -mode le -with_lods
- @start converter.exe -level default:l12_stancia -out l12_stancia_cnv -mode le -with_lods
- @start converter.exe -level default:l12_stancia_2 -out l12_stancia_2_cnv -mode le -with_lods
- @start converter.exe -level default:l12u_control_monolith -out l12u_control_monolith_cnv -mode le -with_lods
- @start converter.exe -level default:l12u_sarcofag -out l12u_sarcofag_cnv -mode le -with_lods
- 6b) Let that run. The more RAM you have for this, the better.
- 6c) In SDK\level_editor\maps you will see all of the files you just converted
- 6d) That SDK\level_editor\maps folder contains all of the raw SDK LE-ready map files with updated level.spawns and what not
- 7) Now, you will need to build a new level.gct.raw. Create a .bat file in the SDK folder:
- @start /wait bins\compiler_ai\xrAI.exe -g l01_escape
- etc, etc for each map
- 8) Make new game.graph
- @start bins\compiler_ai\xrAI.exe -m
- 9) Now you can run the Level Editor; make your spawn changes; also covered here http://www.youtube.com/watch?v=F7DKW1u1bDo
- 10) In the LE, hit Compile > Make game after you have made your spawn changes
- 11) Make a new all.spawn
- -- the all.spawn is made by combining the level.spawns from each map folder
- @start bins\compiler_ai\xrAI.exe -no_separator_check -noverbose -s
- 12) Move "new.spawn" over from SDK\gamedta\spawns to STALKER\gamedata\spawns and rename to all.spawn
- 13) Move game.graph over from SDK\gamedata to STALKER\gamedata
- 14) Start a new game and play/test
- --Notes
- The SDK reads for items using the level.spawn. The game, however, reads the all.spawn. Now the 1.0005 all.spawn locations for items will match what you see in the SDK's Level Editor.
- Watch http://www.youtube.com/watch?v=F7DKW1u1bDo 2:25 to fix low FPS when loading the LE
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