Local time:LevelRedit v1.03
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 LevelRedit v1.03

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szymek7777  
  
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Number of posts : 330

Age : 22

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Registration date : 2010-12-31


PostSubject: LevelRedit v1.03   Mon Aug 31, 2015 3:41 am

Quote :
Usage:

* Add one or more Renegade .mix maps.
* Set the output folder (you'd use your LevelEdit folder).
* Click on 'Convert Now!'.
* After converting, open LevelEdit and choose the mod package which has the same name as the map you just converted.
* Open the .lvl file for the map you converted.



After conversion, to complete the map:

* Remove pathfind generators you don't need. The converter automatically creates pathfind generators in front of each carmaker, which could be too much.
* Remove duplicate tiles. The converter may add tiles which were already imported with the terrain and therefor may be duplicates.
* Add pathfind blockers as you need them.
* Save the map.
* In the menu, choose 'Pathfind' > 'Generate sectors...'. This may take much time.
* Save the map.
* In the menu, choose 'Lightning' > 'Compute Vertex Solve', check 'Check Occlusion' and hit OK. This may take much time.
* Save the map.
* You should add and apply VIS points to improve the map's performance. Skip this if you only want to test the map.



Restrictions:

* As mentioned above, LevelRedit may produce duplicate tiles.
* No editor only objects will be generated, you have to add them by yourself.
* No VIS points will be generated, you have to add them by yourself.



Protection:

* If you don't want your map to be converted back to a LevelEdit level file, place a light anywhere on your map and set it's ambient light color to RGB(51,102,153).
* You cannot protect old maps you already released.

Quote :
Changes:
- Every waypoint was 0.2 units too high in editor. (For unknown reasons, LevelEdit raises every waypoint by 0.2 units when exporting a map.)
- Scripts were not attached correctly (some were attached twice, some were not attached at all).

Creator: Yrr

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LevelRedit v1.03

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