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  1. Pwn Call

    Pwn Call

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    • By zunnie
      Place the obelisk controller like this on the Obelisk in your map:

       
       
      Goto the properties of the obelisk controller and substract 41 from the Z value, enter the new value in the Z box and press OK.
      In this example:
      Old Value = 28.009
      Substract - 41.000
      New Value = 12.991

       
       
      The controller will jump underneith the map, this is fine, and supposed to happen.

       
      Now when you play your map the obelisk will fire from the red top.
    • By zunnie
      Sometimes when you create maps there can be 'duplicate ids' for objects in your level, don't ask HOW that happens, i don't know but fact is that with 4.1 and on it will crash clients when the map is loaded on a server. There will be a error box saying there is a collission id detected if that is the case.
      It is VERY important that you run "object -> check IDs" in leveledit and if any ID collisions are found, run "object -> fix ID collisions".
      Note that if you make use of special scripts and objects, those objects may receive new ID's after fixing, you will need to check your scripts and adjust their parameters if that is the case or they may stop functioning correctly.
    • Guest Mauler
      By Guest Mauler
      To create a working construction yard, place an appropriate building on your terrain. Then create a building controller of type construction yard.

      The following settings are specific to construction yard objects:
      RepairRate (the rate to use when repairing buildings, in seconds)VehicleRepairRate (the rate to use when repairing buildings set up as vehicles, in seconds)RepairAmount (the amount to repair)LowPowerRepairAmount (the amount to repair when the power is down)RepairWarhead (the warhead to use to do the repairs) The way it works is that every RepairRate seconds, it will apply repair damage to all buildings of the correct team that are still alive, using RepairAmount or LowPowerRepairAmount and RepairWarhead.
      For vehicles it uses VehicleRepairRate and it will repair any vehicles of the correct team that have their Encyclopedia Type set to Building in leveledit. (it made sense as a convenient way to tell the construction yard logic what to repair and what not to repair)

      Note that the construction yard object will not repair itself.
    • By Pwn Call
      Level Edit Object Almanac
      By: Pwn Call


      Table of Contents
      ----------------------
      1 - Introduction
      2 - Legend
      3 - Tiles
      4 - Object
      ----------------------



      1 - Introduction
      ------------------------------------------------------------

      So this is pretty much a guide to all of the presets and objects that you can create that come with Level Edit as it is. I will have sections for each of the different sub trees in Level Edit. I will add descriptions with as much as I know about them.

      *All images of the presets will be in a spoiler tab that you have to click to open to prevent excess length of the post*

      Please let me know if there is more information that you know about a preset so I can add it!!

      This will be a work in progress!!!!

      -------------------------------------------------------------




      2 - Legend
      ------------------------------------------------------------

      Cyan Writing - Cyan writing indicates where you will be able to find the following presets.
       
      Orange Writing - Orange writing indicates if a preset is in another subtree under that category, usually differentiating between smaller categories or further subtrees than the main ones.

      -> - Arrow indicates which sub tree you have to open to get to the preset, and it will usually be in cyan or orange writing.

      * - Star sign indicates and actual object or preset and the actual name it will be listed as in the preset tree.

      # - Pound sign indicates description of the preset (destroyable, moving door, etc.)



      3 - Tiles
      -------------------------------------------------------------
      -> <Artist Test>
      -> _DSAPO

      *DSP_Raveshaw
      # Destroyable statue of Raveshaw ~2x size of player







      *dsp_toilet_s
      # Toilet that appears to be full of crap, with no lid.




      -> <Artist Test>

      *book_dr
      # I believe this is the bookshelf door that is used in the map mansion.




      *c_tree
      # Basically just a dead tree




      *cht_fire
      # 2 log fire that burns and emits smoke




      *door_9
      # I think this is a door like the ones on the buildings and I think it works ingame




      *hnd_frnt_door2
      # front door from the hand of nod in single player? Should work, very large.




      *mct_nod
      # Nod master control terminal




      *pen_door
      # door from a pig pen from the single player, should work.




      *pwr_prsnl_lift
      # Elevator from the power plant from single player should work.




      *smokevol
      # HUGE preset, creates yellowish smoke in the corners of the preset. Could be used for a fog type thing on your map?




      *snowblowers
      # The snowblowers from single player, they are really high up on the preset, could be used though for visual effect.




      -> Decorations

      *cryo
      # Small empty glowing cryo chamber




      *swing_light
      # Light that glows yellow and swings when you shoot it




      *swing_light2
      # Same as swing light 1 only glows red.




      --------------------------------------------------
      -> Design
      -> Damageable Static Tiles
       
       
      ---
      ->Barrels

      Different barrels that blow up when shot I believe.

      Biohazard
      Fuel
      Toxic
      Wood




      ->Crates

      Different sized crates that get damaged as they are shot?

      Large
      Med
      Small




      ------------------------------------------------
      -> Design
      -> Pathfind_Tiles
      ->M11_SiloElev01 (Open all the subtrees to get to the final one which is M11_SiloElev_04)

      *M11_SiloElev04
      # Elevator from a silo most likely from single player



      ------------------------------------------------
      -> Design
      -> Vehicles_Destroyed

      These are all pretty self explanatory, a destroyed version of the vehicle.

      GDI_HummVee
      GDI_MediumTank
      GDI_Orca
      GDI_Transport_Helicopter
      Nod_Apache
      Nod_Buggy
      Nod_Harvester
      Nod_Light_Tank
      Nod_Transport_Helicopter
      Nod_Truck




      --------------------------------------------
      ->Doors
         ->base gates
               -> level 03
       
      *l03basegate_a
      # Base Gate



       
      *l03basegate_b
      # Base Gate



       
      ->Doors
           -> level_02
       
      *noradoor
      # Massive Gate



       
      ->Doors
           -> level_04
       
      *shp_door00
      #



       
      *shp_door02
      #



       
      *shp_door03
      #



       
      *shp_doorb00
      #



       
      *shp_doorb01
      #



       
      *shp_doorb02
      #



       
      *shp_doorc02
      #



       
      *shp_doorc03
      #



       
      *shp_doorp01
      #



       
      *shp_doorp03
      #



       
      ->Doors
           -> level_06
       
       
      *cht_door0
      #



       
      *cht_door1
      #



       
      *cht_door2
      #



       
      *cht_door3
      #



       
      *cht_jail
      #



       
      *cht_jail1
      #



       
      ->Doors
           -> level_08
       
       
      *BAR_DOOR
      #



       
      *big_door
      #



       
      *door
      #



       
      *door_a
      #



       
      *l08gate
      #



       
      *lab_door
      #



       
      *lab_spn_door08
      #



       
      *moby_door
      #



       
      *plxy_door
      #



       
      *plxy_door08
      #



       
      ->Doors
           -> level_09
       
       
      *lab_spn_door09
      #



       
      ->Doors
           -> level_10
       
      *basegate10
      #



       
      *laserfence
      #



       
      ->Doors
           -> level_11
       
      *door-dmg
      # Damaged door



       
      ->Doors
           -> Multiplay
       
      *mgcap
      #



       
      *mncap
      #



       
      ->Doors
           -> power plant
       
      *pwr_glass_door
      #



       
      *pwr_rnd_door
      #



       
      ->Doors
           -> quonset hut
       
      *qht-door
      #



       
      ->Doors
           -> security doors
               
       
      ---
      ->door_0
       
      *M06_Midtro_door_0
      #



      ---
       
      *door_3
      #



       
      ---
      ->dr_0
       
      *dr_0c
      #



      ---
       
      *dr_1
      #



       
      *dr_2
      #



       
      *dr_3
      #



       
      ---
      ->mpdr_0
       
      *mpdr_0b
      #



      ---
       
      *mpdr_obl
      #



       
      *mpdr_0
      #



       
      *mpdr_1
      #



    • By Pwn Call
      I decided to have a topic for miscellaneous tips and hints that you might not know about in Level Edit, Renx/3ds Max, or some of the other editing programs.  If you have a hint or tip to add to the list post it and I'll add it.
       
       
       
      Ren X
       
      Grid -  Using the grid function helps you to line up your meshes without having to zoom in super far and manual align them.  It can be turned on by left clicking on the Magnet with the 3 icon in the lower left part of RenX like so
       

       
      To change the distance that it snaps to simply right click on it and a menu will pop up, go to Home Grid then change the Grid spacing to your desired distance.
       

       
      You can tell if your grid is on if there is a large cyan cross over your cursor like in the below image
       

       
      Also when using the grid remember not to move an object by grabbing the X, Y, or Z arrows as those will move the object without the grid spacing on, move it by selecting the object itself.
       
       
      Level Edit
       
      Creating Good Lighting/ Fixing some texture glitches - So if you want your map to have good lighting in Level edit go to the Lighting tab then go down at the bottom and Compute Vertex Solve.  This adds shadows to your map and fixes some minor texture glitches!
       
      Stamping Objects - I actually just stumbled upon this by accident but you can use a preset as a stamp tool.  To do this create the object that you want.  Once it appears move it to the position you want that preset.  While holding down left click on the object right click and it will put that object in that position.  You can do this as many times as you want.  It is really useful if you want a bunch of presents around an area because you don't have to hit make everytime then move them to the position that you want.
       
       
      That is all that I have for now, if you know of any that would be good additions post them up, not every simple trick is general knowledge to everyone.
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