Editor Quick Start Guide.
You object should now be textured however you wont be able to see it yet because the object is still in edit mode.
(If the object does not move but pans instead press the Spacebar to lock on the object)
8. With the basic level structure in place. You must first at a start point for the player.
This is essential as without it you will not be able to play the level. To add a start point press O for object but this time. Select L for Level Start point. You should get a white sphere on the screen. This can be moved around just like the other objects using the cursor keys. If you can see it it might be under the floor so you need to raise it in Move mode using the + key.
9. Next we need to define a path for our eggs to follow. Press W to add a waypoint.
A small white sphere should appear. If not it may be hidden under the floor. So raise it in move mode using the + Key. When you first create a Waypoint you are given four prompts. 4 alternate paths to chose.
Here I have created 3 waypoints automatically numbered 1,2,3. To set the paths right click on any waypoint. And in the Node prompts chose which paths are available.
Eg. Right Click on Way point 1. And set node 1 to 2. Leave the rest to 0.
Right Click on Way point 2. And set node 1 to 1, 2 to 3 . Leave the rest to 0.
Right Click on Way point 3. And set node 1 to 2 . Leave the rest to 0.
You should see lines appearing linking the nodes. Try to ensure that no waypoint is totally isolated. Always have a way off.
10. Create an Egg. Again Press O for object this time select X for X-file. Select a suitable X-file in this case we want egghead1.x. And egg should appear in the screen. He may be hidden behind other objects. So you may need to move him. To set him to automatically move right click on the object . Firstly he need to be classified as an NPC. Press 5 for NPC. Then you will be prompted for the first waypoint. In this case we select 1. This is the node he will walk to automatically. Then he will follow the path you made for him. Leave the appearance properties for now.
11.All is left now is to save the level. Press K. you should be prompted for a file name. Enter a valid filename with a .lev extension and press enter. You can now exit the editor.
If you want to play the level you will need to edit the game source code look for the LevelOrder label.
Compile the code and away you go.
There are plenty of other thing in the editor. But not enough time to cover them all. You could try loading some of the existing levels. Press L at the editor title screen. The input a level you want to browse or modify.
K Save Level
L Load Level
1 Move Mode
2 Rotate Mode
3 Scale Mode
O Create Object
B - Box
S - Sphere
P - Plain
X - X file
L - Level Start Pos.
(right click on object gives properties)
(Can be moved, Scaled and rotated)
W Waypoint
(right click on Waypoints gives Path settings (Nodes))
(Can be moved)
H Hotspots
(right click on Hotspots gives properties. Radius, Event Triggers)
(Can be moved)
E Events
Right Click on event gives properties. What object to move, rotate, scale, how long for, what other events does it launch.
R Add Event
(Select object then press R to create and object event. To modify actions Click on E to see event properties. Object link should already be established)
N Toggle all Node paths.
V Resets Object visuals to defaults. (Cull,Wire,Fog,etc)
Z Assign FX to object. 9 Object must first be selected.
G Change Move Steping, Rotate Stepping and Scaleing Stepping.
U Scale UV Mode. Use arrow keys then Enter to exit.