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Re: LevelRedit, a .mix to .lvl converter! [message #284525 is a reply to message #284227] |
Sat, 15 September 2007 12:39 |
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I was just playing around with replacing whole maps server-side and I had the problem that doors did not work.
To resolve this problem, do not delete door tiles, but delete the doors from the terrain itself (as mentioned in the first post, some tiles are duplicates, and doors are some of them).
Alternatively you can set the terrain door's ID to the tile door's ID and remove the tiles.
I cannot automate that since I'd have to load the terrain W3D files, what is much work and I don't know anything about the .w3d file format.
Edit: This must be done for elevators, too.
Yrr.
Creator of...
Resurrection, a Command & Conquer: Renegade Modification
LevelRedit, a .mix to .lvl converter
[Updated on: Sat, 15 September 2007 12:40] Report message to a moderator
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Re: LevelRedit, a .mix to .lvl converter! [message #284554 is a reply to message #284227] |
Sat, 15 September 2007 18:42 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Great tool,I'll give this a try, I needed some .lvl's for a few maps awhile ago...hopefully I'll have them back.
You mention "add VIS points"
does this mean VIS is still generated for a map that had it generated?
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: LevelRedit, a .mix to .lvl converter! [message #287539 is a reply to message #284227] |
Mon, 01 October 2007 13:27 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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Useful tool overall, but im kind of getting owned by a door issue on C&C_Sand.
I first used method one, removing the terrain doors. But this way the harvester bays remained closed on unload.
So I started over and removed the tiles, giving the terrain doors the correct id.
Method 2 works great on every building exept for the HON. In 1p lan mode it runs perfect and opens like it is supposed to open. But as a client on a server, where both have the edited Sand.mix, the doors remain closed. You can lag through them, but it just isn't right.
So the 3rd thing i tried was removing both the terrain and tile doors for the Hand. But every single time, after leveledit reloads, the terrain doors are there again. When exporting to mix they remain closed ingame...
I'd appriciate it if you could look into this problem.
[edit]
I'll try disabling the terrain hondoors through the instances tab in leveledit, by simply unchecking them. I'll report in when I have results.
[edit2]
As soon as i uncheck them, they dissapear, but when saving or exporting the level, they show up again, even though they are unchecked. meh.
[Updated on: Mon, 01 October 2007 13:36] Report message to a moderator
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Re: LevelRedit, a .mix to .lvl converter! [message #287542 is a reply to message #284227] |
Mon, 01 October 2007 14:03 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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update...
Instead of unchecking them, I deleted their nodes at the instances tab. This removed the doors, but also the rest of the terrain.
At this point i believed my mod package was pretty much screwed up, so i deleted it.
Luckily i made a backup last week, befoure I started fixing the doors. But when I open it up, the entire terrain doesnt show up either. Wtf! Why must Renegade be so mean?
[edit]
Don't worry if these posts confused you. They had the same effect on me after reading them over.
[Updated on: Mon, 01 October 2007 14:10] Report message to a moderator
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