Author Topic: HOW TO: Getting MWLL into the Editor  (Read 15431 times)

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Offline AlienMind

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Re: HOW TO: Getting MWLL into the Editor
« Reply #15 on: February 25, 2010, 08:15:22 PM »
@Killer-Bee: It was quoted by UN1T "Map Editing for NOOBS" thread but I blatantly put it here again because it doesen't hurt, and as thus, here, is sticky :)

TESTED QUICK STEP BY STEP HOWTO FOR STARTING MWLL MAP BUILDERS

o) "Hello World" Level

Install "Sandbox 2" from Crysis CD and launch it.

File->New "Test"
"C:\games\Crysis\Game\Levels\Test\" get created.
Test.cry is for the editor. level.pak for the game.

Move around with WASD keys and depressed SHIFT or right mouse button. Ground is white. Air is black.

Optional: Make hills: "Terrain" -> "Edit Terrain..." -> "Tools" -> "Generate Terrain..." -> "OK" -> "OK".
Optional: Make hills green: "File" -> "Generate surface texture" -> "OK".

"File" -> "Save".

Move over ground and press CTRL+G to spawn. This does not work, currently.

Quit the Sandbox 2 editor and open it again.

"File" -> "Open..." -> "Test.cry".

"Errors Report" with error and some warnings in it appears. This is normal.

Air is suddenly blue with a white sun.

Move over ground and press CTRL+G to spawn. Now it works.

Press ESC to go back to editor.

Reference:
http://wiki.crymod.com/index.php/Creating_a_Basic_Level


o) Ready level for playing in MWLL

Copy your level from C:\games\Crysis\Game\Levels\Test to C:\games\Crysis\Mods\mwll\Game\Levels\Multiplayer\SA\SA_Test (This should be your final name!).

In it:
- Rename Test.cry to SA_Test.cry
- Generate a file "SA_Test.xml" with content:
<MetaData>
   <Display Name="SA_Test"/>
   <HeaderText text="SA_Test"/>
   <DescriptionText text="Blah blah."/>
   <Gamerules MP1="SolarisArena" MP2="TestofStrength"/>
</MetaData>

Start Sandbox 2 like this: C:\games\Crysis\Bin32\Editor.exe -mod mwll

Open SA_Test.cry.

"View" -> "Open View Pane" -> "Database View".
Switch to tab "Prefabs Library".
Click "Load Library" icon.
Navigate to "c:\games\crysis\game\prefabs", and open "mwll_assets.xml" .
In the directory tree, click the + beneath "MechHangar".
Drag and drop the entry "Mechhangar" on the map.
Do the same with "MechHangarCL".
Optional: VTOL is under "ToA". Place "Dummy HQ" prefabs (under "SA"), these generate the radar icons for enemy team.
"Save"
"Export to engine"
Open map in MWLL.


o) Create box and put own texture on it.

Make directories "texture" and "shader" under C:\games\Crysis\Mods\mwll\Game\Levels\Multiplayer\SA\SA_Test\
Open any picture in GIMP:
"Image"->"Scale Image...". Remove the chain symbol and enter 512 as "Width" and "Height". Click "Scale".
"File"->"Save As...". Select directory C:\games\Crysis\Mods\mwll\Game\Levels\Multiplayer\SA\SA_Test\texture and put as name: test.dds. Click "Save".
Select "DXT1" under "Compression" and click "OK".
Back in Sandbox 2:
Untick "Tools"->"Preferences..."->"Source Control"->"AlienBrain Settings"->"Enabled" so it reads "False". This enables custom shaders to be saved correctly.
Click "Solid" in the "RollupBar". Drag and drop on map. Move mouse. Click on map.
Click on the box to "select" it.
Press "M".
Click "Add New Item" icon.
Navigate to C:\games\Crysis\Mods\mwll\Game\Levels\Multiplayer\SA\SA_Test\shader and enter "test1.mtl" as filename.
Click the file selection button beneath "Texture Maps"->"Diffuse" and select C:\games\Crysis\Mods\mwll\Game\Levels\Multiplayer\SA\SA_Test\texture\test.dds
Click "Assign Material to Selection" icon (left top).
Click "+" icon left of "Diffuse", then "+" icon left of "Tiling".
Reduce "TileU" and "TileV": Texture stretches.
Alter "OffsetU" and "OffsetV": Texture shifts.
Save.
"Export to engine"
Open map in MWLL.

Info: You do NOT have to unpack any .pak files in C:\games\Crysis\Game or C:\games\Crysis\Mods\mwll\Game . Selection dialog boxes in editor will regard that two directories as one root and map/mix/show content of every .pak and normal files in there as one file tree.



Reference:
http://wiki.crymod.com/index.php/Solid_Tool



o) Loading a MWLL asset.

In the "RollupBar" (right) -> Entity -> Doubleclick "Vehicles" -> Doubleclick "CL_MKII_Mech" -> click in map. You see some axis.

"Entity Properties" (right) -> Fill "Modification" key with "prime".

"Tools" -> "Reload Scripts". You see the mech.

You can now spawn and pilot it.

Offline Timberwolf

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Re: HOW TO: Getting MWLL into the Editor
« Reply #16 on: April 11, 2010, 09:41:33 PM »
Can anyone describe how i can build destructable Objects in the Editor?  I want to have the same effects like the walls got on my houses etc... so if a mech run through the House has to get destroyed....

and don't tell me that i won't work :)

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Offline Seraph

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Re: HOW TO: Getting MWLL into the Editor
« Reply #17 on: April 23, 2010, 12:15:13 PM »
Can anyone describe how i can build destructable Objects in the Editor?  I want to have the same effects like the walls got on my houses etc... so if a mech run through the House has to get destroyed....

and don't tell me that i won't work :)

It won't work :D

Anyhow, you can setup an object to be destructable (I have no idea how though I didnt do it) but making a full house is more complicated than our little fences and walls. Maybe someone else more savy about this can confirm that it would work.
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Offline (TLL)Sky_walker

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Re: HOW TO: Getting MWLL into the Editor
« Reply #18 on: April 23, 2010, 02:04:22 PM »
You can have 2 types of destructible objects:
http://wiki.crymod.com/index.php/Sandbox_WorkingWithPrefabs
Pick the destroyable house (as far as I remember the one used in tutorial is destroyable), than extract the prefab to see how it was made. Use the same way to build your custom houses.

As for destroyable objects such as fuel canisters, or whatever gets destroyed after hit - try this tutorial: http://wiki.crymod.com/index.php/Breakable_Objects_in_XSI - if you work in something else than XSI, don't worry - rules are basically the same. :)
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Offline Timberwolf

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Re: HOW TO: Getting MWLL into the Editor
« Reply #19 on: April 25, 2010, 06:08:43 PM »
Thanks Sky_Walker
i will try the tutorials and after that i hope a can build some destroyable houses :)
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Offline Danger

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Re: HOW TO: Getting MWLL into the Editor
« Reply #20 on: April 27, 2010, 04:21:34 PM »
I'm a complete noob  at this kind of stuff, but I am going to give it a shot in the next week or so, I just want to build a mainly flat map with a couple outcroppings of houses and trees. I may fail epicly... but I'm going to try and read up on how to create stuff as much as possible to increase my chances for success on this venture

Offline SquareSphere

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Re: HOW TO: Getting MWLL into the Editor
« Reply #21 on: April 27, 2010, 11:46:29 PM »
go for it danger, everyone has to start somewhere.  Also check out their video tutorial to map making if you haven't yet.

Offline Danger

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Re: HOW TO: Getting MWLL into the Editor
« Reply #22 on: April 28, 2010, 05:13:11 AM »
go for it danger, everyone has to start somewhere.  Also check out their video tutorial to map making if you haven't yet.

I haven't done that yet, I'll definitely do that :). Thanks for the tip

Jason dinAlt

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Re: HOW TO: Getting MWLL into the Editor
« Reply #23 on: July 03, 2010, 12:48:55 PM »
So... I would have to have legitimate crysis and mwll to edit maps? or is sandbox 2 seperate?

Offline darkrei9n

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Re: HOW TO: Getting MWLL into the Editor
« Reply #24 on: July 03, 2010, 12:54:00 PM »
Sandbox 2 is separate.

Jason dinAlt

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Re: HOW TO: Getting MWLL into the Editor
« Reply #25 on: July 03, 2010, 01:22:31 PM »
oh cool! where can I get it?

or does crysis need to be installed for it to work?

Offline (TLL)KitLightning

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Re: HOW TO: Getting MWLL into the Editor
« Reply #26 on: July 03, 2010, 02:04:24 PM »
Sandbox is a separate software but needs Crysis for the assets :-X
   

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Jason dinAlt

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Re: HOW TO: Getting MWLL into the Editor
« Reply #27 on: July 03, 2010, 03:08:03 PM »
could I run without crysis? or could I somehow make maps without crysis assets?

Offline (TLL)KitLightning

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Re: HOW TO: Getting MWLL into the Editor
« Reply #28 on: July 03, 2010, 05:19:47 PM »
could I run without crysis?

Nope, not afaik :-X
   

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Offline ~SJ~Azov

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Re: HOW TO: Getting MWLL into the Editor
« Reply #29 on: December 30, 2010, 08:54:04 AM »
Going to go ahead and bump this with a query of opening up the mod with wars.

I know I'll have to rename the levels as well as placing new hangers, but what do i need to change in shortcut to open up Sandbox2 for wars? Is there another editor on the Warhead/Wars disc?

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