TESTED QUICK STEP BY STEP HOWTO FOR STARTING MWLL MAP BUILDERSo) "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_Levelo) 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_Toolo) 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.