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LED
- BoD Level Editor
Notes by SlayerDDD
------------------------------------------------------------------------------------
I
am moving this site to a Forum format-
BoD
Arena
Please
post when you visit...
Expect
a MAJOR update in approx 1 week :)
--------------------------------------------------------------------------------------
...under
construction - v.015 updated 27/04/01...
last update until after 12/05/01 -
I've been assigned a new e-comm project at work,
and then we're off to Amsterdam for a holiday ;)
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CONTENTS
TUTORIAL
- Creating a Basic Level
NOTES (sections
updated in this version are marked with * )
FILE
SYNTAX
TEXTURE
EDITOR (Bab.exe)
LEVEL
EDITOR (Led_d.exe)
Texture Setup
Selection Modes
Viewing the Map
Editing
Arches
Slopes
Atmospheres
Lights
OpenGL
Objects and Entities
Doors
Enemies
3DS
MAX PLUGINS
CAMERAS
& PATHS
COMPILING
THE LEVEL (BC.exe)
PLAYING
THE LEVEL
APPENDIX
Keys
Debug mode Output
Console Commands
Command Line Options
LINKS
DOWNLOADS
*
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FILE
SYNTAX
- click filenames
below to view example script w/comments -
levelname
= the name of your level
texname = the name of the texture set (texname.mmp) you want to
use for your level
levelname.mp
- LED map file (the one you load, edit, and save in LED)
levelname.bw
- the compiled version of the map, output from BC.exe
levelname.mbw
- Max2.5
compatible version of the map (using plugin),
to export .mbw from game enter- Bladex.ExportWorld("mapa.mbw
") -from the console.
levelname.lvl
- this loads Bitmaps (texname.mmp), World (levelname.bw), and Dome (texname_d.mmp)
objs.py
- this defines objects, weapons, torches, etc. and their position and
scale, also options
sol.py
- this script defines the placement of the sun in the level (x,y,z,?)
agua.py
- this defines water (make note about coordinates)
texname.mmp
- this is the compiled texture file, for example \BoD\Maps\Barb_M1\barb.mmp
texname.py
- this is a script that
loads .bmps into the Texture Editor (BaB.exe) when compiling a .mmp
texname.DAT
- this script loads texture definitions in LED, goto MENU File/Import
Textures.. (see below)
levelname.glad
- configuration script for Gladiator. loaded automatically.
contains map name, Player position, spawn
points for monsters and bonus weapons, more
cfg.py - standard configuration file, needed
to run standalone, not needed with Gladiator
pj.py
- defines Players (?)
shoot.bmp - screenshot or logo for your level,
shown in Arena menu of Gladiator, in strange color mode (?)
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TEXTURE
EDITOR (Bab.exe)
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Viewing
Texture .mmp
goto
MENU File/Open \BoD\Maps\Level\texname.mmp
decide
which textures you want to use in your level
(to
look at textures, highlight name in list and press Return key to make
visible)
write
down chosen texture names (case sensitive),
or
create custom.DAT, by adding the texnames with .bmps as in format
below
or
use pre-defined texname.DAT files
.DAT file format
Pre-Defined texname.DAT files for game .mmps (ie. casa.mmp, chaos.mmp,etc)
tex_dats.zip
- complete set (19) of texture .DATs
to
use .DATs, see
LED/Textures below
Extracting .bmps
from BaB
Using a screen
capture program like WinGrab
Open BaB.exe
Load dwarf.mmp
(or whichever .mmp you are extracting from)
Double-click on
texture names on left to show pic on right
Start wingrab
Capture screen
Crop pic 256x256
(i use wingrab for this because if you dont move anything between
captures, the selection area stays in the same place)
Save as texturename.bmp
exactly - case sensitive
Repeat until all
pics saved
Use photoshop
or similar to batch convert to indexed mode, 256 colors, adaptive
palette
Check names are
the same as in dwarf.DAT and change to match if needed
Using PrintScreen
and Photoshop w/ layers
Texture
/ Skins Tutorial by Tom Triffic
Compiling
.mmps
texture
pics must be BMP 256x256x256 colors
keep
.bmps and texname.py in Bab.exe directory when compiling .mmp
create
texname.py - list of .bmp textures to be imported
texname.py
format
Using
.mmps
add
code to levelname.lvl:
Bitmaps -> ..\..\Levelname\texname.mmp
levelname.lvl
format
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LED
(Led_d.exe)
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DIRECTORY SETUP
\Bod = Blade of
Darkness install directory
create a directory
- \BoD\Maps\levelname
configure and add
necessary scripts (see Files above) to this dir
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TEXTURES
SETUP
Adding
Textures
Drag-and-drop
.bmps in Texture Palette window to create new texture
make
sure 'name' is the same as in .mmp (case sensitive)
or
use pre-defined texname.DAT file to import texture definitions (see
next)
Using
game textures in LED
goto
MENU File/Import Textures...
(you must enter *.* in requester to show all files)
Open
texname.DAT, (texname = texname.mmp)
This
will give you all the texture definitions to use, look in the...
Texture
Palette (Previews)
if
.bmps are available -
goto
MENU File/Properties... Directory TAB
enter complete path to .bmps to activate texture previews in LED
if .bmps not available -
You will get no preview in LED, but the textures are visible in OpenGL
and in Game
also, if pre-defined .DAT used -
I strongly recommend you delete unused texture definitions [del key]
to save memory in game (?)
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SELECTION
MODES
To enter selection mode:
goto
MENU Tools/Select ____, or use Icons
Vertices
Edges - note: if the grid is on, you must click at a grid point to select
an edge or insert a vertex.
Sectors
Lights
Entities
Objects
(multimode)
Multiple
selections possible [ctrl key]
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VIEWING
THE MAP
Centering
goto
MENU View/Center at... (0,0)
goto
MENU Tools/Select Sectors (or use icons)
left-click
in map to refresh view
Grids
set
grid (1.0)
origin grid
activate grid
grid color
Zoom
w/
mouse wheel or Icon
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EDITING
Vertices
goto
MENU Tools/New Vertex
use
vertices to create sectors
use
matching vertices on shared edges
Sectors
goto
MENU View/Properties [v key]
set
Floor height (-1 = 1 meter UP)
set
Floor texture
set
Ceiling height
set
Ceiling texture
make
convex polygons
- use 3 or 4 sides if possible -
all points must be able to reach any other point in the sector in a
straight line without leaving the sector.
if in doubt, a good way to check / fix non-convex sectors is to:
Select
the sector, right-click menu- Divide in convex. if nothing happens
the sector is fine, and if it is non-convex then LED will cut the
sector to make it convex (you will see a new edge appear through the
middle of the sector)
Edges/Walls
goto
MENU View/Properties...
Set
Texture
X
= position offset of texture in pixels;
Y = position offset of texture in pixels;
Zoom = the scale of the texture (10 is a good start);
Angle = the rotation angle of the texture; many game textures need to
be rotated +90
there is a drop-down to select texture name in it, w/ preview;
Edit
Texture Placement in OpenGL preview
see
OPENGL below
Assorted
Notes on LED: (stuff i need to put somewhere else...)
Theory
of operation: the sectors are actually the SPACES in the map. so
if you wanted a 20-unit-high wall at one edge of your area (area floor
height 0), you would create a sector with a floor height as high as
you wanted the wall, say 20, and the ceiling height would be the top
of the level (sky), say 50.)
Multiple selection:
you can multiple select sectors (hold CTRL), then change properties
and it will effect all selected sectors. this multiple-property-changing
also works with walls, but as always remember to hit return after each
entry (even then the fields revert to *, but it works)
Selecting just
one object: if you are in select edges (walls) mode, and double-click
on an edge that is part of 2 sectors, you get a popup asking which sector
the wall is part of and then selects only that wall. this also works
with vertices and sectors.
Start position:
to set the starting position for the player (or preview) go to Tools/Initial
Point: i find that position- x=0 y=0 z=3 and orientation- x=1 y=0 z=3
work well as defaults but it depends entirely on your map. the starting
position is marked with an X on the map editing screen.
Remember that the start position in a map used with Gladiator is defined
in levelname.glad.
Interface:
in LED when you are editing maps, you can see edges in spaces represented
with dark red lines, and edges bordering solid areas with brighter red
lines.
Matching Vertices:
when creating a room or area, think about what doors windows etc. that
you want to add, and put in vertices where the adjoining sectors will
be. this will make everything easier later, and it also seems like LED
and Blade both like for any adjoining sectors to have the same vertices
on shared edges.
the compiler will compensate for unmatched vertices, but LED and the
game and monsters seem to work better if this is avoided.
when compiling, if you receive ADVISO:repetido de sector messages, then
this is caused by 2 sectors sharing a wall but not having matching vertices.
(?)
OpenGL mode crashes:
i have found that if you try to start opengl mode with a map loaded
but nothing selected then it will crash. this may only apply to my computer,
but if you are having problems with opengl mode, then trying this may
solve it.
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ARCHES
To create an arch,
you must use an elliptic ceiling.
Create a sector
(space) to act as the doorway between 2 rooms.
NOTE: The shared
walls must contain the same vertices, ie add a vertex in the wall of
the room for each corner of the door. This rule applies throughout LED
for best results.
make it 4 units
wide X the wall thickness (distance between the rooms) for example 1
unit
goto the ceiling
tab of properties and select 'elliptic' for ceiling type
click on the small
button next to the word 'elliptic' to bring up a requester
the requester has
settings for X = * , Y = *
in this case, X
= the width of the area in the corner that you want to make curved,
and Y = height of the area.
So if you had an
arch 4 units wide, and you entered X = 1, Y = 1, you would end up with
this shape for your arch:

And if you had a
doorway that was 2 units wide, and X = 1, Y = 1, it would look like
this:

For a gothic style
arch, and a door width of 2 units, X = 1, Y = 2 would produce the desired
result:

So if your doorway
is 3 units wide, and you want a rounded arch, X = 1.5, Y = 1.5 does
it:

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SLOPES
Slope
Editing Method:
select
'axis' of slope, ie. the edge/wall that is to stay the same as the ceiling/floor
height in sector properties (must be only the wall of the sector you
want to slope, not multi)
select
right-click menu- Slope> Floor or Ceiling
left-click
on a vertex opposite to the axis wall to change its height (requester
will pop up)
repeat
for other corner, and repeat for floor/ceiling if thats what you want
if sector or vertex moved then must re-define slope
use right-click menu- 'quit slope' to remove
example:
so,
lets say that you have a long thin hallway,
and you want the make the whole thing slope downwards by a total of
2 units:
set the floor/ceiling heights as usual, for example floor=0 ceiling=5
for the floor:
goto select edges mode
select the edge/wall (of this sector only) that is to stay at height
= 0
with the pointer still over the selected edge, right-click menu- Slope>
Floor
then click one of the opposite vertices (of the edge that you want
to lower) and a requester will appear asking 'enter new height', in
this case enter, for this example, -2
then repeat for the other corner:
with the pointer over the selected edge, right-click menu- Slope>
Floor
then click on the other opposite vertex (of the edge that you want
to lower) and a requester will appear asking 'enter new height', in
this case enter, for this example, -2
-so thats the floor done...
for the ceiling:
select the (same edge) edge/wall (of this sector only) that is to
stay at height = 5
with the pointer still over the selected edge, right-click menu- Slope>
Ceiling
then click one of the opposite vertices (of the edge that you want
to lower) and a requester will appear asking 'enter new height', in
this case enter, for this example, 3
then repeat for the other corner:
with the pointer over the selected edge, right-click menu- Slope>
Ceiling
then click on the other opposite vertex (of the edge that you want
to lower) and a requester will appear asking 'enter new height', in
this case enter, for this example, 3
-and thats it!
remember that
if you move this sector or any of the vertices of this sector then
you must completely re-do the slope process for any vertex that was
moved.
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ATMOSPHERES
Create
Atmosphere
goto
MENU View/Atmospheres
press
[INSERT key] to create new atmosphere
name
= atmosname
density (0.01 default)
color
Use
Atmosphere
select
Sector
goto
MENU View/Properties... Atmosphere TAB
select
atmosname from drop-down
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LIGHTS
(suggested default
values in parentheses)
Sector
Lighting
Ambient
color
(60,60,60)
Gradients
(start
color, end color - set start coord and direction in requester next
to colors)
Flat
Light
color
(0,0,0)
External
Light (sun)
multiple
select all sectors (to create one external light for the whole map)
color
(128,128,128)
position:
X = X in coords
toolbar
Y = Height in
positive units
Z = Y in coords
toolbar
Tip: Use matching
numbers in sol.py to put the visible sun in the same place
as the external light:
Bladex.SetSun(
0/1 = on/off, X, Y, Z from external light properties)
Adding
Lights
Intensity
(50)
Color
(white)
Size
(4)
Visible
(off)
Placement
(in a room 10 units high, about 7)
Shadows
(on)
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OPENGL
Loading
a level into OpenGL (File/Open...)
must
be compiled with BC and have a levelname.lvl file
can
reload levelname.bw after repeating compile w/ 'actualize .bw'
Texture
placement method:
goto right-click
menu- Select Surfaces
select
face (flashes red)
use
keys to manipulate texture (see Keys info in appendix)
settings
are updated in Properties in real-time
Lighting
in OpenGL vs. DirectX
The lighting in
OpenGL mode is dependant on (?) the gamma in OGL,
which is different enough to influence percieved light levels (darker).
Moral: Always check
your lighting from within Blade (D3D)
Right-Click
Menu options
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OBJECTS
AND ENTITIES
Using
Entities in LED
Load levelname.mp
start OpenGL mode
(very important! - Thanks to Duke for the info:)
from
right-click menu of OpenGL window, import objs.dol (\BoD\Maps\Levelname\objs.dol)
(Barb_M1 is a good starting set, but you will need to delete included
objs from map once loaded)
open
BODs window - highlight Entity/Object from list
goto
MENU Tools/Add Entity
click
in map to add (looks like small o)
View/Properties
to edit
or
use OpenGL mode to move/rotate
objs.dol
format (from a post at RebelAct by BirdMadBoy)
Adding
Entities by hand
Create
objs.py script
objs.py format
using
cut/paste from Game scripts
check
in \BoD\Maps\Levelname\objs.py for objects that you want to
use (find text in files works well)
cut
n paste the info into your objs.py script
change
position coordinates (x,y,z,angle)
(units in mm, ie. 1 unit in LED = 1000 in script; -1000 = 1 meter
UP)
o=Bladex.CreateEntity("Brazier1","Brasero1",26500,-3850,10828.9,Reference.ObjType("Brasero1"))
o.Scale=1.000000
o.Orientation=0.707107,0.707107,0.000000,0.000000
o.FiresIntensity=[ 1 ]
o.Lights=[ (20.000000,0.11000,(198,104,0)) ]
change
line to create
unique names for each group
ie. Brazier1
in the first line has to be unique for all Brasero1
type objects (?)
check
the original objs.py for import
code -
import ItemTypes,
etc. and include the relevant ones in your objs.py
ie. Bladex and Reference are used in Brazier1 above
get
positions from playing in DEBUG mode
turning
on DEBUG mode in Reference.py
change
line to PYTHON_DEBUG = 1
in
game press [ t key ] to show info on screen
see
debug output in Appendix
orientation
of objects (rotation around vertical axis)
suitable for wall torches (antorchaenpared) and other upright objects
(?)
based
on LED screen, top = North ( angle = angle taken
from debug_mode info )
N
= 0.5, 0.5, -0.5, 0.5 ( angle = 0.0
)
NE
= 0.655, 0.655, -0.265, 0.265 ( angle
= 5.25 )
E
= 0.707, 0.707, 0.0, 0.0 ( angle =
4.5 )
SE
= 0.655, 0.655, 0.265, -0.265 ( angle
= 3.75 )
S
= 0.5, 0.5, 0.5, -0.5 ( angle = 3.0
)
SW
= 0.265, 0.265, 0.655, -0.655 ( angle
= 2.25 )
W
= 0.0, 0.0, -0.707, 0.707 ( angle =
1.5 )
NW
= 0.265, 0.256, -0.655, 0.655 ( angle
= 0.75 )
height
adjustments for objects
from
debug info, +700 (?) approx = floor level
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DOORS
Adding Doors
to the Level
puertas.py
(more soon)
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ENEMIES
Adding Enemies
levelenm.py
(more soon)
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3D STUDIO MAX PLUGINS
Using the Plugins
Copy plugin files
to the "\plugins" folder of 3DStudioMAX version 2.x:
bldexp.dle: Exports
objects, characters and animations to the engine format.
Camera.dle: Exports
camera animations to the engine format.
MBWImporter.dli:
Exports maps in .bmw format from the engine to 3DSMAX.
This is used as reference for the creation of camera animations, actors...
Also copy the
MSVCRTD.DLL file to the 3DStudioMAX installation folder.
More Info Plz?
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CAMERAS & PATHS
More Info Plz?
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COMPILING
THE LEVEL (BC.exe)
making a batchfile (xxxxx.bat)
levelname_compile.bat format
using the console
running
Blade, LED, and compiling at the same time ok
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PLAYING
THE LEVEL
Standalone with Blade (from
a post at Bladex by Josh)
Here is how to
load an abritrary level. We will call this level "foo" for
this example. Replace "foo" with something for your level.
1. Create a directory
under BoD/maps for your level called "foo".
2. Copy your level
data to that directory. (*.bw, *.mmp files).
3. Create a foo.lvl
file (look at one of the other .lvl files for an example.)
4. Create a pj.py
file in the level directory. pj.py
format
5. Create a cfg.py
file in the level directory. cfg.py
format
6. Start BoD in
console mode.
7. In the console
window, type Bladex.LoadLevel("foo")
That's it, your
level should now load. You may want to edit the initial position of
the character to be a valid starting position. That is the "0,
0, 0" paramteres in the cfg.py file mentioned above.
Playing
the Level with GLADIATOR
Gladiator
0.92 by Josh
(gladiator092.zip, 409k from BladeX)
For
more information see this page at BladeX
sample.glad
If
you have BodLoader installed, then install Gladiator as a mod, and
the level as a map. Ensure that you have supplied a levelname.glad
file, and it will then be automatically shown in Gladiator's Map Select
screen.
Load Custom Map
in BODLOADER 0.41
BodLoader0.41
by Masklin
(link from Masklins page)
BL
readme.txt
To load a compiled
levelname.bw map, you only have to copy it into BODLoader\Maps\levelname\.
Then, use the Load Custom Maps feature to install the map and play
it.
BodLoader will create the necessary default files for use with your
map if it doesn't find them. Default values are used for world dome
(casa_d.mmp), and start position (0,-1500,0). It also looks for any
.mmp files in the BODLoader\Maps\levelname\ dir and loads those
if found. If you use the texture sets from the game you will need
to supply a .lvl file.
NOTE: I would
recommend that you supply the following files with all levels:
levelname.lvl
- .bw, defines textures and world dome
cfg.py - with execfile("objs.py")
for objects, torches, etc.
pj.py - to specify start position
optional: sol.py for sun and agua.py
for water
These are the
standard files that Blade needs, and BodLoader will use your files
if they are found.
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APPENDIX
KEYS
(thanks to NiceMice:)
While in in normal
editing mode:
Movement
ARROW_LEFT -
Move left
ARROW_RIGHT - Move right
ARROW_UP - Move up
ARROW_DOWN - Move down
KEYPAD_PLUS - Zoom in
KEYPAD_MINUS - Zoom out
Editing
DEL - when a
sector/vertex is selected, pressing 'DEL' deletes it
CRTL - allows to select multiple sector
SPACE - Switches between 'Select' and 'Add Vertex' mode
other
V - Displays
the properties window
C - switches through the window modes
unkown keys
T
R
While in OpenGL
3D Mode:
Movement
ARROW_LEFT,
O - Turn left
ARROW_RIGHT, P - Turn right
ARROW_UP, Q - Move forwards
ARROW_DOWN, A - Move backwards
W - Look up
S - Look down
Texture Alignment
(while a surface is selected)
KEYPAD_ARROW_LEFT
- Move texture left
KEYPAD_ARROW_RIGHT - Move texture right
KEYPAD_ARROW_UP - Move texture forwards
KEYPAD_ARROW_DOWN - Move texture backwards
KEYPAD_HOME - Turn texture counter-clockwise
KEYPAD_PAGE_UP - Turn texture clockwise
KEYPAD_PLUS - Scale up texture
KEYPAD_MINUS - Scale down texture
KEYPAD_MULTIPLY, PAGE_UP - Move through texture set forward
KEYPAD_DIVIDE, PAGE_DOWN - Move through texture set backward
HOME - First texture in set ?!
END - Last texture in set ?!
M - textinfo about texture scale, angle,x,y
additinal Dev
Info
X - Draw polys
on/off
C - current fps, cur. tris
unknown keys
SPACE
DEBUG_MODE OUTPUT
(example)
[ Key T x1 ]
frames per second
position (x,y,z) (y=height)
world time (seconds), app time (seconds)
[ Key T x2 ]
nothing displayed
[ Key T x3 ]
nothing displayed
[ Key T x4 ]
-SOUND INFO- Frecbase 11025 - Filter 0 - NSounds 345 - NInsts 1
Music STOP
OnHold 0 - Mem used: 14797 Kb
FullMusic 0 Kb - Bucket 0 Kb
EAX overwritten by menu!
3D CHANNELS. Used 1 (8)
(22050) - 0.23 - FSE_Entity11
2D CHANNELS. Used 0 (1)
[ Key T x5 ]
ASTAR INFO
Aelems Used 16 - 1000
Astar UnderUsed 0 - 100
ENEMIES INFO - Total 12
Flags: Wm1+Fr11=12?nC11)
-Watch 12
-Bay 0 Prec 0
-Chase 0
-SingleR 0
-Bowing 0
LEFT - RIGHT
ACTION - Init Tran
Rlx_sp 0.00 0.35
" " " x10
[ Key T x6 ]
Cam: 8562 -6160 21195 (x,y,z)
CamTarget: -100 -1816 23660 (x,y,z)
Rlx Rlx_spear_Amz Rlx
Act Rlx_sp Anim Rlx_spear_Amz Pos 0.42 HEAD Eng
Angle 1.29 Pos 6397 -4112 21810 (36)
AJog0 AGof0 AGob0 R256 L0 -Gof0 Gob0 T0-0
Slip 4900.00 0.00 0.00
[ Key T x7 ]
B_step_sounds 66
B_material_step_sound_table 11
B_texture_material_table 0
B_race_step_sound_table 28
B_anm_event_inf_db 954
B_stepsinf_db 904
Objects 1131 (49)
Bitmaps 676 (0)
Bmps 50 (0)
AlphaBmps 13 (0)
AutoObjs 0 (0)
[ Key T x8 ]
AfterFrameFuncs 7
(0)InterpinterpLevelBar
(1)InterpinterpStrengthBar
(2)InterpinterpEnergyBar
(3)InterpShields
(4)InterpWeapons
(5)InterpObjects
(6)DefaultSelectionData
ScheduledFuncs 2
(0) PeriodicAutoSelectPlayer1 at 1071.200
(1) PlayerRestoreEnergy at 1071.700
[ Key T x9 ]
(0) Timer with period 0.xxx and 0 entities
(1) Timer20 with period 0.xxx and 0 entities
(2) AlphaTimer with period 0.xxx and 0 entities
(3) LightTimer with period 0.xxx and 0 entities
(4) Timer60 with period 0.xxx and 0 entities
(5) Timer30 with period 0.xxx and 0 entities
(6) Timer15 with period 0.xxx and 0 entities
FrameFuncs 1
(0) Frame with period 0 and 0 entities
Slot with 16 entities
GAME
CONSOLE COMMANDS
Bladex.LoadLevel("nameOfMapFolder")
=Loads a level
execfile("positions.py")
=Enables teleporting around level with numberpad
execfile("../../scripts/debugcontrol.py")
=Enables the debug keys
char.Position =Gets
your current coordinates (x,z,y)
char.Position=x,z,y
=Teleports your character to the coordinates you enter.
char.Level=xx =sets
the level of your character
char.Life=xxxx =sets
the life of your character
Bladex.GetEntity("entityName").Position
=gets the coordinates of the entity
Bladex.GetEntity("entityName").Data.Invincibility
=just an example of how to get info about entitys
import GotoMapVars()
=imports data for the next command
GotoMapVars.EndOfLevel()
=finished the level you are on
GAME STARTUP COMMAND
LINE OPTIONS
-console =enables
the console (need windowed mode .dll)
-noexclusivemouse
=mouse is not 'stuck' in blade
-dev:D3D.dll =specify
your renderer (change this if you use a different option in the setup
box)
-snd:6 =specify
sound device
if you specify both
dev and snd you skip the setup box
-map:mapFolderName
=starts the game running a level (also need -dev: and -snd: to be set,
unless running a dedicated server)
-dedicated =runs
a dedicated server (also need -map:arena1)
-nomouse
-nodinput
-nosound
-cls
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LINKS
BladeX
Rebel
Act Studios
Rebel
Act Forums - Editing
La
Orden de Ianna (Spanish)
Codemasters
Tech FAQ
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DOWNLOADS
Slayers
Arena 1.0
The
Pit 0.1
Night
Pit 0.1 - (for Origo, who wanted something dark ;)
The
Ladder - (under construction
- v.11 updated 24/04/01)
"you gotta
get out of it if you want to get into it - look for the sun, not for
the light"
install with BodLoader
0.41 'Load Custom Map'
v.07 - completed
'top stair'
v.08 - now tested with all chars., widened stair, tex changes
v.09 - fixed dwarf problems
v.10 - added some enemies, incompatible with Gladiator, now uses BL
0.41
v.11 - added code, doors, more enemies
v.11b - fixed experience awards, tweaked weapons and enemies, added
potions...
todo list: add archers to coves in the ladder room, add more rooms
at top level,
platforms, traps, arena, more...
tex_dats.zip
- Texture.DAT files for using the game texname.mmps in LED
Other
Custom Maps for Gladiator
Maximus
Skin by Tom Triffic
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comments, suggestions, contributions welcome - plz
send to: slayer3d@hotmail.com
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