Editor and tools
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08-04-2016, 02:40 PM
(This post was last modified: 08-04-2016 04:40 PM by Hiei-.)
Post: #29
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RE: Editor and tools
(08-04-2016 02:49 AM)Hiei- Wrote: I saw two sound options in the level editor (xaudio2 and directsound). As the random crashs often display a xaudio2 error, wouldn't switch to directsound be able to avoid the random crashs of the game? By quadtree, I mean this : http://nsa38.casimages.com/img/2016/08/0...324515.png (As I'm not sure I'm using the right word but I guess it's the right one as Google images display the right thing when I search for it and the editor also complain about the lack of quadtree). Edit : Oh, seems I just found it : Objects => VisibleArea => OccluderHouse. But still, it would be nice to have an empty template of the first level to make some test/examples. I tried just to do "Select all" then delete all objects but it make the mission crash when you load it in-game then (and using the "File => New" option, I'm not sure the result can then be exported in the game successfully). Because I guess most people will prefer to create levels from scratch rather than modify existing levels. I suppose the first point which would be nice to have a tutorial for would be basic level building : Create a map, ground, a room, a door, adding a NPC and make him go to a standard ai path (this thing doesn't seem really hard with anchors). Only with that, people would be able to try and create smalll levels. I guess it might already be possible but is there any way to launch a newly created mission directly in the game? (as I saw when you export a newly created level, it create a directory of the mission name in the game directory). Maybe with a command line? |
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