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How to open a map in Level Editor?

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  12:04:55  25 January 2012
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smoq2
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On forum: 09/08/2008
 

Message edited by:
smoq2
01/25/2012 12:52:48
Messages: 2433
How to open a map in Level Editor?

I want to open the Army Warehouses level in LE. How should I do this? I know I first have to convert the level to *.level format, but so far didn't manage to succeed. Can anybody help?

[EDIT]

I keep getting this error:

[bug] unexpected code path at ..\level_tools_details.cxx:83

Whenever I try to convert the level. Anyone can shine some light on this?

[EDIT2]

Ok, apparently I had some files missing from the gamedata folder. textures\det folder to be exact.
I copied everything from the CS SDK gamedata provided with the editor.
Now it seems to get stuck on splitting level_lods.dds/level_lods_nm.dds. Is this suppose to take forever?
  14:10:08  25 January 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
If you plan on editing level geometry, or recompiling the level geometry, use the -with_lods option.
If you don't plan on editing level geometry, or recompiling the level geometry, don't use the -with_lods option.
And splitting the lods textures can take a long time.
  14:34:59  25 January 2012
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smoq2
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On forum: 09/08/2008
 

Message edited by:
smoq2
01/25/2012 14:35:17
Messages: 2433
My only plan is to get shapes for level changers.

I created 4 shapes (red) with the shape tool and 1 space restrictor (green).

http://img220.imageshack.us/img220/1282/restcopy.jpg

How do I attach those shapes to the restrictor, and how can I get viable coordinates for those parameters in acdc?

[9579]
; cse_abstract properties
section_name = space_restrictor
name = mil_level_changer_to_garbage_1_cdummy
position = -332.970550537109,12.7100048065186,46.777904510498
direction = 0,2.26369190216064,0

; cse_alife_object properties
game_vertex_id = 1315
distance = 10.5
level_vertex_id = 17693
object_flags = 0xffffff3e

; cse_shape properties
shapes = shape0,shape1,shape2,shape3
shape0:type = box
shape0:axis_x = ?, ?, ?
shape0:axis_y = ?, ?, ?
shape0:axis_z = ?, ?, ?
shape0: offset = ?, ?, ?
shape1:type = box
shape1:axis_x = ?, ?, ?
shape1:axis_y = ?, ?, ?
shape1:axis_z = ?, ?, ?
shape1: offset = ?, ?, ?
...
shape3:type = box
shape3:axis_x = ?, ?, ?
shape3:axis_y = ?, ?, ?
shape3:axis_z = ?, ?, ?
shape3: offset = ?, ?, ?

; cse_alife_space_restrictor properties
restrictor_type = 3

I don't want to recompile the whole level or level's spawn to change the location of a space restrictor. I just needed some form of visualization.
  17:48:31  25 January 2012
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mnn
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On forum: 06/12/2009
 

Message edited by:
mnn
01/25/2012 17:48:50
Messages: 2694
Well, that won't be easy. You could get coordinates for the space restrictor + relative coordinates for shapes (from level files - spawn.part), but level & game vertex ids you'll need to retrieve from within the game (go/teleport to space restrictor coordinates).
  18:03:15  25 January 2012
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smoq2
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On forum: 09/08/2008
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I actually don't need lvids or gvids. I already have those. I just need those coords for shapes. I know they are in level.spawn, but I have no way to extract them. Do you know of any method to do that?
  21:44:39  25 January 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Select the shapes, then the restrictor, and then choose Attach Object. That should link the shapes to the restrictor.
Then check the properties, and it should have the shape descriptions in their in a useable format.
Can't be 100% on this, can't check right now.
  22:06:35  25 January 2012
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smoq2
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On forum: 09/08/2008
Messages: 2433
No need to attach it to any restrictors. It was enough to make a couple of shapes and then choose one as the main and calculate the offset from the positions of the rest. The "scale" parameter can be used for assigning each shape's X, Y and Z lengths. Everything is fine and level_changers were moved safely. Now the player doesn't land right in the middle of a hostile smart_terrain when changing levels.
  23:13:30  25 January 2012
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mnn
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On forum: 06/12/2009
Messages: 2694
As I said, look into LE's files - spawn.part. Basically everything which is exported into level.spawn is written in human-readable format in spawn.part.
  09:17:32  26 January 2012
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smoq2
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On forum: 09/08/2008
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Found it! Thank you mnn! As always, your help proved invaluable!
 
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