Editing Tools Documentation
Overview
The documentation contained in this release is provided as
reference material for anyone interested in creating custom maps or basic mods for
Please note that these tools and their documentation are
provided on an “as is” basis and are unsupported. Due to the complexity of the subject matter
and the rapidly changing nature of the technology, some of this material is
outdated. When working with attribute
files, in particular, it is recommended that the headers be thoroughly reviewed
before making any changes. That said, we hope you have a great deal of fun creating new worlds
for
The Tools directory contains the applications needed to work
with or create custom levels, models and special effects. Copy the entire Tools directory to your root
The various assets used to create the game are compressed
into large files called .rez files. To access these
assets, they must first be extracted using a command line utility called
LithRez.exe, which is found in the Tools directory. To learn the basic syntax
for manually extracting or creating .rez files,
explore to the Tools directory using the command prompt and then type “lithrez ?” without the quotes. The number of rez files found in your
This document will introduce you to DEdit,
LithTech’s primary level creation tool. It
covers DEdit setup and configuration, basic level
design, adding objects and prefabs, lighting, and other skills you’ll need to
know in order to create levels for
This document will answer the most commonly asked questions regarding how to use processor.exe to compile your DEdit worlds into usable levels.
This series of short tutorials covers the basics of creating map packs and other mods.
This document covers everything you need to know about
modifying the
If you plan on modifying or adding character models, this document will show you how. It covers everything from exporting models from Maya to editing them with ModelEdit.
On-screen transmissions, skill rewards, music, and other aspects of gameplay are achieved through the use of commands sent to the player as a message. This document details all of the possible player messages and how to use them.
This document serves as an overview of AI systems. It also includes details regarding AI Nodes, Goals, SmartObjects, and other systems you’ll need to become familiar with before adding AI to your levels.
Once you understand the basic AI systems, this document will provide further information on how to use these systems to create gameplay with your AI.
This document contains information regarding the use of FXed to modify and create special effects.
· Texture Scripts – Artist’s Reference
This document describes what
textures scripts are for, and provides reference materials for artists who wish
to use them.
While the documentation provides a wealth of information, the best approach is often to carefully examine a production map after having played it several times. For that reason, a SinglePlayer map, a Disc Arena / Disc Tournament Multiplayer map and a SinglePlayer / Multiplayer LightCycle map have been included in the samplemap directory. Read through the sections on lithrez for instructions on extracting the .rez file to your Game directory so that the maps’ .tbw and .ltc files can be studied in the in DEdit.