Difference between revisions of "Working with levels"

From Divinity Engine Wiki
Jump to: navigation, search
(Created page with "center <br /> == Projects and the Project Browser == <p>Everything you create/change in the editor is stored in projects. To be able to sha...")
 
m (Protected "Working with levels" ([Edit=⧼protect-level-larianeditonly⧽] (indefinite) [Move=⧼protect-level-larianeditonly⧽] (indefinite)))
 
(48 intermediate revisions by 2 users not shown)
Line 2: Line 2:
 
<br />
 
<br />
  
== Projects and the Project Browser ==
+
== Levels and the Level Browser ==
<p>Everything you create/change in the editor is stored in projects. To be able to share a mod with the world, you have to create and share an editor project you make for that mod.</p>
+
<p>Everything you create/change in the editor is stored in projects. <br />
 +
To be able to share a mod with the world, you have to create and share an editor project you make for that mod.</p>
  
<p>The project browser is used for loading and creating projects. Here you can see all existing projects, as well as the different types of new projects you can create. The browser will show automatically on editor startup. This is because you need a project loaded at all times. Afterwards, you can change projects by loading a different one, as explained in sections [[#Creating|Creating a Project]] and [[#Loading|Loading a Project]].</p>
+
<p>The level browser is used for loading and creating levels. <br />
 +
Here you can see all existing level, as well as the different level templates you can create. <br />
 +
The browser will show automatically when a project is loaded. <br />
 +
You are not obliged to create a level. You might only want to make story changes, but it might still be useful to have a level for testing things in. <br />
 +
Afterwards, you can change levels by creating or loading a different one, as explained in sections [[#Creating|Creating a Level]] and [[#Loading|Loading a Level]].</p>
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|An explanation on the different buttons and functionalities of the project browser can be found here: [[Project browser]]
+
|An explanation on the different buttons and functionalities of the level browser can be found here: [[Level browser]]
 
|-
 
|-
 
|}
 
|}
 +
<br />
  
== <span id="Creating"></span> Creating a Project ==
+
== <span id="Creating"></span> Creating a Level ==
 
<div>
 
<div>
[[File:NewProject.png]]
+
[[File:NewLevel.png]]
 
</div>
 
</div>
 +
<div>
 +
[[File:Levelbrowser-new.png|800px]]
 +
</div>
 +
<sub> Entering the new project browser via the editor File window.</sub>
 +
 +
 +
<p>When creating a level, there are two things you have to choose: the level template and start-up settings.</p>
 +
 
<br />
 
<br />
 +
=== Level Template: Start from nothing or start with something? ===
  
<p>When creating a project, there are two things you have to choose: the project type and start-up settings.</p>
+
<p>The following templates are available when creating a level:</p>
 +
<div>
 +
[[File:BasicTemplate.png]]
 +
</div>
  
=== Project Type: Adventure or Add-on? ===
+
<p> Start from a blank canvas that is already playable. <br />
 +
The Basic template already has a simple terrain, start points, a minimap,... so you can jump straight into game mode.</p>
 +
<br />
  
<p>Depending on the type of mod you want to release, you have to make either an adventure project, or an add-on project:</p>
+
<div>
+
[[File:EmptyTemplate.png]]
*'''Add-on''': Can be toggled on and off between play sessions. Savegames keep working with or without any of them. When creating an add-on you are not allowed to change anything story-related. Add-ons are generally projects that add new content to the game (like extra items or classes) or change existing content (turn the Red Lizard blue).
+
</div>
*'''Adventure''': You always start a new campaign (story and gm) for a specific adventure. An adventure is fixed for a game session and savegames do not work anymore if the adventure (or its story) is changed. An adventure contains the story you will be playing and all content related to that story. If you want to make your own story, or alter an existing story, you need to make an adventure.
 
  
<p>So, in summary, if you want to make story changes -> Adventure. For everything else -> Add-on.</p>
+
<p> Picking this will create a completely empty level. <br />
 +
You will have to setup a terrain, start points for characters,... to make the level playable.</p>
 +
<br />
  
=== Project Settings ===
 
 
<div>
 
<div>
[[File:ProjectSettings.png]]
+
[[File:CopyTemplate.png]]
 
</div>
 
</div>
 +
 +
<p> Picking this will give you the extra [[#Settings|settings option]] "Copy From". <br />
 +
Here you select an already existing level as your template. When you create your level, it will be an exact copy of the level you selected in the "Copy From" option.</p>
 
<br />
 
<br />
  
<p>Before creating your project, you can setup a few things in advance. Firstly, the project name. This is the name your project has in the editor and in your files. You will be able to change the title before publishing your project to the world, so don't worry too much about choosing the perfect title. Secondly, "Load Data From". Our three game modes (Story, Arena and Game Master) are also projects we made in the editor ourselves. By selecting to load the data from any of them, you make your project dependent on the selected project(s). This will cause your project to always load all characters, items, story, etc. from there. You will need this if you want to make changes to existing content or if you just want to reuse our content to create completely new levels. Lastly, "Target Project For" defines in which game mode your published project will work. You might for example want to make balancing changes that only affect battles in arena mode. In that case you would only select Arena. Similarly, if you want to create a new sword for your game master campaign and don't want it to be available when playing the main story, you only select GM.</p>
+
<div>
 +
[[File:SandboxTemplate.png]]
 +
</div>
 +
 
 +
<p> The Sandbox is an already existing level. <br />
 +
When selecting this, you will not create a new level, but load The Sandbox. <br />
 +
In this level, no level changes are saved. <br />
 +
The Sandbox is a full level, with a bit of everything ranging from friendly characters for talking to enemies for fighting. <br />
 +
Use this when you want to test things out without having to create a level yourself.</p>
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|More info on "dependent project" and how changes to existing content are handled can be found here: [[Modding internals]]
+
|For more info on The Sandbox, go here: [[Sandbox]]
 
|-
 
|-
 
|}
 
|}
 +
<br />
  
== <span id="Loading"></span> Loading a Project ==
+
=== <span id="Settings"></span> Level Settings ===
 
<div>
 
<div>
[[File:OpenProject.png]]
+
[[File:LevelSettings.png]]
 
</div>
 
</div>
 +
<sub> The available settings before creating your level.</sub>
 +
 +
 +
<p>Generally, the only thing to setup before creating your level is the level name. <br />
 +
This is only the name used in the editor and in your data files. You can use the editor's translated string key editor to alter the name in game.</p>
 +
 +
<p>Only when selecting the "Copy" template, will you have an extra "Copy From" option visible here. <br />
 +
Press the [[File:dots.png|30px]] button to open a second level browser to select a level to copy from. Your created level will then be an exact copy of the level you selected here.</p>
 +
 +
{| class="wikitable"
 +
|-
 +
|More info on the translated string key editor can be found here: [[Translated string key editor]]
 +
|-
 +
|}
 
<br />
 
<br />
 +
 +
== <span id="Loading"></span> Loading a Level==
 
<div>
 
<div>
[[File:ProjectBrowser-existing.png|800px]]
+
[[File:OpenLevel.png]]
 
</div>
 
</div>
 +
<div>
 +
[[File:Levelbrowser-existing.png|800px]]
 +
</div>
 +
<sub> Entering the existing levels browser via the editor File window.</sub>
 +
 +
 +
<p>To load a level, simply open the browser and select the level you wish to load. <br />
 +
To start loading, double-click the thumbnail, press the enter key, or press the Select button in the bottom-right corner of the browser.</p>
 +
 +
<br />
 +
 +
== Adding a custom level thumbnail ==
 +
 +
The level thumbnail is either a custom thumbnail, the worldmap (generated by the [[Worldmap renderer]]), or the default image if neither exists.
 +
 +
There are two options for setting a custom thumbnail:
 +
* Level > Snap Thumbnail
 +
*: Automatically creates a 512x512 thumbnail from your current view
 +
* Level > Select Thumbnail...
 +
*: To select an image from disk
 +
 +
The custom thumbnail is located in your editor's data folder under: "Data/Mods/YourModName/Levels/YourLevelName/thumbnail.*".
 +
 +
<br />
 +
 +
== Adding a custom level template ==
 +
 +
<p> It is possible to define a level as a template.<br />
 +
The editor browser automatically loads templates next to the other options in the "New" tab when Creating a level.</p>
 
<br />
 
<br />
  
To load a project, simply open the browser and select the project you wish to load. To start loading, double-click the thumbnail, press the enter key, or press the Select button in the bottom-right corner of the browser.
+
<p> In terms of steps, do the following: </p>
 +
#Go to the editor data folder of the level (Data/Editor/Mods/YourMod/Levels/YourLevel) and look for the following attribute line in EditorMetaData.lsx:
 +
##<attribute id="IsTemplate" value="0" type="19" />
 +
##Make sure the value is set to "1" instead of "0"
 +
#Customize how your level is shown in the browser by adding thumbnails in the Data folder of the level (Data/Mods/YourMod/Levels/YourLevel)
 +
##Custom banner (bottom image): "banner.png"
 +
##Custom thumbnail (button image): "templateThumbnail.png"

Latest revision as of 10:20, 2 October 2017

Levelbrowser-overview.png


Levels and the Level Browser

Everything you create/change in the editor is stored in projects.
To be able to share a mod with the world, you have to create and share an editor project you make for that mod.

The level browser is used for loading and creating levels.
Here you can see all existing level, as well as the different level templates you can create.
The browser will show automatically when a project is loaded.
You are not obliged to create a level. You might only want to make story changes, but it might still be useful to have a level for testing things in.
Afterwards, you can change levels by creating or loading a different one, as explained in sections Creating a Level and Loading a Level.

An explanation on the different buttons and functionalities of the level browser can be found here: Level browser


Creating a Level

NewLevel.png

Levelbrowser-new.png

Entering the new project browser via the editor File window.


When creating a level, there are two things you have to choose: the level template and start-up settings.


Level Template: Start from nothing or start with something?

The following templates are available when creating a level:

BasicTemplate.png

Start from a blank canvas that is already playable.
The Basic template already has a simple terrain, start points, a minimap,... so you can jump straight into game mode.


EmptyTemplate.png

Picking this will create a completely empty level.
You will have to setup a terrain, start points for characters,... to make the level playable.


CopyTemplate.png

Picking this will give you the extra settings option "Copy From".
Here you select an already existing level as your template. When you create your level, it will be an exact copy of the level you selected in the "Copy From" option.


SandboxTemplate.png

The Sandbox is an already existing level.
When selecting this, you will not create a new level, but load The Sandbox.
In this level, no level changes are saved.
The Sandbox is a full level, with a bit of everything ranging from friendly characters for talking to enemies for fighting.
Use this when you want to test things out without having to create a level yourself.

For more info on The Sandbox, go here: Sandbox


Level Settings

LevelSettings.png

The available settings before creating your level.


Generally, the only thing to setup before creating your level is the level name.
This is only the name used in the editor and in your data files. You can use the editor's translated string key editor to alter the name in game.

Only when selecting the "Copy" template, will you have an extra "Copy From" option visible here.
Press the Dots.png button to open a second level browser to select a level to copy from. Your created level will then be an exact copy of the level you selected here.

More info on the translated string key editor can be found here: Translated string key editor


Loading a Level

OpenLevel.png

Levelbrowser-existing.png

Entering the existing levels browser via the editor File window.


To load a level, simply open the browser and select the level you wish to load.
To start loading, double-click the thumbnail, press the enter key, or press the Select button in the bottom-right corner of the browser.


Adding a custom level thumbnail

The level thumbnail is either a custom thumbnail, the worldmap (generated by the Worldmap renderer), or the default image if neither exists.

There are two options for setting a custom thumbnail:

  • Level > Snap Thumbnail
    Automatically creates a 512x512 thumbnail from your current view
  • Level > Select Thumbnail...
    To select an image from disk

The custom thumbnail is located in your editor's data folder under: "Data/Mods/YourModName/Levels/YourLevelName/thumbnail.*".


Adding a custom level template

It is possible to define a level as a template.
The editor browser automatically loads templates next to the other options in the "New" tab when Creating a level.


In terms of steps, do the following:

  1. Go to the editor data folder of the level (Data/Editor/Mods/YourMod/Levels/YourLevel) and look for the following attribute line in EditorMetaData.lsx:
    1. <attribute id="IsTemplate" value="0" type="19" />
    2. Make sure the value is set to "1" instead of "0"
  2. Customize how your level is shown in the browser by adding thumbnails in the Data folder of the level (Data/Mods/YourMod/Levels/YourLevel)
    1. Custom banner (bottom image): "banner.png"
    2. Custom thumbnail (button image): "templateThumbnail.png"