- CreatingNewLevelsDirectory
- The pathway diagram
- Explanations of the file extensions
- Explanation of where all assets come from, how they are transformed, how they are used by the engine
- Includes attribute editor, OAD/OAS, etc
The goal of level creation is to create a cd.iff file which is read by the World Foundry game engine at run-time.
Excerpt from old mail about creating a simple cd.iff manually
- One problem some of our tools have is they don't handle msdos text files (iffcomp, aicomp), so there are a couple of text files in the cubemenu directory which need to be converted to use unix EOL conventions:
- * ram.iff.txt
- * asset.inc
- * cuberotate.s
- The procedure:
- *unzip cubemenu into wfsource/levels.src/cubemenu
- *fix the above listed text files
- *copy cubemenu.lev into wfsource/levels.src/cubemenu
- *make sure the wftools binaries have been copied to wfsource/bin (cd wftools ; make copybinaries ) will do it
- *cd wfsource/levels.src/cubemenu
- *mkdir /S ../../assets/linux/cubemenu
- *../../bin/iffcomp -o=cubemenu.lev.bin cubemenu.lev
- *../../bin/iff2lvl cubemenu.lev.bin ../oad/objects.lc ../../assets/linux/cubemenu/cubemenu.lvl
- *../buildlvl
- *make
That should do it, when it is done there should be a cd.iff in wfsource/assets/linux