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Deciphering the Level Editor
Posted: Fri Nov 04, 2011 6:11 pm
by SynysterOne
This thread is for talking about the level editor and how to do things in it.
For the first step, were you able to open it? I wasn't for some reason....If you managed to open it, then how did you do so?
Re: Deciphering the Level Editor
Posted: Fri Nov 04, 2011 8:33 pm
by Graeywulf
Pressing shift + f12 in game brings it up, that's all I know so far.

I'll have time to experiment later on.
Re: Deciphering the Level Editor
Posted: Fri Nov 04, 2011 8:41 pm
by SynysterOne
Graeywulf wrote:Pressing shift + f12 in game brings it up, that's all I know so far.

I'll have time to experiment later on.
in-game?
Or in the editor?
I tried in the editor and could get it, gonna try in-game now.
Oh wow, it's in-game.....I'm going to have to have some fun with this. Be back later to post my results.
Re: Deciphering the Level Editor
Posted: Fri Nov 04, 2011 9:10 pm
by SynysterOne
Okay, I've been poking around, And I should be able to do something with this stuff.
I just need to know how to rotate structures.
Graeywulf, you find anything?
Chris, mind telling me how to rotate things? Or move them along the Z axis, that would be awesome!
On another note, as a special treat to anyone reading this thread.
Chris seems to have some absolutely amazing things planned. I wont spoil anymore. But ZOMG, it's AWESOME!!
EDIT:
Ah, I see, things that can be rotated will allow you to rotate upon placing them.
I assume your average building is rotatable yet.
Still a Z axis would be nice.
Re: Deciphering the Level Editor
Posted: Fri Nov 04, 2011 9:33 pm
by Graeywulf
SynysterOne wrote:Okay, I've been poking around, And I should be able to do something with this stuff.
I just need to know how to rotate structures.
Graeywulf, you find anything?
Chris, mind telling me how to rotate things? Or move them along the Z axis, that would be awesome!
On another note, as a special treat to anyone reading this thread.
Chris seems to have some absolutely amazing things planned. I wont spoil anymore. But ZOMG, it's AWESOME!!
Try left-clicking a building then right clicking afterwards to move it, then when you've found the desired place, right click once then you should be able to resize and rotate the building/object, then right click again to place

Is that what you meant?
Edit: Oh, never mind, that's just for walls and gates I believe.
EditEdit: Okay, found it, use the comma and full stop keys

(, and .)
Re: Deciphering the Level Editor
Posted: Fri Nov 04, 2011 9:44 pm
by SynysterOne
Oh, cool.
Btw, be careful what faction you have selected when changing things.
I accidently transferred ownership of the starting town to the player.
EDIT:
Graeywulf you should join the live chat we have so we can communicate easier.
http://webchat.quakenet.org/?channels=Kenshi
Re: Deciphering the Level Editor
Posted: Sat Nov 05, 2011 1:46 am
by SynysterOne
Okay, another thing to figure out.
I've deleted the gate of the city and the walls around it, and replaced them both.
But somehow, the gate was attached to the guards in front of it.
So now, when I start a new game, the guards do not spawn.
I assume If I tried to do this with any of the other builds I'd have the same problem, so this puts a damper on my Improved Cities mod I was going to make.
1.I place NPC's and save the session. Only to start a game and find the NPC's aren't there.
2.I place Nodes in the gate interior only to find that they don't stay after saving and starting a new game.
3.How do we attach NPC's to buildings?
4.Can we get a way to 'Save As'. We are currently messing with the base level data. And I noticed we had a .cfg for level mods, but nothing to put in it because any change we make is part of the leveldata folder.
5.I need to be able to slide things up and down the Z axis.-ANSWERED!
6.Would it be possible to have buildings affect the terrain as opposed to the terrain affect the building? Currently I have a wall that goes around the starting city, ENTIRELY around. And I run into problems where the terrain sticks through the wall, or the wall climbs the terrain at a angle that looks ridiculous. Will buildings eventually carve out the terrain where they are to be placed?(Being able to control the Z axis might solve this to some extent.
7.Wall segments built off of each other need a continuous walkway stretched between them as opposed to just the stationary walkway above them they you hope slips together perfectly. As it is currently it will cause problems for making guards patrol the walls.
8.I know this will be fixed later, but...The pathing. Currently if bandits see guards on walls, they run up the wall until the top edge, then get stuck there instead of going around the wall. The same goes for guards on the wall trying to get to the bandits.
Well, time to get back to testing for bugs since there's not really anything I can do in the level editor at the moment.
Any input is much appreciated.
Please and thank you.
-SynysterOne
Re: Deciphering the Level Editor
Posted: Sat Nov 05, 2011 2:46 am
by Allan-p
Hey guys, I played a bit with the level editor and found a few more controls.
To tilt on the Z axis use the - and = (+) keys. It shifts the building up and down.
EDIT:
Woot! Just found out the controls for the Z axis, use page up and page down.
Re: Deciphering the Level Editor
Posted: Sat Nov 05, 2011 3:33 am
by SynysterOne
Thanks so much for that. I knew about the - and = tilting. What I really needed was the sliding up and down the Z axis.
You can also spin some objects using G and T. But they wont stay spun for some reason.
Re: Deciphering the Level Editor
Posted: Sat Nov 05, 2011 7:00 pm
by Captain Deathbeard
you can't currently place npcs by hand. NPCs are spawned by buildings, according to the buildings faction+division. Can also be spaawned by associating with a building or furniture in CS (eg Weapon shop sign will spawn a weapon trader and guards in the building). Town gates need something like Empire Guard assigned to them to spawn gate guards. Number of spawns is based on INTERIOR, which has a number for "residents". Interiors are listed on the right when you select a buildng. interiors are loaded and saved separately from level data. Nodes are part of interior, place nodes aand furniture inside building when in INTERIOR EDIT MODE, then press save. Currently there is no modding facility for level, so if i edit the towns it will overwrite your stuff at the next update, unlesss you backup and copy them back. towns are saved in leveldata/*.zone files. So if you create a new town from scratch (place the town marker FIRST), in a new zone (ie far from other towns, no other towns loaded) it will be safe from my updater machinations. Interiors are saved in data/leveldata.level, i think
Re: Deciphering the Level Editor
Posted: Sat Nov 05, 2011 7:16 pm
by SynysterOne
Chris_The_Great wrote:you can't currently place npcs by hand. NPCs are spawned by buildings, according to the buildings faction+division. Can also be spaawned by associating with a building or furniture in CS (eg Weapon shop sign will spawn a weapon trader and guards in the building). Town gates need something like Empire Guard assigned to them to spawn gate guards. Number of spawns is based on INTERIOR, which has a number for "residents". Interiors are listed on the right when you select a buildng. interiors are loaded and saved separately from level data. Nodes are part of interior, place nodes aand furniture inside building when in INTERIOR EDIT MODE, then press save. Currently there is no modding facility for level, so if i edit the towns it will overwrite your stuff at the next update, unlesss you backup and copy them back. towns are saved in leveldata/*.zone files. So if you create a new town from scratch (place the town marker FIRST), in a new zone (ie far from other towns, no other towns loaded) it will be safe from my updater machinations. Interiors are saved in data/leveldata.level, i think
Thanks for this, one more question.
If I place a gate, does the faction I place it for determine the faction of the empire soldiers/captains that it spawns?
e.g. If I place a gate for the deadcat faction, will the empire guard squad attached to that type of gate spawn empire soldiers and empire captains for the deadcat faction?
Also, if I place the gate and set the population to 1, does that mean it will spawn 1 empire guard squad, or 1 member of the empire guard squad?
And if I give the gate 3 nodes, will it split all of the squad members attached to that between the nodes? Will they move between them? Or is it 1 squad per node?
Re: Deciphering the Level Editor
Posted: Mon Dec 12, 2011 2:52 am
by Kronous
Ok so has anyone else had any problems with signs spewing out NPCs? i made a boot shop sign and it kept pumping out the traders and every time i would move the npc a new one would spawn right under the sign...