Creating a new level

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To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.

Level editor level creation wizard start.png

The first choice is whether to have a terrain mesh (the "ground") or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas. Rooms are constructed using only existing models created in 3dsmax or another modeling package. In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations. It also contains a terrain mesh that can be manipulated in the editor. Models placement on top of this terrain mesh is similar to the Room-based levels.

If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select "room-based" you'll be taken straight to the level editor from here.

Level editor level creation wizard terrain basic.png

If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:

Level editor level creation wizard terrain advanced.png

If you click the "advanced" button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.

There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a "texture element", a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is "painted" with texels, described later.

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