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new level decompiler [message #181983] Sun, 11 December 2005 13:22 Go to next message
cipon is currently offline  cipon
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i was searching on google for ren level decompiler i forgot the link but it decompiles the level in to a easy directory to use for level edit
Re: new level decompiler [message #181985 is a reply to message #181983] Sun, 11 December 2005 13:26 Go to previous messageGo to next message
Viking is currently offline  Viking
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Pritty mmuch usless post unless you give a link.


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Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


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Re: new level decompiler [message #182015 is a reply to message #181983] Sun, 11 December 2005 17:58 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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ripping off other peoples work is not the right thing to do... if you insist on doing it make sure you at leasy credit them with it Sarcasm

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Re: new level decompiler [message #186271 is a reply to message #181983] Wed, 18 January 2006 20:28 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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Err wait what..?Decompilse the .mix or what?Give me more detail for I am lost:|.If this is what I'm hoping(probley not)I might be able to use it for my old stuff.

Re: new level decompiler [message #186273 is a reply to message #181983] Wed, 18 January 2006 20:31 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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LevelEdit can alreay import everything from a mix into a working .lvl, the only problem with it is that it makes the entire terrain one solid.

So a humvee on the ground is now part of the ground and is unselectable.


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Re: new level decompiler [message #186298 is a reply to message #186273] Thu, 19 January 2006 02:10 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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Hmm...Well say if I had waypoints and such..would they be gone?

Re: new level decompiler [message #186369 is a reply to message #181983] Thu, 19 January 2006 16:47 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Yes and no, they will function just like they did, but again un-editable.

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Re: new level decompiler [message #186411 is a reply to message #186369] Fri, 20 January 2006 05:14 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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Damn...maybe this will still be useful I have a map I had awhile ago,and it had a few preset related bugs which I could fix and then a fps issue,cause back then I was dumb and removed the vis and forgot to add that...If you don't mind can you possibly give me a mini-howto on how to do this=/?I think I have an idea but just to check.

Re: new level decompiler [message #186432 is a reply to message #181983] Fri, 20 January 2006 12:46 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Well its been awhile but generally you just rename your .lsd or .ldd to .lvl, and then you use the DEV menu to import dynamic objects...witch it your remaining .lsd or .ldd, whichever didnt have the terrain and lighting in it.

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Re: new level decompiler [message #186453 is a reply to message #186432] Fri, 20 January 2006 18:19 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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Right I did the rename part but not the importing dynamic objects part.Thanks I'm gonna see if this can help me,just double checking if I did this and exported it would be the same map right?

Re: new level decompiler [message #186709 is a reply to message #181983] Mon, 23 January 2006 01:19 Go to previous message
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cipon wrote on Sun, 11 December 2005 21:22

i was searching on google for ren level decompiler i forgot the link but it decompiles the level in to a easy directory to use for level edit

Google for RenegadeExtractor or XCCmixer. But like the other wrote, you can do this right with LevelEdit...
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