new level decompiler [message #181983] |
Sun, 11 December 2005 13:22 |
cipon
Messages: 11 Registered: December 2005
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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
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Re: new level decompiler [message #181985 is a reply to message #181983] |
Sun, 11 December 2005 13:26 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
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General (1 Star) |
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Pritty mmuch usless post unless you give a link.
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: new level decompiler [message #186273 is a reply to message #181983] |
Wed, 18 January 2006 20:31 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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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.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: new level decompiler [message #186369 is a reply to message #181983] |
Thu, 19 January 2006 16:47 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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Yes and no, they will function just like they did, but again un-editable.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: new level decompiler [message #186411 is a reply to message #186369] |
Fri, 20 January 2006 05:14 |
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BlazeDragoon
Messages: 141 Registered: April 2004
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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.
http://www.blazemods.com
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Re: new level decompiler [message #186432 is a reply to message #181983] |
Fri, 20 January 2006 12:46 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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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.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: new level decompiler [message #186709 is a reply to message #181983] |
Mon, 23 January 2006 01:19 |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
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Commander |
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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
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Google for RenegadeExtractor or XCCmixer. But like the other wrote, you can do this right with LevelEdit...
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