JK and MotS Editing >> Level Editing >> HELLLLLP! I need help with jkedits Multilevel editor.     (Moderator: Admins) Previous Topic | Next Topic
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Post 31-Dec-2010 23:27        

Im in desperate need of help and Im just too stupid to troubleshoot this thing. I have been spending hours and hours trying to figure out why the Multilevel editor in jkedit will repeat the first levels objectives in the next level and again the same text in the third when I run the game in a trial run. Its driving me insane and I hope that someone could give me a suggestion.

edit: I tested the level from the jke file with "test level" and it shows its own individual objectives.
Post 25-Jan-2011 01:47        

Take the episode.jk and the cogstrings.uni and open them in Notepad.
From there, edit numbers, texts, oh and possibly a goals cog to match the numbers in the cogstrings.uni.

If the automated stuff doesn't please you, sometimes, if you want something done right, you just gotta do it yourself.

/Edward
Post 26-Jan-2011 01:01        

Thanks for the info, but I was rescued by someone else already. there was a detail in the main startup cog that had to go in series that would correspond to the level number: 01000, 02000, but it sounds like your process would trouble shoot that as well. Next time I'll try that.
Post 27-Jan-2011 10:36        

Darth Dan, I´m playing your Operation Nar Shaddaa level now. Great work! Since you used Jkedit I was wondering if you could help me out with a few things I need to learn about editing?
Post 27-Jan-2011 14:30        

absolutely! I pretty much know about the editing tools and using some architectural features That I discovered myself, but Im not 100% educated in editing the start cogs and other cog programming. I know one Individual that is a little better than me with JKedit. For most of the editing in JKedit, I do mostly everything manually such as elevators. Keep in touch.
Post 27-Jan-2011 15:24        

Great! I know many of the basics but I need to learn how to make a multilevel single level. And I also need to learn how to make a curved corner. You know, like the one in the beginning of your level after you´ve beaten the greedo an reeyes and pushed the button to open the door and enter a small hall before you go up to fight all the tuskens and reeyes e.t.c. It´s the curved small corridor/hall I´m referring to.
Post 29-Jan-2011 01:42        

If you say for example you want to create a corridor that uses a 45 degree curve or 90, etc..Go to the tool item called Extrude sector after selecting two vertices +ctrl key, select the vertices (orange cubes) in the direction you want the sector to extrude using distance and direction in the extrude sector dialogue. The fields in directions/up/down/indent: lets say you want to make a corridor that makes a 90 degree bend: After selecting two vertices of 1 meter, type in 1, type in the field box below that indicates direction, type in 22.5 in the field that indicates left/right. 22.5 is a quarter of a 90 degree bend, or you could break it down to 11.25 which is an eighth of the curve. After entering that number, hit ok and you will notice that the corridor will take a curve. Continue this procedure about 3 times or until it makes a complete 90 and you will see the results.

I hope that made sense
Post 30-Jan-2011 22:32        

Yes! That worked just fine! Thank´s a lot! Could you help me out with the multiedit level issue too?
Post 31-Jan-2011 22:11        

The Multi-level Editor is slightly complicated, but kind of self explanatory. What is important is in the Episode editor which is a tool in the tool bar above the edit window, is where you place all the level information that the JK engine will recognize as far as Objectives, Level Title and so on so forth. If I were you I would start out making a small one level project first for starters, if you are new to editing. What is placed in the Episode Editor will appear in the Multi-level Editor tool as well.



Here is an Example in the Episode editor:

MSGS 6
"LEVELNAME" 0 "1-Level Name"
"LEVELNAME_TEXT_00" 0 "^Objectives"
"LEVELNAME_TEXT_01" 0 "Mission"
"GOAL_01000" 0 "Your first goal"
"GOAL_01001" 0 "Your second goal"
"GOAL_01002" 0 "Your third goal"
END


(MSGS) is messages and the number of lines that corresponds to how many lines that are typed in.

(Level Name) will appear before you load the game.

(^Objectives) leave that one the way it is.

(Goal 01000) these are your goals and will appear in the objectives menu, it is important to have all text in parenthesis.

When you create the second level your goals should look like this:
"GOAL_02000"
"GOAL_02001"
"GOAL_02002"

Also its important to have A start cog, a goals cog and a end level cog. One thing that I recently discovered with the help of one individual that is far better with cogging than me, after days and nights of headaches of trying to figure this out is in your start cog. Edit the following where it shows this:

SetInv (Player, 99, 1000);

this is on the top section of your first start cog or master Cog. on the second level start cog change the parameters (1000) to (2000) and it should look like this: SetInv (Player, 99, 2000);
and would continue in sequence based upon the level #

This way the JK engine will recognize which objectives will go with what level. last but not least in your Start.cog look at this parameter:

SetGoalFlags (player, 0, 1); // Setup the First goals as DISPLAYED

repeat the same line but change the sequence to this:

SetGoalFlags (player, 0, 2); // Setup the Second Goals as DISPLAYED

This will show your objectives in the In-game menu. And as far as the Multi level editor goes, read the help section it tells you how to put each level in sequence. If it still is not clear let me know. I hope that this information will help.
Post 01-Feb-2011 20:13        

Ok, I´m gonna try that. Thank´s again!
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