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 Post subject: From Peewee_RotA, tutorial- getting started
PostPosted: Tue Jun 03, 2008 10:39 am 
Rainbow Trout
Joined: Tue Jun 03, 2008 5:29 am
Posts: 66
The following is not my work.

It was written by Peewee_RotA whos last know email addy was [url]cabbruzz@gmail.com[/url]

and can be found at:

http://www.zeliepa.com/dna/blood2/index.htm

Blood 2: Maps
Getting Started

Instlling Dedit for games made under the lithtech engine is frustrating. Sadly you absolutely have to be told how to start. There's no way to learn it on your own.

The first thing you need to do is updated to the latest blood 2 patch. They are found at http://www.the-chosen.com. After this you need to install your blood 2 tool kit which can be found at the same place. Make sure to install both blood 2 and the blood 2 tools to c:\games\blood2 and c:\games\b2-tools.

Now comes the tricky part. After you've installed your blood 2 tool kit open up Dedit. Dedit is basicaly the only level editor for the lithtech engine so you're going to have to learn love its quirks quickly. When you load Dedit, press file->new project. It will first warn you that some kind of classes.dll is missing. This is o.k. because we still have work to do to fix this. The next prompt will ask for a project name and then a world name. World is the filename of your map. Blood 2 calls them worlds not maps. This is the same with the ingame command to load your world too.

Now that you have a new project you have to "unrez" the game files. In most quake 2 and doom2 editors you can just load texture and object information by pointing to that games pak or wad file. In Dedit you need to manually extract the files from the compressed file blood2.rez and then place them in your appropriate project folders. To do this we need to use a command line tool so load up a Dos window. (In windows XP press windowskey+R and then type cmd and then enter)

From the dos window use cd to navigate to c:\games\b2-tools\bin from there you're going to use the lithrez command. From here you're going to extract each .rez file from c:\games\blood2\ to c:\games\blood2\blood2. A sample of the command lines needed would be
lithrez c:\games\blood2\blood2.rez c:\games\blood2\blood2\
lithrez c:\games\blood2\blood2P.rez c:\games\blood2\blood2\
lithrez c:\games\blood2\blood2P2.rez c:\games\blood2\blood2\
If you have any troubles then you probably were in the wrong directory. Make sure that you are in c:\games\b2-tools\bin when you type these commands otherwise they won't work.

After you have unrezed you need to grab each file that you need from this new blood2 folder and put it into your project. For now close that dos window and Dedit saving your project so far. Go to the new c:\games\blood2\blood2\ folder and copy the following files: CSHELL.DLL, OBJECT.LTO, SRES.DLL, and CRES.DLL Now you need to find your project folder. Assuming you named your project "NewProject" then you need to go to c:\games\b2-tools\NewProject. Paste those 4 files you copied into this folder.

**Note from zZaRDoZz concerning the above step**

This step does not appear in the shogo tutorial or Mic's quick start tutorial.
Quote:
Go to the new c:\games\blood2\blood2\ folder and copy the following files: CSHELL.DLL, OBJECT.LTO, SRES.DLL, and CRES.DLL.... Paste those 4 files you copied into this folder.


Now if you go into Dedit and load up your NewProject.dep you won't get the errors anymore. The files you copied are game functions and other classes. You can't even make floors or walls or other solid objects until these files are copied giving dedit information for the brush class.

At this point we need to get content. The first thing you're going to need are textures so open up the c:\games\blood2\blood2\textures folder. You'll notice that the Monolith team was nice enough to sperate textures by color. This kind of causes a problem. Do you see that DIRTYPETEXTURES file that's sitting there? Dedit has to create a directry listing file for any folder that it uses. So in order to copy any textures you have to manually create that folder in Dedit so that it can create this directory file. So load up Dedit and load up your project. On the left click on the textures tab. Now expand the textures folder and then right click on the whit area on the top pane of the textures tab that lists the folders and press add new dirctory. Name this one REDS. Also make a GREYS and a BLUEYELLOW folder while you're at it.

Now you can go back to the c:\games\blood2\blood2\textures folder and grab any texture you want from inside the contained folders. Sadly there's no easy way to preview textures before grabbing them so I recommend that for this first test project that you've created that you copy all of the textures from the REDS, GREYS and BLUEYELLOW folders and copy them to your c:\games\b2-tools\MyWorld\textures\ coinciding folder.
For example copy everything from
C:\games\blood2\blood2\textures\REDS
to
c:\games\b2-tools\MyWorld\textures\REDS
and so on and so forth.

Now if you go back to Dedit and click on the REDS, GREYS or BLUEYELLOW folders in the top pane of the texture tab it will populate the list of textures in that directory and let you preview them. This way when you start creating a real project you can pick and choose textures to start from by previewing them in this first example project.

At this point you can create any basic level. You'll have to do similar things with models, skins and other resources. When I make tutorials on these items I'll reitterate the concept

A few things to keep in mind without going into too much detail. To move your views, click on one of the view panes and hold in the or I or O key while moving your mouse. Also if you hold in I or O and also hold in Right click you'll get different affects. It's easier for you to just play around with it than for me to get specific.

A few shortcut keys to go over for your reference:
X = select a view pane, hold in x and move your mouse to move your green cration point
alt-b = create a simple box brush of a certain size at the green cration point
+ = enlarge the grid size of the currently selected view pane
- = shrink the grid size of the currently selected view pane
ctrl-p = compile ("process") your map. Select the 3d view pane before pressing ctrl-P


Last edited by zZaRDoZz on Wed Aug 06, 2008 8:32 pm, edited 2 times in total.

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 Post subject: Re: b2 tutorial- starting
PostPosted: Mon Jun 23, 2008 2:37 pm 
Rainbow Trout
Joined: Tue Jun 03, 2008 5:29 am
Posts: 66
http://www.Thechosen.com can't keep links to b2 files up it would seem. Until I can find a better link, this one to fileplanet will have to do. WARNING: they insist on you being a member before you can down load.

http://www.fileplanet.com/9862/0/filein ... -Ed.-Tools


You can find the game code on the same page if you scroll down a bit.

**EDIT Aug 06**

File front doesn't require sign in to dl anything.

http://browse.files.filefront.com/Blood ... files.html


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 Post subject: Re: From Peewee_RotA, tutorial- getting started
PostPosted: Wed Sep 03, 2008 5:20 pm 
Embryo
Joined: Wed Sep 03, 2008 5:18 pm
Posts: 2
Hey sweet, I got quoted. :D

Did this help anyone?

Please excuse all my bad spelling.


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 Post subject: Re: From Peewee_RotA, tutorial- getting started
PostPosted: Wed Sep 03, 2008 11:53 pm 
Rainbow Trout
Joined: Tue Jun 03, 2008 5:29 am
Posts: 66
Soo... your peewee RotA. Nice to finally make your acquaintance. I sent you an email (i think) and received no response, I just assumed the email account was dead. I hope you don't mind me cutting and pasting your stuff over here. Your start was the first to hint at dumping all the game resources into the dep. file that I could understand. Others simply said run winrez (?) I simply copied and pasted each of your individual sample commands into the cmd line and winrez "found" were things needed to go. I havent tried messing with lithtech in the last few weeks but I did manage to put together my first box using mic's tutorial before other things came up. I've sworn to attempt to get to know dedit again if it kills me. :x

In other news kurt fuhr is actually flirting with the NOLF editor for once which is a good sign. I still can't talk him into giving up on lith 1.0 though.

http://postmortem.edgegaming.com/forums/viewtopic.php?t=791&postdays=0&postorder=asc&start=540


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 Post subject: Re: From Peewee_RotA, tutorial- getting started
PostPosted: Sun Sep 07, 2008 10:10 pm 
Embryo
Joined: Wed Sep 03, 2008 5:18 pm
Posts: 2
I think that gmail is over excitedly sending real e-mails to my junkmail box. You're not the first one that has mentioned that. But yes, please feel free to quote anything of mine. It's meant to be an open tutorial to try and encourage editing using older engines.

With all the exciting Quake and Quake2 engine revamps, I think it's important to keep these kind of things alive. Personally out of all the editors I've used so far, lithtech has been the most powerful. Obviously all it's quirks asside. And this method of extracting data files is also not limited to this engine. Most doom and quake based editors will just search a .wad or .pak file for any needed data files which is nice, but lithtech lets you know that that is simply a very convenient feature that can't always be relied on. Morrowind is another example in which you have to extract data files in order to edit the game.


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 Post subject: Re: From Peewee_RotA, tutorial- getting started
PostPosted: Mon Jan 05, 2009 11:21 am 
I've got a ticket to ride !
User avatar
Joined: Sun Oct 28, 2007 6:31 am
Posts: 582
Location: Melbourne, Australia
Try: lithrez XV c:\games\blood2\blood2.rez c:\games\blood2\blood2\ and all game assets including .dll and .dep files should be unpacked into their correct directories without fussing about moving files around manually.

-Windebieste.

_________________
Aw, crap! Did I just say that..?


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