Find "SonicSpawn" in the objects menu and place it anywhere.īe sure to set "Active" to "true" in the settings of "SonicSpawn" object.Īfter that, press "File", "Save Stage Data" and "Save Stage Terrain". It'll delete all the objects from your level. Next up, open your level in SonicGlvl by opening the # file, and press Ctrl+A, Delete. Now you should have your mod files with a setup that looks something like this: Root folder Pack this archive and drop it in your mod's folder. Unpack it, and open "", find DataName, paste your light file's name without the extension and save it. Next, you'll need to unpack the # file which is localed in the root of cpk. Take ghz200_Direct01.light and drop this file in your level's archive and pack it. After that, extract archives from the original level in bb or bb2.cpk/Packed/ folder. Once that's done, go to your level's directory and extract any. In the end, you should have something similar to this: Force tags from Source 3D models' material names as submesh layer.Terrain output directory - Directory which will contain the converted terrainīe sure to also turn on the following options under "Materials":.Source textures directory - Directory containing the texture files of your terrain.Source 3D model files - Your terrain model files.Part 2 (Importing the Level to the Game) ¶ĭownload SonicGLvl, and run bin/HedgehogConverter.exe. You can then export your terrain as an FBX file.
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