| Quote: |
| outfile=whatever.lvz
file=ships.bm2 file=wbroll.bm2 file=jvroll.bm2 file=sproll.bm2 file=lvroll.bm2 file=teroll.bm2 file=weroll.bm2 file=nwroll.bm2 file=shroll.bm2 |
| Akai wrote: | ||
| download lvztoolkit.zip
extract it open up notepad/wordpad type in the following
save it as whatever.ini in the same directory the images are in (substitute any "whatever"s with whatever name you like) run buildlevel.exe - select "whatever.ini" this should create whatever.lvz in the same directory put whatever.lvz into your server folder (or *putfile whatever.lvz with it in your Continuum main directory) ?set misc:levelfiles:whatever.lvz for the .cfg of your choice (server.cfg for public arenas - usually arenaname.cfg for subarenas) - you can also *getfile arenaname.cfg and then add (or set) levelfiles=whatever.lvz in the [Misc] section, save changes then *putfile arenaname.cfg that's it, enter/re-enter the arena and you should have new ships |
| Quote: |
|
; OutFile specifies lvz file data is written into and it is overwritten if already present OutFile=example.lvz ; With File= you can specify files that are placed into Continuum's zones\<zone name> ; directory or zones\<zone name>\arenaname directory if lvz file is used in subarena. ; As Continuum looks for graphics and sound files from zones\<zone name>\arenaname, ; zones\<zone name> you can customize all graphics and sounds file=ships.bm2 file=wbroll.bm2 file=jvroll.bm2 file=sproll.bm2 file=lvroll.bm2 file=teroll.bm2 file=weroll.bm2 file=nwroll.bm2 file=shroll.bm2 File=bomb3.wa2 File=Commands.hlp ; [objectimages] section specifies images used by [mapobjects] and [screenobjects] ; section later. Syntax of image is following: ; IMAGE<number>=<filename>,<x tiles>,<y tiles>,<anim period> ; where <number> is 0-255, <x tiles>,<y tiles>,<anim period> are optional parameters ; that are used to specify animated images. if <x tiles> and <y tiles> present, ; image file is treated as collection of x*y images. <anim period> is given in 1/100th ; seconds and determines speed of animation [objectimages] IMAGE0=ssshield.bm2,10,1,100 IMAGE1=b_ad0.bmp IMAGE2=medal.bm2 |