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Levelcompo Vobs
Someone would think, why are there Levelcompo Vobs. You can add the meshes also into the main mesh oder an other Levelpart. But Levelcompo Vobs are also meaningful, I determined, that you dont can use them for Objects in Portalrooms, but if you use the Levelcompo Vobs you dont need the Macro to join two level parts together, if you just want to test something.
Guidance
You start the Spacer and load the needed Levelpart into it and you compile the World without the Editormode. Under the main categorie zCVob you find zCVobLevelCompo. Like other Vobs you click once on it and insert the Levelcompo Vob with a right klick in the main window of the spacer and another left klick on "Insert zCVobLevelCompo" in the menu. Then at the Line "Visual=" you must type the name of the *.3ds of the needed LevelcompoVob, which must be located in [gothic2]/work/data/meshes, and then you must klick on apply. So that was it, but please read also the "Important notes".
Important notes
Levelcompo Vobs arent subject of the Polygon and Vertex Restriction of normal Vobs (2048 Polygones and Vertices) they are subject of the Restriction of Levelmeshes (65536 Polygones and 65536 Vertices) so you can also use bigger things as Levelcompo Vob.
If you add the Levelcompo Vob and type the visual into the right line, you dont see it at first. You must compile the world new, then you will see it.
-gothicfan359
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