tool paths configurable by environment (LLAMAMOD_CD, LAMA_WINEPREFIX, LAMA_MOD, APPTEST_ROOT, APPTEST_ISO; tools/lamapaths.py), music tracks without a file on the cd marked in the editor and the tutorial uses kronk, levelbuild.py accepts the english texture names

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MineTec committed 2026-11-07 16:34:17 +01:00
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@@ -113,7 +113,7 @@ Colour pickers update the viewport live while you pick; the whole pick is one un
| Field | Meaning |
|---|---|
| **Music** | Track started when the zone becomes active (`music/<name>.ASF`): VILLAGE, JUNGLE1, RIVER, CITY, CATACOMB, LAB, BALLOON, KRONK, VICTORY … *0 – (none)* stops the music. |
| **Music** | Track started when the zone becomes active (`music/<name>.ASF`): VILLAGE, JUNGLE1, RIVER, CITY, CATACOMB, LAB, BALLOON, KRONK, VICTORY … *0 – (none)* stops the music. Tracks marked *(no file on the CD)* have no music file (on the German CD) – pick another one. |
| **Sky model** | The object model drawn as the sky dome (one of the sky models used in this level), or none. |
| **Sky yaw** | Turns the sky dome. |
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@@ -50,7 +50,7 @@ The start of the level uses the **start zone**:
4. In the Inspector, click **Fog / sky colour** and choose a new colour – for example a soft
orange for an evening mood. The viewport follows while you pick.
5. Lower **End (Max)** a little for a denser fog.
6. Under **Music & sky**, choose another **Music** track, for example `PUZZLE2`.
6. Under **Music & sky**, choose another **Music** track, for example `22 – KRONK`.
The village houses have their own zones (one per door), so the inside of a house keeps its
original fog. See [Environment](12-environment.md) for every field.