initial commit: llamamod 0.2.0 – reverse-engineered level formats (wad, map, trak, text, stpc), python tools and notes, java mod manager (iso install, mod pipeline with exe patching, save editor, wine/windows launcher) with mods (test world, debug wireframe, mirror, randomizer, fog, cheats, intro skip, practice, free camera, boot to level, level projects) and the 3d level editor (geometry, objects, cross-world import, environment, textures, play-test, manual)

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# Sharing levels
A level project is a single `.llamalevel` file. It contains your changes, the meshes and textures
you imported and a thumbnail – **no game data** – and is usually only a few kilobytes (more if
you imported large textures or models). Everyone who has the game can play it: LlamaMod builds
the level from *their* copy of the CD.
## Sending a level
1. **File → Save** (**Ctrl+S**). By default projects are saved in LlamaMod's `levels` folder
(inside the data folder, see [Installing LlamaMod](02-installing.md#the-data-folder)).
2. Give the level a good name, author and description in
[Level settings](14-level-settings.md) – LlamaMod shows them on the mod card.
3. Send the `.llamalevel` file: forum post, Discord, e-mail, a download link.
> **Tip:** Save once more just before you share: the thumbnail is taken from the current view
> and becomes the loading picture in the game. Frame something nice first.
## Installing a level you received
Any of these works:
* **Copy the file into the `levels` folder** of LlamaMod's data folder (**Settings → Data folder
→ Open folder**, then `levels`) and restart LlamaMod. The level appears in the **Levels**
category of the **Mods** tab.
* **Open it in the editor** (**File → Open project**) and press **F5**: the play-test installs it
in the `levels` folder and starts it.
* From the command line: `LlamaMod --import-level <file.llamalevel>`.
Then tick the level in LlamaMod, click **Apply** and **▶ Play**.
## Where the level appears in the game
| Project | In the game |
|---|---|
| **New level** | on the world-9 map as **TestLevel – chapter *n*** (its own loading picture with the level name). Unlock world 9 in **Save games → Unlock TestLevel (world 9)**, or play it with the editor's **F5**. |
| **Edited original level** | replaces that chapter (for example Village chapter 3) while the mod is on. Switch the mod off to get the original back. |
## Chapters and conflicts
Each new level occupies one of the 49 TestLevel chapters. The editor picks a free chapter for
new projects, but levels from different people may use the same one. If two active level mods
use the same chapter – or two mods change the same original level – LlamaMod stops applying and
names the files involved. Fix it in the mod's options: every new-level mod has a
**TestLevel chapter** option (1–49).
> **Note:** Chapter 1 of the TestLevel is also used by the built-in **Test World** mod. Prefer
> chapters 2 and above for your own levels.
## Updating a shared level
Change the project and save it under the **same file name**; the receiver replaces the old file.
LlamaMod notices the change (it keys every level by the file's contents) and rebuilds it on the
next **Apply**.
## Sharing parts of a level
* **Prefabs** – groups of objects you saved (**Tools → Save selection as prefab…**) live in the
data folder's `editor/prefabs` folder and can be copied to another computer.
* **Library assets** – geometry saved with **Geometry → Save selection to library…** is a
`.llamamesh` file in the `library` folder. Note that library files *do* contain textures from
the game, so share them only with people who own it.
* **Copy objects (for other levels)** (**Ctrl+Shift+C**) puts objects as text on the clipboard –
you can even paste that into a forum post for others to paste into their level.
## Sharing this manual
The manual window's **Export** button saves the whole manual as HTML pages or as one HTML file
with all pictures, ready to upload or attach to a forum post.