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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# Tutorial: Edit an original level
In this tutorial you change the first level of the game, Village chapter 1: you move a few coins,
add a checkpoint, give the start of the level a different fog and music, try it in the game and
save it as a project you can share. It takes about 15 minutes.
You need LlamaMod set up with your game (see [Installing LlamaMod](02-installing.md)).
## Step 1: Open the level
1. Start the editor (**Level Editor** in LlamaMod's header).
2. Choose **File → Open original level…** (**Ctrl+Shift+O**).
3. Select **Village – Chapter 1** and click **Open**.
The village appears in the viewport. Press **Home** to see the whole level, then fly closer:
hold the **right mouse button** and use **W A S D** (see [Navigation](04-navigation.md)).
## Step 2: Move some coins
1. In the **Outliner**, type `Coin` into the filter field. The tree now lists only coins.
2. Click a coin in the list. The Inspector shows its properties and the viewport highlights it;
press **F** to frame it.
3. Press **W** for the Move tool and drag the arrows of the gizmo – or simply drag the coin over
the ground. With **Snap** on (**G**), it moves in steps of the grid.
4. To move a whole group, **Shift+click** more coins (or draw a box around them in empty space)
and drag them together.
Every drag is one undo step – **Ctrl+Z** takes it back.
> **Tip:** **Edit → Select similar** (**Shift+S**) selects all objects of the selected type – an
> easy way to see where every coin of the level is.
## Step 3: Add a checkpoint
1. Open the **Objects** panel (left dock) and click the quick setup **Checkpoint**.
2. The Place tool (**P**) is now active. Click on the ground where the checkpoint should stand.
The editor places a checkpoint post together with its respawn point a little in front of it.
When the llama falls into the water after passing it, it comes back here. More about objects in
[Objects](09-objects.md).
## Step 4: Change the fog and music
The start of the level uses the **start zone**:
1. Open the **Environment** panel (left dock, **Zones** tab).
2. Click the first entry, *Start zone (level default)*. The Inspector shows its **Environment
zone** section.
3. Tick **Live fog in the viewport** in the panel to see the fog as in the game.
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`.
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.
> **Tip:** for a real evening mood also try **Level → Bake lighting…** with the *Dusk* preset and
> the option **Set start zone fog & ambient colour**.
## Step 5: Play from the camera position
1. Fly the camera so that the middle of the view looks at the ground next to your checkpoint.
2. Press **Shift+F5** (**Level → Play from camera position**).
The editor builds the level, installs it as a mod and starts the game with the llama standing at
that point. Walk through the checkpoint, collect your moved coins and listen to the new music.
Press **Escape** to quit the game and return to the editor.
> **Note:** **F5** starts at the level's normal start instead, including the intro fly-by.
> If the editor says there is no walkable floor at the point you look at, aim at open ground –
> roofs and trees often have no collision.
![The game started with the llama at the camera position](img/play_from_here.jpg)
## Step 6: Save and share
1. **File → Save** (**Ctrl+S**). Give the project a name, for example `Village evening`.
Projects are saved in LlamaMod's `levels` folder by default.
2. Back in LlamaMod, your project appears in the **Levels** category of the mod list. While it is
enabled, it replaces Village chapter 1 in the game.
3. To share it, send the `.llamalevel` file. It contains only your changes – no game data – so
it is small and others build it from their own CD (see [Sharing levels](17-sharing.md)).
## What next
* [Editing original levels](16-original-levels.md) – what to watch out for (tile numbers,
conflicts with other mods).
* [Tutorial: Make a parkour](tutorial-parkour.md) – build new platforms with brushes.