5.4 KiB
Level settings
Every level has one set of global settings: its name, the TestLevel chapter it goes into, the size of the grid, the death plane and a few engine flags. You edit them in the Level settings dialog; all values are also visible in the Inspector.
Opening the settings
- Level → Level settings… opens the dialog.
- The Level settings node at the top of the Outliner selects the settings, so the Inspector shows them as normal properties (including the lighting values used for brushes, see below).
Clicking OK applies all changes as one undo step called Level settings; Cancel changes nothing.
Level
| Field | Meaning |
|---|---|
| Name | Shown in LlamaMod's mod list and on the loading screen. |
| Author | Your name, shown in LlamaMod. |
| Description | A few sentences for the mod list. |
| Project | new level or changes to an original level (read only). |
| Base level | The original level the project is built on – it provides the object code, textures, sounds, sky and music (read only). |
| TestLevel chapter | New levels only: the chapter of world 9 (TestLevel: 32–49, or 1) the level replaces when its mod is on. Chapters 2–31 are not offered: the game would store this level's coins over other game data. |
Below the chapter field the dialog lists which chapters other level projects in your levels
folder already use, so you can pick a free one. Each level needs its own chapter; chapter 1 is
also used by LlamaMod's Test World mod. Players can change the chapter later in the level mod's
options in LlamaMod (see Sharing levels).
Base level
The base level is chosen when you create a level (File → New level…) and cannot be changed afterwards, because the project stores only the differences to it. It decides:
- which object types you can place – only types whose code is in the base level exist (a Llama, coins, the enemies of that world …);
- the textures you start with, the sky models, sounds, the default fog and music (its start zone) and the sun (its directional lights);
- the engine data layout (the read-only feature flags below).
For new levels the default base is Village chapter 1, which has the widest choice of objects.
Grid
| Field | Meaning |
|---|---|
| Width (cells, x) | Columns. Growing adds cells in the east. |
| Height (cells, z) | Rows. Growing adds cells at the far end (higher z). |
The note shows the current size and the minimum the content needs – you cannot shrink the grid below what the level uses. New cells get visibility region 0 (see Visibility regions).
Engine limit: tiles, objects and teleport targets must stay inside the grid. Collision is looked up per grid cell, so geometry outside it has no collision.
Death plane
The death plane is an invisible floor with collision material 30: touching it, or falling below it, costs the llama a life (it respawns at the last checkpoint).
| Field | Meaning |
|---|---|
| Height | Height of all death planes of the level. Changing it moves the death-plane and sea brushes and, in original levels, the "no floor" tiles (material 30) together. |
| Add a death plane over the whole grid | Only shown when the level has none: adds one death-plane brush covering the grid. |
The note lists the death planes found (brushes and no-floor tiles). Geometry → Death plane height… does the same from the Geometry menu.
Feature flags
The WFPC value of the level is a set of engine flags, shown as check boxes with their hex value:
| Flag | Meaning | Editable |
|---|---|---|
0x00000010 |
MAP has a path buffer size (block 14) | no (layout) |
0x00000100 |
STPC has an extra model block | no (layout) |
0x00000800 |
Fog flag of the renderer | yes |
0x00010000 |
Tile swaps (doors / bridges) | no (layout) |
0x00080000 |
Script flag (read by object scripts) | yes |
0x00100000 |
TRPS chunk has extra entries | no (layout) |
0x00200000 |
MAP has a path block | no (layout) |
0x04000000 |
Path entries with an extra word | no (layout) |
0x08000000 |
Collision materials 17/18 are ignored | yes |
0x10000000 |
Two vertex colour pointer tables (light states) | no (layout) |
Layout flags change how the level data is stored and are fixed by the base level, so they are greyed out. Set bits whose meaning is unknown are listed as (unknown) – keep them unless you know better.
Objects
| Field | Meaning |
|---|---|
| Strat pool extra | Slots for objects = this value + 30. The pool also has to hold objects that are spawned during play (projectiles, effects). Raise it if you place many more objects than the base level had. |
Settings in the Inspector
With the Level settings node selected, the Inspector shows the same values as properties, grouped into Level, Grid, Objects, Lighting and Raw. The Lighting group holds the lighting that brushes and meshes get when they are built: texture rotation, sun azimuth, elevation, strength and colour, sky and ground light, ambient occlusion, AO radius and shadow. The Lighting tab of the Environment panel can fill these in for you (option Also light brushes when baking, see Baking the lighting).

