74 lines
4.0 KiB
Markdown
74 lines
4.0 KiB
Markdown
# Sharing levels
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A level project is a single `.llamalevel` file. It contains your changes, the meshes and textures
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you imported and a thumbnail – **no game data** – and is usually only a few kilobytes (more if
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you imported large textures or models). Everyone who has the game can play it: LlamaMod builds
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the level from *their* copy of the CD.
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## Sending a level
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1. **File → Save** (**Ctrl+S**). By default projects are saved in LlamaMod's `levels` folder
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(inside the data folder, see [Installing LlamaMod](02-installing.md#the-data-folder)).
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2. Give the level a good name, author and description in
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[Level settings](14-level-settings.md) – LlamaMod shows them on the mod card.
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3. Send the `.llamalevel` file: forum post, Discord, e-mail, a download link.
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> **Tip:** Save once more just before you share: the thumbnail is taken from the current view
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> and becomes the loading picture in the game. Frame something nice first.
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## Installing a level you received
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Any of these works:
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* **Copy the file into the `levels` folder** of LlamaMod's data folder (**Settings → Data folder
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→ Open folder**, then `levels`) and restart LlamaMod. The level appears in the **Levels**
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category of the **Mods** tab.
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* **Open it in the editor** (**File → Open project**) and choose **Level → Add to LlamaMod…**.
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(**F5** only play-tests it: the copy is removed again when the game ends.)
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* From the command line: `LlamaMod --import-level <file.llamalevel>`.
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Then tick the level in LlamaMod, click **Apply** and **▶ Play**. To get rid of it again, click
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**Remove…** on its card – the file is moved to the backups, see [Mods](18-mods.md#level-mods).
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## Where the level appears in the game
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| Project | In the game |
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|---|---|
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| **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**. |
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| **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. |
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## Chapters and conflicts
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Each new level occupies one of the TestLevel chapters **32–49** (or chapter 1). The editor picks a free chapter for
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new projects, but levels from different people may use the same one. If two active level mods
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use the same chapter – or two mods change the same original level – LlamaMod stops applying and
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names the files involved. Fix it in the mod's options: every new-level mod has a
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**TestLevel chapter** option (1, 32–49).
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> **Note:** Chapter 1 of the TestLevel is also used by the built-in **Test World** mod. The game
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> keeps coins and flags for chapters 2–31 of world 9 in memory that belongs to other things (your
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> progress, the text language …), so LlamaMod does not use them: levels saved with such a chapter
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> by an older version move to a free chapter from 32 on. With more than 18 new levels, some share a
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> chapter – only one of them can be on at a time.
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## Updating a shared level
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Change the project and save it under the **same file name**; the receiver replaces the old file.
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LlamaMod notices the change (it keys every level by the file's contents) and rebuilds it on the
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next **Apply**.
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## Sharing parts of a level
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* **Prefabs** – groups of objects you saved (**Tools → Save selection as prefab…**) live in the
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data folder's `editor/prefabs` folder and can be copied to another computer.
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* **Library assets** – geometry saved with **Geometry → Save selection to library…** is a
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`.llamamesh` file in the `library` folder. Note that library files *do* contain textures from
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the game, so share them only with people who own it.
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* **Copy objects (for other levels)** (**Ctrl+Shift+C**) puts objects as text on the clipboard –
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you can even paste that into a forum post for others to paste into their level.
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## Sharing this manual
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The manual window's **Export** button saves the whole manual as HTML pages or as one HTML file
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with all pictures, ready to upload or attach to a forum post.
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