Lost Alpha is a new episode of the S.T.A.L.K.E.R. series made by dezowave group for free!
Here is the S.T.A.L.K.E.R.: Lost Alpha Software Development Kit (SDK) v.2.6 beta release! It contains the basic editors and tools we used for creating Lost Alpha. You will need previous experience with xray sdk in order to conveniently utilize lost alpha sdk!
Here is our updated XRay Engine SDK, which we created especially for Lost Alpha project. A lot has been added, fixed and changed, but for a complete changes list, navigate to the "documents" directory. We also included the "written" part of our knowledge base with this SDK, see the documentation also in the "documents" directory or visit this link:
Why is it good to use LA SDK?
We have updated the sdk sources to work more efficient. Greatly reduced compiling time from several day to half a day on a normal computer (64bit Win7. 8gb ram, and i5 cpu). Xrai wont compile aimap for hours on max, it will only take 10 to 15 minutes even on the biggest levels. The sdk editors are more stable, they support 64bit memory usage, and their features list was extended.
We included several testscenes, and 4 full singleplayer levels with this SDK.For support, please visit www.dezowave.com forums, and gsc-gameworld forums.
Note: Many of you will surely use the level decompilers which will create 2000+ objects / maps. The level decompilers will add the objects to rawdata\objects\levels\-levelname- dir. Remember to move the unneeded objects out of the rawdata\objects\levels dir somewhere else, until they are needed.
Never keep too many objects in the rawdata\objects dir, or else the editors will run terribly slow, and compiling might crash. It's highly recommended to move/or rename the whole objects directory during level geom compile somewhere else on your hdd for maximum stability and performance, since objects aren't needed during compile, they are all stored in your level's build.prj file.
Note2: If you are newbie to X-ray Engine, make sure you read A LOT, otherwise you won't be able to achieve your goals. This is not a sandbox style engine.
Note3: Due to size limitations, the rawdata\textures folder is empty. That should contain the raw textures in tga format. Raw textures are neeeded for level compile only, so if you would like to compile maps with LA SDK, you need to have your textures in tga format as well. For that, you can find bardak's converter, which can convert dds to tga keeping the dir structure. Feel free to visit Sdk.stalker-game.com for additional articles, and Stalkerin.gameru.net for tools. You can grab the converter mentioned above from here Xray.codeplex.com.
Make sure you read the documentation included with this SDK, as well as the readme files included with the tools you download! You will need the same visual c redistributable packages as we included with the game, if you have the game installed, then you should not have problems. SDK was tested only on windows xp and windows 7 (32-64bit editions).
You can download the documentation without the sdk: Mediafire.com