Post tutorial RSS Installing the Tools

Make sure you get the latest files. The Software Development Kit, the Tools for the Talon version of Lithtech 2.5, for AvP2 has had two updates. So along with the basic tools, the additional update will assure that whatever you produce is compatible with the latest version of the game. You have to follow these steps to make the tools run properly on your machine.

Posted by on - Basic Mapping/Technical

Originally posted here: www.planetavp.com/modmaker/

Created by: William "modmaker" Bostjan

Mirrored here for archival purposes

You can find the sdk and updates in the files section on moddb


The tools have had an initial release.

A First update

A Second update.

Make sure you install them in the order they were released.

To Start, you double click the AvP2tools.exe and follow the instructions. The file is approximately 9 megs.

READ and FOLLOW the instructions.

You MUST run UNREZ.BAT to extract the game resources and make them available for use with the tools. It is important to understand this, most people will get it the first time, but just in case I'll explain it for the others. Basically, the tools are a small download. So what it does is run a small program, that literally UNPACKS all the game resources from AvP2 into a new series of folders and makes it usable by the tools. That is why you need the game to use the tools. (Of course there are ways around it, but you would be breaking the EULA, so they won't be explained. )

The UNPACKING of the tools takes between 7-10 minutes depending on the speed of your computer. Unfortunately, the way Monolith set it up, you don't know what is going on, the system just seems to hang there, but 98% of the time it is unpacking the resource successfully. For future reference, if someone from Monolith or Fox reads this, next time use the xv command in the unrez.bat, that will allow the users of the tools to view the extraction of the resources process, and save a lot of stress and grief.

All right, so these resources get placed into a whole bunch of new folders. Now understand this, there's about 1.3 gigs of information in the GAME. These tools will extract about 900 megs of these resources and make an exact duplicate copy for the exclusive use of the tools. You better have enough space on your hard drive for all this information or you will run into problems. I'm not sure if it gives you an error message, if there is insufficient space, but let's assume so. Make sure you have enough space.

You then install the updates in the same way. Follow the instructions provided. There is no excuse for not reading simple instructions. They are provided. Take advantage of them.

The important things that are provided with the Tools and theTools updates are additional sample maps.

You can not underestimate how valuable these sample maps are. These are the official MONOLITH maps in .ed format from the actual shipped product. They offer a wealth of information and professional knowledge, and though they may be daunting to a newbie, they can provide you with how-to examples if you are willing to take the time and investigate.

Sample Level Files LIST from Tools SDK

Included are four sample, uncompiled AvP2 level files (.ED files).

These levels will appear under the GameDirPath\AvP2\Worlds directory after the AvP2 Game resources have been unpacked (see LithRez section above). These files are:

GameDirPath\AvP2\Worlds\SinglePlayer\Sample_Alien.ed, Sample_Pred.ed, Sample_Marine.ed

- Predator, Marine, and Alien SINGLE PLAYER reference levels that demonstrates the use of several fundamental and complex AvP2 objects, including:

  • GameStartPoint
  • WorldProperties
  • TranslucentWorldModel
  • Door
  • AI
  • Scripted events
  • Cinematics
  • StarLightView

GameDirPath\AvP2\Prefabs\Skies\Sample_simplesky.ed

- A simple skybox. This level demonstrates the level design concepts necessary to create a simple skybox including the use of:

  • SkyPortals
  • DemoSkyWorldModel

GameDirPath\AvP2\Prefabs\Sample_complexsky.ed

- A complex sky. This level demonstrates the level design concepts necessary to create a complex sky, including:

  • Panning clouds
  • Sun/Sun flares
  • Indexing of sky objects

GameDirPath\AvP2\Worlds\Multi\DM\Sample_DM.ed

- A reference death match level (A LESSER FATE) that demonstrates basic AvP2 death match concepts, including:

  • Spawn points
  • Powerups

GameDirPath\AvP2\Worlds\Multi\Evac\Sample_Evac.ed

- A reference Evac level (VERLOC) that demonstrates basic AvP2 teamplay concepts, including:

  • Team spawn points
  • EvacZone

GameDirPath\AvP2\Worlds\Multi\OverRun\Sample_OverRun.ed

- A reference OverRun (LEADWORKS) level that demonstrates basic AvP2 teamplay concepts, including:

  • Team spawn points
  • PowerUps

Sample Level Files LIST from Tools Update #1

- Added a tutorial in creating and using dynamic lights to create such effects as rotating fan shadows and destructible lights.

GameDirPath\AVP2\Worlds\SinglePlayer\DynamicLights.ed

- Added a sample level containing vehicle prefabs used in the single-player game, including among others the Betty, the Verloc, the Marine dropship, a truck and a keyframed APC with live turrets, as well as an outer space set. The level is broken up into three separate rooms.

GameDirPath\AVP2\Worlds\SinglePlayer\Vehicles.ed

As well various documentations for triggers and AI. This is a great piece of download information. Make sure you get the Update #1

Sample Level Files LIST from Tools Update #2

- Added a Events Evac level (ALLEY) containing a shitload of information on Multiplayer triggers.

GameDirPath\AVP2\Worlds\Multi\Evac\Sample_Evac_Events.ed

- Added a collection level of a bunch of switches and door PREFABS for use in your maps. It's imperative to have an understanding of triggers and messages to use this level, but it is an excellent resource for increasing the looks and playability of your maps.

GameDirPath\AVP2\Worlds\SinglePlayer\Switches.ed

Use the links on the left to find reliable download locations. Please read the EULA carefully prior to using the tools.


Good luck with the SDK. Now we get to the interesting stuff. Starting up the tools.

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