THE TEXTURE EDITOR (BaB.exe) TO SELECT A TEXTURE SET
Close the console window, for the moment we won't
goto menu- Archivo(File)/Abrir(Open)
file requester, move to the \BoD\Maps\Dwarf_M3 directory and
open the file "dwarf.mmp"
You will see a list of texture
names on the left; double-click (or highlight and press
Return) on one of these and a texture pic will appear on the
Have a look through these textures and make a note of
a few that you would like to use in your level.
common texture names: muro=wall, suelo=floor, techo=ceiling,
You can leave Bab open if you like, so you can
refer to it while using LED.
STARTING LED AND
ADJUSTING THE VIEW
TIP: If necessary, arrange
the windows and toolbars by dragging them to the edges of the LED
goto menu- View/ Center at...
This centers the
view in the edit window. (very handy if you lose the map by zooming,
In the requester that appears make sure that X = 0, Y =
0 (the center ;) and click OK.
Find the Info toolbar.(there
are some co-ordinates X,Y,dX,dY and a setting for Zoom)
10 into the Zoom setting and press the Return key to enter the
This should cause the edit window to refresh, and show
a red X (marking the players start position in the map)
You should also see the grid lines in light
Adjust the grid by changing the drop-downs in the Grid
toolbar to read:
Also check on the Tools
menu that Show Grid and Activate Grid are highlighted
SETTING UP THE TEXTURE NAMES
in the file requester, move to the
\BoD\Maps\testmap\DATs directory containing the .DAT files, (you
might have to enter *.* into the filename box, and hit return- this
will force the .dat files to show up in the list) - and open the
then goto menu View/Palette of
and you will see all of the textures available to
use from the \Bod\Maps\Dwarf_M3\dwarf.mmp texture
NOTE: there will be no previews (skull in pic box), but
the textures still work in the game and in OpenGL mode.
(To see what a texture looks like, use Bab to preview the
.mmp as mentioned earlier)
goto menu- Tools/ New Vertex
the pointer will
be a crosshair. create a vertex by left-clicking in the edit
window, and continue adding points to make a 4-sided rectangular
'sector', size- approx 20 x 20 units. (to close the shape,
finish at the start point - the edges will change to red
NOTE: This shape represents a SPACE approx 20 x 20
units, with the height being controlled by the 'floor height' and
'ceiling height' settings in View/Properties.
Tools/ Select Sectors
the pointer will change to an arrow
with 3 dots around it.
click inside the sector you just
created, and it will become crosshatched to indicate that it is
goto menu- View/Properties...
Properties window will appear. This window changes to reflect the
type of object that is selected.
goto the General tab,
and enter the following values:
Floor Height = 0 Ceiling
Height = 10
NOTE: You MUST press the Return key at the end of
every changed line for the new settings to apply. if in doubt,
switch to another tab and back again to check the
goto menu- File/Save As...
and save the map
as 'testmap.mp' in the \BoD\Maps\testmap directory (just for luck;)
CREATING AN ATMOSPHERE
a window will appear, click in this window
to activate it, and then press the INSERT key to create a new
a requester will pop up with settings for Name,
Density, and Color.
give your atmosphere a Name, something
enter 0.01 for the Density
and for Color choose a medium grey, and then click
You will see your new atmosphere appear in the list, to
edit an existing atmosphere, double-click on its name in the
Close the Atmosphere window for
OK, back in the editing
goto menu- Tools/Select Sectors...
sector you created before, and
goto menu- View/Properties to
open the Properties window again.
this time, go to the Floor
tab and you will see the following settings:
should = 0 from our changes earlier)
Spheric Elliptic Flat (make sure Flat is ticked for
A preview pic (probably with skull)
X = 0 (this
is the x offset of the texture in pixels) Y = 0 (this is the y
offset of the texture in pixels) Zoom = 10 (change this to 10,
this is texture scale) Angle = (this is texture rotation, many
game textures need to be rotated by 90')
And a drop-down with
a list of texture names.
select 'suelo' from this list to
assign that texture to the floor of this sector.
remember to press Return after every change to the settings in the
next, go to the Ceiling tab and enter
Height = 10 Flat X = 0 Y =
0 Zoom = 10 Angle = 0
Texture = 'techo'
the Lights tab...
Ambient (this is the light that is
everywhere) Flat (this is a single light source for the sector
that doesnt cast shadows) Exterior (this is the light color for
NULL areas - the world)
NOTE: the Ambient and Flat settings
have a gradient color box, Exterior is solid. also Flat and
Exterior have a coordinate setting for light placement. you
should leave these at 0,0,0 for now.
Click on the Ambient
setting (the gradient),
and the requester that appears will
have two color selectors; change them BOTH to the same color, a
medium-dark grey (80,80,80)
(for the moment, ignore the other
settings next to the gradient, they contain placement info that
we are not using yet)
Do the same thing for the Flat
setting, except change BOTH colors to black, effectively turning
the Flat lighting off.
Leave Exterior as it is for the moment
(should be a light grey color)
go to the Atmospheres
and select the atmoshere you created earlier from the
NOTE: the settings cannot be changed from
here, that must be done in the Atmospheres window.
finish off, just check all of the tabs to make sure your new
settings have stuck.
Leave the Properties window
Make sure the sector is still selected, and this time
right-click inside the boundaries of the sector. This will bring up
At the bottom of this menu, go to Select>
The Edges (Walls) of the sector will be highlighted,
and the Properties window should say:
"Propiedades de lado.
(4 seleccionados)" and the settings will contain a *
the following settings:
X = 0 Y = 0 Zoom = 20 Angle
= 90 (the muro texture needs to be rotated +90')
This will change the settings for all 4 walls at
NOTE: changing settings by multiple selection of the
same object types works throughout the program and also on walls
from multiple sectors)
Just to check that the settings have
been changed, goto menu- Tools/Select Walls, select just one wall at
a time and View/Properties.
Close the Properties
This might be a good time to save the level
ADDING A LIGHT
You are now in Create Light
click in the center of the sector, and a small
lightbulb should appear there.
goto menu- Tools/Select
Click on the lightbulb you just created, and it
will become highlighted (looks like it has raised edges)
menu- View/Properties to open the Properties window
For Lights, this window has 2 tabs- Position and
X coordinate = 0 Y coordinate = 0
(these will be different if your light is off-center) Height =
(change this to 7)
There is also info about which sector it
is in, and an index number.
Intensity = (change
this to 40) Radius = 4 Color = (change to white) Precision
= (leave this at 0.031250 or whatever is in there
already) Visible = (unchecked) Shadows =
NOTE: you will notice the lightbulb in the sector
has changed color to show the new color setting.
the new settings have stuck by switching tabs and back,
then Save the map one last time.
COMPILING THE MAP
For easy compiling, we will use a batchfile to
Use Notepad or a text editor to open
\BoD\Maps\testmap\testmap_compile.bat for editing.
IMPORTANT: you will need to
change the drive and directories to point to YOUR copy of BC.exe,
and also to the testmap directory as it is on your
when finished, save this file as
NOTE: DOS does not like
spaces in a command line, so make sure there are no spaces in the
path to BC.exe or the map file.
Now you can double-click
the .bat file to compile the 'testmap' level.
A DOS window
should pop up, as well as 2 windows from BC.exe:
Mensajes" is to report any errors.
NOTE: You may possibly get
an error message, something like: Error al abrir película.Error
al reproducir película.Error al abrir película.Error al reproducir
película. I'm not sure what this means but it has not been a
problem for me, the level works as expected.
Blade" has a area with info on the compilation, and a button
click this button to continue, and then close the
Check the \BoD\Maps\testmap directory for 2 new
testmap.bw (the compiled map) DefCh.txt (error
You can now run Blade
and Gladiator, and you can choose your new level from the map select
Good Luck and Have Fun!
To make a window, create another sector outside of the
main room, but touching the edge of the sector; some example
Floor Height = 2 Ceiling Height = 5
the floor/ceiling and edges the 'muro' texture, then select the
OUTSIDE edge/wall of this window sector, and assign it the
'NULL' texture (to see through to the external "world").
select just one wall or vertex when they are overlapped,
double-click on that item and select the sector it belongs to from
the requester that pops up.
OpenGL Mode enables texture
manipulation with real-time visual feedback, more about that
Remember that you are creating spaces in a solid block
and it will all make sense.
I have commented the .lvl and
.glad files to help you understand them.
Use Debug mode to
find spawn points for monsters. (see LED Notes for
There are many other features and possibilities with
LED, but this should get you started :)