The Map Properties window determines general settings for the level.
| Nexus Size | The engine nexus memory size in MB that is required for the script. If the project contains several levels, enter here the size for the biggest of them. The nexus value is used for the Run and Preview functions and is permanently stored in the executable when publishing a project. For allowing your project to run on normal PCs, don't exceed 200 MB. |
| Mesh Size | A7 Threshold value for a group to be compiled as a single mesh (like the Single Mesh flag in Group Properties). Use this option to optimize the rendering speed of levels. Most 3D cards achieve the best performance when rendering meshes of about 1000 polygons. !! Note that this option will create concave blocks, so you need to activate Create Meshes for compiling. |
| Palette |
The color palette used for all 8-bit palettized images in the level. The palette is taken from any 8-bit PCX or BMP file, or from a RAW file automatically generated by the build process. All 8-bit images must be adapted to it. All colours are RGB values in the 0..255 range. If you don't use 8-bit images, you don't need to enter a palette here. |
| Script |
Select, create, or remove the script used to run the level. The level
must been given a name by Save As.. before you can create a script
for it. The script file must be located in the project folder. Script
names must not be longer than 15 characters and must not contain spaces
or nonstandard characters. If there's no script, the level is run in
the default flythrough mode. |
| Block Type | Select convex or concave blocks for your level. When set at 'concave', no warning message will appear when blocks are distorted. For building a BSP Level, you have to select convex blocks. Concave blocks can only be used for a Simple Level without BSP Tree . |
| Fog | To change the four fog colors available per level. The values given here can be read by the engine through the d3d_fogcolor vectors. |
| Sun |
To change the sun brightness and color, ambient color, and sun azimuth elevation. Sun light is emitted by the sky box around the level and creates static shadows in open areas. The ambient color is added to all surfaces, thus giving brightness to level parts that would otherwise be completely in the dark. The sun angles can be read by the engine through the sun_angle vector. |
A script is only required for the first level of your game. If you want to program the game yourself, select Empty Script. Otherwise, select the game genre for using a predefined template script. The options in this panel are taken from the main template scripts in the template_6 folder.
