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	<title>How to create new level - Revision history</title>
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	<updated>2026-04-24T11:08:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.frozenbyte.com/index.php?title=How_to_create_new_level&amp;diff=263&amp;oldid=prev</id>
		<title>AnteroFB: Created page with &quot;After you&#039;ve opened the editor but before you&#039;ve done anything else, you should read Editor basic controls.  Once you&#039;ve finished reading that, you should open the necessa...&quot;</title>
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		<updated>2018-06-15T08:07:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;After you&amp;#039;ve opened the editor but before you&amp;#039;ve done anything else, you should read &lt;a href=&quot;/index.php/Editor_basic_controls&quot; title=&quot;Editor basic controls&quot;&gt;Editor basic controls&lt;/a&gt;.  Once you&amp;#039;ve finished reading that, you should open the necessa...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;After you&amp;#039;ve opened the editor but before you&amp;#039;ve done anything else, you should read [[Editor basic controls]].&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve finished reading that, you should open the necessary windows. These include (but are not limited to) &amp;#039;&amp;#039;Scene instances tree&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Type tree&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Object properties&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Error list&amp;#039;&amp;#039;. If you read the page mentioned above, you know how to open them and what&amp;#039;s their main function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Create a new level =&lt;br /&gt;
1. Create a new map from &amp;#039;&amp;#039;&amp;#039;File &amp;gt; New&amp;#039;&amp;#039;&amp;#039; (Ctrl+N)&lt;br /&gt;
&lt;br /&gt;
2. From your Types window, find and drag a &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; to the scene and set its &amp;#039;&amp;#039;&amp;#039;ModelComponent&amp;#039;&amp;#039;&amp;#039; property &amp;#039;VisibleInGame&amp;#039; to true (check the box)&lt;br /&gt;
&lt;br /&gt;
3. Drag an InvisibleCheckpointEntity on top of the &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; and set its property &amp;#039;&amp;#039;&amp;#039;MissionStartCheckpoint&amp;#039;&amp;#039;&amp;#039; boolean to true (check the box)&lt;br /&gt;
&lt;br /&gt;
4. Add an &amp;#039;&amp;#039;&amp;#039;AmbientLightEntity&amp;#039;&amp;#039;&amp;#039; somewhere into the scene&lt;br /&gt;
&lt;br /&gt;
5. By pressing the play button (F5), you&amp;#039;ll be able to start your level&lt;br /&gt;
&lt;br /&gt;
Where to find everything is listed in Entities needed.&lt;br /&gt;
&lt;br /&gt;
= Saving =&lt;br /&gt;
Once you are happy with your changes save them by pressing &amp;#039;&amp;#039;&amp;#039;Ctrl+S&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;File &amp;gt; Save Map&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Save the map into &amp;#039;&amp;#039;&amp;#039;data/mission/missionname&amp;#039;&amp;#039;&amp;#039; folder where the &amp;quot;missionname&amp;quot; is your mission name.&lt;br /&gt;
Make sure that your level gets saved into &amp;quot;missionname&amp;quot; folder and the file name is &amp;quot;missionname.fbe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: If you would like to do a mission: &amp;quot;mymission&amp;quot;, save it into: data/mission/mymission/mymission.fbe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Entities needed =&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; (TypeRoot-&amp;gt;InstanceBase-&amp;gt;Entity-&amp;gt;ObjectEntity-&amp;gt;object-&amp;gt;Helper-&amp;gt;CollisionHelper-&amp;gt;RockCollisionHelper)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CameraSystemPrefabEntity&amp;#039;&amp;#039;&amp;#039; (TypeRoot-&amp;gt;InstanceBase-&amp;gt;Entity-&amp;gt;PrefabEntity-&amp;gt;CameraSystemPrefabEntity)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;NOTE:&amp;#039;&amp;#039;&amp;#039; When creating levels for Shadwen, the CameraEntities are set up automatically!&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;InvisibleCheckpointEntity&amp;#039;&amp;#039;&amp;#039; (TypeRoot-&amp;gt;InstanceBase-&amp;gt;Entity-&amp;gt;GameplayEntity-&amp;gt;CheckpointEntity-&amp;gt;InvisibleCheckpointEntity)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AmbientLightEntity&amp;#039;&amp;#039;&amp;#039; (TypeRoot-&amp;gt;InstanceBase-&amp;gt;Entity-&amp;gt;LightEntity-&amp;gt;AmbientLightEntity)&lt;br /&gt;
&lt;br /&gt;
= Layers and Settings =&lt;br /&gt;
== Layers ==&lt;br /&gt;
The editor has different layers in the same way as e.g. Photoshop. It&amp;#039;s entirely possible to use only one layer for every object in the level, and this might not be a problem in small test levels. When creating a more complex level however, it&amp;#039;s crucial to use the correct layer for each object in the scene to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
In this simple level we have only four objects, but to emphasize the good practice, each one of them goes into a separate layer. &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; should be put into the collision layer (layer 2), &amp;#039;&amp;#039;&amp;#039;CameraSystemPrefabEntity&amp;#039;&amp;#039;&amp;#039; to the camera layer (layer 4), &amp;#039;&amp;#039;&amp;#039;InvisibleCheckpointEntity&amp;#039;&amp;#039;&amp;#039; to e.g. respawn layer (layer 5) and &amp;#039;&amp;#039;&amp;#039;AmbientLightEntity&amp;#039;&amp;#039;&amp;#039; to the  default layer (layer 1).&lt;br /&gt;
&lt;br /&gt;
You can choose which layer you want the object to be in by either:&lt;br /&gt;
* choosing the correct layer from the layer toolbar ([[File:Layers.png]]) before adding the object from the Type tree or by&lt;br /&gt;
* going to the properties of the object that you&amp;#039;ve added to the scene and choosing the correct layer from there with the drop-down list next to &amp;quot;Layer&amp;quot; property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Layerdropdownlist.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve added all the objects to the correct layers, there&amp;#039;re some settings that need to be changed in the properties of the objects. Since we&amp;#039;re not using any textures on this map, the player character seems to be running on air, unless the collision helper is visible. Making the &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; visible to the player can be done from the &amp;#039;&amp;#039;&amp;#039;ModelComponent&amp;#039;&amp;#039;&amp;#039; property of the &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039;. Find the property &amp;quot;VisibleInGame&amp;quot; and set it to True (tick the box).&lt;br /&gt;
[[File:ModelComponent.png|thumb|Setting the &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; as visible to the player]]&lt;br /&gt;
&lt;br /&gt;
You should also scale the collision helper so it&amp;#039;s large enough to run around. The scale tool (keyboard shortcut: 3) will help you with that.&lt;br /&gt;
&lt;br /&gt;
After you&amp;#039;re satisfied with the scale and placement of the &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039;, you need to change the &amp;#039;&amp;#039;&amp;#039;InvisibleCheckpointEntity&amp;#039;&amp;#039;&amp;#039; to be the starting checkpoint of the level. &amp;#039;&amp;#039;&amp;#039;Each level always needs one, and only one&amp;#039;&amp;#039;&amp;#039; &amp;quot;MissionStartCheckpoint&amp;quot;. You can make the checkpoint to be the starting checkpoint of the level by going to the properties, opening &amp;#039;&amp;#039;&amp;#039;TrineCheckpointComponent&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;NOTE:&amp;#039;&amp;#039;&amp;#039; In later versions of the editor e.g. Shadwen Editor, the the component name has been changed to &amp;#039;&amp;#039;&amp;#039;GameCheckpointComponent&amp;#039;&amp;#039;&amp;#039;) and setting &amp;quot;MissionStartCheckpoint&amp;quot; to true (again tick the box).&lt;br /&gt;
[[File:Missionstartcheckpoint.png|thumb|Setting the &amp;#039;&amp;#039;&amp;#039;InvisibleCheckpointEntity&amp;#039;&amp;#039;&amp;#039; as the starting checkpoint of the mission]]&lt;br /&gt;
&lt;br /&gt;
When these settings are changed, you can test play the level by either:&lt;br /&gt;
* pressing [[File:Play_green.png]] to start from the checkpoint you chose as the &amp;quot;MissionStartCheckpoint&amp;quot; or by&lt;br /&gt;
* pressing [[File:Play_blue.png]] to start from the camera position.&lt;br /&gt;
&lt;br /&gt;
You can return to the editor view by pressing [[File:stop.png]].&lt;br /&gt;
&lt;br /&gt;
After this, you can add more objects to your level from the Type tree or by copying existing objects (only &amp;#039;&amp;#039;&amp;#039;RockCollisionHelper&amp;#039;&amp;#039;&amp;#039; at this point, because you shouldn&amp;#039;t duplicate the other objects in this level unless you know what you&amp;#039;re doing). You can also change the color and intensity of the ambient light from it&amp;#039;s properties.&lt;br /&gt;
&lt;br /&gt;
== Instant Kill Area ==&lt;br /&gt;
&lt;br /&gt;
Adding Instant Kill Area under your level makes the player character mortal, when e.g. falling to a pit. &lt;br /&gt;
&lt;br /&gt;
[[File:insta_kill_area.JPG|600px]]&lt;/div&gt;</summary>
		<author><name>AnteroFB</name></author>
	</entry>
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