Cyrem Posted February 12, 2013 Share Posted February 12, 2013 Installing custom maps to play can be annoying because you have to alter original level's CFG to point to the new level. There is a way to add new levels which has been known for a while, but never really explained much. What this tutorial will guide you through is adding a permanent custom map slot to LRR where you can just slap in CFG code and run the game and not worry about having to change it back after to the original code. This level always remains unlocked and it does not effect your save games. I will also give you some extra files to make it display nicely on your level screen. I've used a worm hole, as you can see below: Setup First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel". Lastly, go down to the Levels block. Above the "Tutorial01" sub-block paste in this: CustomLevel { ; CUSTOM CONFIG BELOW ; NEVER REMOVE THE BELOW PROPERTIES! MenuBMP InterfaceFrontEndCustomHi.bmp,InterfaceFrontEndCustom.bmp,InterfaceFrontEndCustomGrey.bmp FrontEndX 72 FrontEndY 2 NextLevel Levels::Tutorial01 LevelLinks Levels::Tutorial01 } This is pretty much a place holder until you put a level CFG in. The game will run fine like this. The properties under " ; NEVER REMOVE THE BELOW PROPERTIES!" Ensure that it will always show the wormhole correctly and that the levels stay linked. If you would like the wormhole, Then download these images and put them in your "InterfaceFrontEnd" folder. Thats it! The one and only problem is that the spoken level names when you hover are displaced by 1 level, but you don't really care about this I would recommend for the sake of ease and consistency that modders creating levels package their level in the level's own folder, so that it does not actually replace default levels. BerixMaster2010, Fush, JrMasterModelBuilder and 2 others 5 Link to comment Share on other sites More sharing options...
Redacted Posted February 12, 2013 Share Posted February 12, 2013 Holymoly! Amazing! Link to comment Share on other sites More sharing options...
alan Posted February 12, 2013 Share Posted February 12, 2013 Awesome tutorial!! Thanks Cyrem!! Edit: Maybe you could sticky this topic, because it seems to be imprtant _______________________________________________________________________________ I just made the Planet on the top right linkable. Screenshots: Of course I added the coordinates on which the level has to be. (In download) DOWNLOAD Link to comment Share on other sites More sharing options...
Cyrem Posted February 13, 2013 Author Share Posted February 13, 2013 I thought about using the planet, but at last moment, I liked decided to replace the small planet on the left with the wormhole Good job. Link to comment Share on other sites More sharing options...
Raider Mania Posted June 7, 2013 Share Posted June 7, 2013 Would LegoRR0.wad or LegoRR1.wad work or not. Link to comment Share on other sites More sharing options...
alan Posted June 7, 2013 Share Posted June 7, 2013 Yes it will work for them but you have to recompile the WADs after you modded the LEGO.cfg Link to comment Share on other sites More sharing options...
Raider Mania Posted June 7, 2013 Share Posted June 7, 2013 What do i open lego.cfg with? Link to comment Share on other sites More sharing options...
alan Posted June 7, 2013 Share Posted June 7, 2013 You open it with a standard wordpad, it is readable in english. Link to comment Share on other sites More sharing options...
rasmusdas Posted July 25, 2013 Share Posted July 25, 2013 i can't find the lego.cfg file is it because im running the european version? Link to comment Share on other sites More sharing options...
Car CrazeXVI Posted July 25, 2013 Share Posted July 25, 2013 I can't find the Lego.cfg file. Is it because I'm running the European version? No, it's because you haven't >extracted the .wad files yet. And be sure to use the >Data Method, so you can test it quickly. Link to comment Share on other sites More sharing options...
Lair Posted July 25, 2013 Share Posted July 25, 2013 And be sure to use the Data Method, for obvious reasons. It's not obvious to me. I always use the WAD refinery to make sure I can back stuff up easier than I can with the data method. Link to comment Share on other sites More sharing options...
Mattehw Posted July 31, 2013 Share Posted July 31, 2013 I have a problem where when I do this the pictures for the rest of the levels go to black Link to comment Share on other sites More sharing options...
Masiaf Posted August 22, 2013 Share Posted August 22, 2013 I am not a modder so bear with me on this. I replaced Tutorial01 with CustomLevels on the same line as StartLevel. Pasted the content above Tutorial01 which is located below ;;;;;;NEW STUFF;;;;; Saved the the CFG and tested the game. Went to the game level selection, all levels are blacked out and cannot click them. All I have is a blueish wall of rock in the top left corner of the screen. I click it, takes me to loading screen then the game crashes. Is there something I did not add or do correctly or is it just my computer? (I am using a Windows 7) Link to comment Share on other sites More sharing options...
alan Posted August 22, 2013 Share Posted August 22, 2013 No, you have done something wrong. There must be something that messed up everything else. The best way to fix this is to copy (/send me) your Lego CFG text and a screenshot of all the files in the level's folder (with a view also on the directory). Link to comment Share on other sites More sharing options...
aidenpons Posted October 2, 2013 Share Posted October 2, 2013 (Sorry to bump a dead topic (don't yell at me for calling it dead)) I HAD THAT PROBLEM BEFORE!! I figured it was somehow related to the fact that I did not use underscores in the level name. Instead, I used spaces. Link to comment Share on other sites More sharing options...
RockRaiderWolf Posted March 20, 2014 Share Posted March 20, 2014 After Dissecting this tutorial I have created a NEW and I think improved version! Please take a look! '?do=embed' frameborder='0' data-embedContent>> Link to comment Share on other sites More sharing options...
TheSmartOne Posted June 10, 2014 Share Posted June 10, 2014 I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though. Only thing I changed was the image filepaths (Custom to CRock). Link to comment Share on other sites More sharing options...
RockRaiderWolf Posted June 11, 2014 Share Posted June 11, 2014 I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though. Only thing I changed was the image filepaths (Custom to CRock). Did you remember to change the StartLevel?and to download the images? First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel". if you did then there is likely something you did wrong in your level config and you should copy and paste it as a spoiler so we can look and see what might be causing the issue. (Tempted to ask if you remembered to add your custom level map files but Pretty sure it would cause a crash if those were missing.) You could also just try my alternative that is linked right above your post. in my alternative all you need to do to add your own custom level would be to add the files(duh) and then replace the Level26 config in Lego.cfg to that of your custom level. mine also doesn't mess up the spoken level names. Link to comment Share on other sites More sharing options...
TheSmartOne Posted June 11, 2014 Share Posted June 11, 2014 (edited) I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though. Only thing I changed was the image filepaths (Custom to CRock). Did you remember to change the StartLevel?and to download the images? First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel". if you did then there is likely something you did wrong in your level config and you should copy and paste it as a spoiler so we can look and see what might be causing the issue. (Tempted to ask if you remembered to add your custom level map files but Pretty sure it would cause a crash if those were missing.) You could also just try my alternative that is linked right above your post. in my alternative all you need to do to add your own custom level would be to add the files(duh) and then replace the Level26 config in Lego.cfg to that of your custom level. mine also doesn't mess up the spoken level names. Here's the code. CustomLevel { ; CUSTOM CONFIG BELOW FullName The_Algorithm AllowRename TRUE RecallOLObjects TRUE GenerateSpiders TRUE DisableStartTeleport TRUE Video Avilavacha1.avi ; Amount of time before an emerge trigger can be reused. 1500 specifies 1 minute. EmergeTimeOut 3000.0 ;;;;; SURFACE TYPE ;;;;; BoulderAnimation ROCK TextureSet Textures::Rock RockFallStyle Rock EmergeCreature RockMonster ;;;;; SURFACE TYPE ;;;;; BlockSize 40 DigDepth 40 RoughLevel 6 RoofHeight 40 UseRoof YES SelBoxHeight 10 FogColourRGB 149:29:1 ;Lava Fog HighFogColourRGB 190:60:0 ;Lava Fog FogRate 20 FallinMap LevelsGameLevelsLevel039Fall_.map SurfaceMap LevelsGameLevelsLevel039High_.map PredugMap LevelsGameLevelsLevel039Dugg_.map TerrainMap LevelsGameLevelsLevel039Surf_.map CryoreMap LevelsGameLevelsLevel039Cror_.map ErodeMap LevelsGameLevelsLevel039Erod_.map PathMap LevelsGameLevelsLevel039Path_.map EmergeMap LevelsGameLevelsLevel039Emrg_.map SafeCaverns TRUE OListFile LevelsGameLevelsLevel039ObjectList.ol PTLFile LevelsGameLevelsLevel03925.ptl NERPFile LevelsGameLevelsLevel03925.npl NERPMessageFile LevelsGameLevelsLevel03925.txt ObjectiveText LevelsGameLevelsLevel039AlgorithmText.txt ObjectiveImage640x480 InterfaceBriefingPanelBriefingPanel.bmp,76,100 ErodeTriggerTime 15 ErodeErodeTime 40 ErodeLockTime 300 OxygenRate 12 FrontEndOpen TRUE Priorities { AI_Priority_Recharge TRUE AI_Priority_GetIn TRUE AI_Priority_Repair TRUE AI_Priority_Reinforce TRUE AI_Priority_Destruction TRUE AI_Priority_Construction TRUE AI_Priority_Crystal TRUE AI_Priority_Clearing TRUE AI_Priority_Ore TRUE } Reward { Enable TRUE Modifier 5 Importance { Ore 30 Constructions 10 Timer 30 Caverns 30 } Quota { Ore 1000 Caverns 15 Constructions 7 Timer 90000 } } ; NEVER REMOVE THE BELOW PROPERTIES! MenuBMP InterfaceFrontEndCRockHi.bmp,InterfaceFrontEndCRock.bmp,InterfaceFrontEndCRockGrey.bmp FrontEndX 72 FrontEndY 2 NextLevel Levels::Tutorial01 LevelLinks Levels::Tutorial01 } } and then StartLeve Levelsl::CustomLevel Edited June 11, 2014 by TheSmartOne Link to comment Share on other sites More sharing options...
RockRaiderWolf Posted June 12, 2014 Share Posted June 12, 2014 where did you put the startlevel levels::Customlevel? did you do what it says and replace the old " StartLevel Levels::Tutorial01" with " StartLevel Levels::CustomLevel" ? Did you copy and paste that directly from your lego.cfg? if so that appears to be out of format and might be causing the problem. what text editor did you use? if i counted correctly you also have an extra } at the end and that coiuld be causing the game to think the level config is incomplete or something. The code for fog types is wrong. I used what you posted to create a code that should work. however sometimes the game seems to just dislike certain level maps for some reason and they fail to work regardless. I will doublecheck to see if I can get that level to work for myself since you seem to be using a map you downloaded, CustomLevel { FullName The_Algorithm AllowRename TRUE RecallOLObjects TRUE GenerateSpiders TRUE DisableStartTeleport TRUE ; Amount of time before an emerge trigger can be reused. 1500 specifies 1 minute. EmergeTimeOut 3000.0 ;;;;; SURFACE TYPE ;;;;; BoulderAnimation ROCK MenuBMP InterfaceFrontEndCRockHi.bmp,InterfaceFrontEndCRock.bmp,InterfaceFrontEndCRockGrey.bmp TextureSet Textures::Rock RockFallStyle Rock EmergeCreature RockMonster ;;;;; SURFACE TYPE ;;;;; BlockSize 40 DigDepth 40 RoughLevel 6 RoofHeight 40 UseRoof YES SelBoxHeight 10 FogColourRGB 110:110:155 // ROCK FOG HighFogColourRGB 155:155:110 // ROCK FOG FogRate 20 FallinMap LevelsGameLevelsLevel039Fall_.map SurfaceMap LevelsGameLevelsLevel039High_.map PredugMap LevelsGameLevelsLevel039Dugg_.map TerrainMap LevelsGameLevelsLevel039Surf_.map CryOreMap LevelsGameLevelsLevel039Cror_.map ErodeMap LevelsGameLevelslevel039Erod_.map EmergeMap LevelsGameLevelsLevel039Emrg_.map PathMap LevelsGameLevelsLevel039Path_.map SafeCaverns TRUE OListFile LevelsGameLevelsLevel039ObjectList.ol.ol PTLFile LevelsGameLevelsLevel03925.ptl NERPFile LevelsGameLevelsLevel03925.npl NERPMessageFile LevelsGameLevelsLevel03925.txt ObjectiveText LanguagesAlgorithmText.txt ObjectiveImage640x480 InterfaceBriefingPanelBriefingPanel.bmp,76,100 ErodeTriggerTime 15 ErodeErodeTime 40 ErodeLockTime 300 OxygenRate 12 NextLevel Levels::Tutorial01 LevelLinks Levels::Tutorial01 FrontEndX 72 FrontEndY 2 FrontEndOpen TRUE Priorities { AI_Priority_GetIn TRUE AI_Priority_Repair TRUE AI_Priority_Construction TRUE AI_Priority_Destruction TRUE AI_Priority_Reinforce TRUE AI_Priority_Crystal TRUE AI_Priority_Ore TRUE AI_Priority_Clearing TRUE AI_Priority_Recharge TRUE } Reward { Enable TRUE Modifier 5 Importance { Ore 30 Constructions 10 Caverns 30 Timer 30 } Quota { Ore 1000 Caverns 15 Constrctions 7 Timer 90000 } } } Link to comment Share on other sites More sharing options...
TheSmartOne Posted June 13, 2014 Share Posted June 13, 2014 I had put the StartLevel in the Lego Main section where it should be. Edit: Nope. Didn't work. Still not showing the custom slot. Link to comment Share on other sites More sharing options...
alan Posted June 13, 2014 Share Posted June 13, 2014 I had put the StartLevel in the Lego Main section where it should be. Edit: Nope. Didn't work. Still not showing the custom slot. But you know where the slot should be, right? Its coordinates are FrontEndX 72 FrontEndY 2 so it is in the top left corner of the level menu. Also... are the file paths correct? They must match with what you have written down... I'd like to know what files you have put where... Link to comment Share on other sites More sharing options...
TheSmartOne Posted June 13, 2014 Share Posted June 13, 2014 I had put the StartLevel in the Lego Main section where it should be. Edit: Nope. Didn't work. Still not showing the custom slot. But you know where the slot should be, right? Its coordinates are FrontEndX 72 FrontEndY 2 so it is in the top left corner of the level menu. Also... are the file paths correct? They must match with what you have written down... I'd like to know what files you have put where... I have all of The Algorithm's files in LevelsGameLevelsLevel039. The level image selector things are in InterfaceFrontEnd. They are the ones for the test levels that were left over. Found 1 error: OL files was ObjectList.ol.ol That didn't fix it, though. Link to comment Share on other sites More sharing options...
Rock Monster Posted November 6, 2014 Share Posted November 6, 2014 Very good tutorial, Cyrem! Link to comment Share on other sites More sharing options...
Cyrem Posted November 6, 2014 Author Share Posted November 6, 2014 Very good tutorial, Cyrem! Thank you kind sir. Link to comment Share on other sites More sharing options...
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