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Collaboration: Distributions

When you add a new Distribution to your level, the Editor automatically:

  1. Adds the information about this distribution (its brushes, etc.) to the level:

    • If this Distribution does not belong to any group of objects – this info will be added to the main XML file of the level, the <level_name>.xml one that is stored in Media\prebuild.

    • If this Distribution belongs to a group of objects – this info will be added to the XML file of this group, which will be located in the Media\prebuild\<level_name >\subgroups folder.

  2. Adds the texture of this distribution in the .tga format to data of the level. Particularly, since the map is always splitted into the conventional map pieces, the appropriate texture pieces (.tga files with the same name) are added to the corresponding data\0_0 ... data\3_3 subfolders.

Thus, if a modder from modding team wants to add a distribution to one of their map pieces, then this modder needs to send to other members of the team the following info:

  1. The piece of XML code containing info on this distribution – to be added to the corresponding XML file of the level or subgroup on the side of other modders. For example, the following piece from the XML file of the level:

    Or, from the XML file of the subgroup:

  2. Textures (maps) of this distribution that were created for it in all data\0_0 ... data\3_3 subfolders:

    NOTE: If a distribution is already created on all modders' copies of the level, and the modder modifying it has modified only its .tga texture (map) within this modder's own map pieces and has not modified the other properties of this distribution, this moder can send only the modified map pieces, as described in the general process.