Cyclone

Cyclone

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How to link the Leadwerks Editor to Cyclone
By Reepblue
This guide goes over how to link the Leadwerks Editor to Cyclone for map creation.
   
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Before Starting
Cyclone was developed using The Leadwerks Game Engine which you can find for purchase on Steam. With the latest update, you can easily link the engine tools to Cyclone to create maps, custom scripts and more! With a full engine license, you're free to modify Cyclone how ever you want!

First, you need to ensure that you do have the latest version of Cyclone and Leadwerks Game Engine installed on your PC.

Starting up the editor
Upon launching Leadwerks for the first time, you'll be greeted with a splash screen and 2 windows. Close the "New Project" window (top most) as we don't wish to create a new project.



On the "Project Manager" window click the "Import" button which will bring up an Open File window.



Navigate to where Cyclone is installed (%SteamLibrary%/steamapps/common/Cyclone) and load the Cyclone.werk file.



If successful, Cyclone should be an option now available to load in Leadwerks. Select Cyclone and press "OK" and the editor will load up to the default start map that has the shared environment settings used throughout the game.



Quick Fixes
If you were to load one of the example maps provided and hit the Run button, you will be greeted with this popup everytime you launch the editor. This is due to the fact that the editor thinks that the template files are newer than the game files. If ever prompted, click "No" as updating the project will break the game.



To disable this, you'll need to manually edit your Leadwerks.cfg file found under your Documents folder. You can use any text editing application to modify this file such as Notepad.



You are going to want Find (Ctrl+F) for ignoreoutdatedproject and set it's value to 1. If it doesn't exist you can add the line anywhere in the file.

ignoreoutdatedproject=1

Upon relaunching the editor, you'll no longer be asked to update the project.

Another setting I like to change is Instant Object Creation. You can easily changed this within the editor by going into TOOLS->Options.



By default, brushes are built automatically upon releasing the mouse with the CSG tools This will allow you to outline brushes before they are built.
Conclusion
That's it! You're ready to start making content! With your full engine licence, you are free to do the following:
  • Create custom maps.
  • Create new textures, materials, models, shaders, etc.
  • Write Lua code using the engine's API. (All Lua code runs in a sandbox, Sensitive function calls like with the Filesystem will be blocked.)

You can refer to this [www.leadwerks.com]documentation if you need help learning the editor. Also, be sure to include any new assets when you ship your Collection!

Important: You may not redistribute existing game elements or use the assets in your own Leadwerks projects. A new EULA has been written to cover this.
Bonus: Packaging
So you have made your map and you're ready to share it with friends! You zip up the project only to find out that it's not showing up in the Play Menu! Why is that?

Not only a collection needs content to play, but it must be packaged correctly, and it needs a JSON script to tell the menu how to load it in the menu.

It's best to make a place somewhere on your computer to setup a package. Then copy over your content to the folder like below.



Next, you need to create a new JSON file under new folders Scripts/Chapters. This JSON script can hold multiple maps and each map can have it's own image. If no image is given, a default "NO IMAGE" texture will be used instead. It's important to note that the images need to be compressed to a texture file using the engine's tools.

Here's the script for the Flag Run Collection.

{ "name": "Flag Run", "author": "Reep Softworks", "maps": { "Flag Run 01": { "id": 0, "filepath": "Maps/flagrun_01.map", "imagepath": "Materials/GUI/Chapters/chaptericon_flagrun_01.tex" } } }

You have your maps, content and that script folder. Now you're ready to compress! You can use any tool to compress your Collection. The only things are it can't have a password, and the zip's hierarchy must have the content in the root.



Cyclone can read anything with the zip header. The .pak files included in the game are just renamed zip files. All content goes under the "Content" folder.